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RocketLord

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  1. Rolling for Charlie too: 13 They both know that the Devil's Advocates are a violent motorcycle gang causing trouble. There's rumors that their leadership might have powers. The Born Loser does a search check to try and find the heroes and moves down the street: 29 What a roll. Give me an opposed Stealth roll, then I'll post with Nevermore and the goons after. Nevermore stealth: 27, so close. 14 - The Born Loser - Unharmed 14 - Nevermore II - 5HP - Unharmed - Distance Covered: 0/5 9 - Usher Goons - x20? Standing 6 - Raven III - 2HP - Unharmed - Distance Covered: 0/5 X - Whisteblower - Unharmed, with Nevermore - Distance Covered: 0/5
  2. You could use an effect with an Area extra? Also, I'd suggest taking one or two ranks of the Improved Critical feat for the powers that have leftover PP, like the Blast power, so it would look like this: Device 6 (Gadgets; 30PP container; Flaws: Hard to Lose) [24PP] Array 12.5 (Gadgets; 25PP Array; Feats: Alternate Power 5) [30PP] BP: Blast 8 (Lightning Rifle; Feats: Accurate 2, Improved Critical 2, Split Attack 3) {25/25PP} (Additional descriptor: Electric) AP: Healing 6 (Mad Medicine; Extras: Resurrection; Feats: Regrowth, Progression 6) {25/25PP} AP: Animate Object 7 (Reanimation; Extras: Duration [Continuous]; Flaws: Limited [Corpses]) {21/25PP} AP: Stun 8 (Extra: Range; Feats: Improved Critical 1) {25/25PP} It's a small thing, but can just as well put it in if you got leftover PP in an AP.
  3. As I told you on discord: RAW, Slam bonus replaces your Strength bonus for your attack, so it would probably be better for you to just do a regular attack, since you would (at most) get +6 from Slam, if you could use your speed, while you get +7 from Strength. You can keep your roll (which hits) for a regular attack if you want.
  4. Only thing I can see to add, aside from what Thev's already said, would be to add the Quickness modifier to the power, so it's easier to remember how much faster you can think and move.
  5. Space Ranger III "It's ancient tech. Nobody really understands how it works, just that it works," J'onn shrugged. "At least it's meant I've had some cool adventures." He didn't seem all that bothered. "But hey, if you're offering a checkup, I'm not objecting. Been trying to find somebody that might know something, but no luck on the places I've visited so far."
  6. James blinked for a moment and looked up at the rack and the sword held up by glue. "Uh, yeah. That's... uh, amazing." He didn't sound entirely convinced. With the talk turning to his armor, James lightly rubbed his right arm again, taking a simple step back. "It's, kind of both, I guess?" He paused, like he was listening to a voice that only he could hear. "Oh, no. No, we're not gonna armor up inside again. Look what you did to the ceiling the first time!" James stopped and stared at Owain, realizing what he had just done. "Sorry, the armor, err... the Bird of Prey, it's kind of alive, and it kinda talks to me. And it really wants to show off, but..." He gestured to the damages to the room. "Yeah."
  7. Nevermore II "Nah, not just dark shades. Gotta be blacks, greys, stuff like that, except for logos and highlights. The boss got his priorities, only so much you can do about colors with him." Charlie offered in response to Utsuwa and Ryder. "Trust me, you do not want to see what the Raven does when he wants something to be colorful." Charlie shuddered for a second at the memory, before adjusting the controls on his watch slightly to send the R.V.D. flying back towards his room. Plenty of people here now, didn't really need it around. "Taught me to be real good at dodging, at least..."
  8. Rebuilding Justice for Freedom City! I'm aware that there's only 109PP spent in World's Finest Mode's armor device. I'll let it stay as that for now.
  9. Justice - World's Finest Mode Power Level: 15 Effective Power Level: 12 Power Points: 231/233PPUnspent Power Points: 0 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Brave and Bold In Brief: Genius tokusatsu fangirl making her dreams come true, powered up with a super mode. Catchphrase: [Centurion! Raven! Brave and Bold! Are you ready!?] "Henshin!" [Unlimited Imagination, Endless Possibility: World's Finest!] Theme: Light Up the Sky - Thousand Foot Krutch DESCRIPTION The World's Finest Mode Armor has a light blue undersuit, not unlike the black undersuit that Robin wears with his Justice Armor X. It has armored golde nboots with faint golden knees and shins, with thick white trim and golden shoulder pads and armor in the front, stretching down to her ScaleDriver Belt. The scale on the belt has changed to gold instead of red. Faint gold armor covers the outside of Justice's arms, while her hands are covered by golden gauntlets with 3 rights of dark blue segments. Her chest displays a vaguely bird-shaped dark blue form, with a white head directly under her neck. Her neck and main helmet is cast in pale gold, with dark blue, abstract wings at the side of her helmet, connected to a dark blue crest. Her mouth is hidden behind a white mouth guard, her eyes behind a dark visor with golden trim. An asymmetrical white cape is directly connected to the armor, with the right side being shorter than the left. The right side reaches to just below Robin's hips, while the left side reaches her ankles. POWERS & TACTICS Robin can activate her armor's World's Finest Mode by scanning the Centurion and Raven HeroCards in the Alpha and Beta slots, respectively. While other HeroCards activations merely changes aspects of Robin's Justice Armor X by adding or removing weapons and armor pieces, the World's Finest Mode is an entirely different armor, geared primarily towards fighting, with little utility compared to Robin's standard armor. The World's Finest Mode armor utilizes energy drawn directly from Z-Space in addition to the power drawn from Robin's amulet. The armor channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her. The armor enhances the teleportation offered by Robin's grandmother's amulet and allows her to fly and act at super speed. She can manipulate defensive output between powerful force fields and enhanced reaction speed that allows her to avoid most attacks. Like the Justice Armor X, the armor enhances many of Robin's own physical attributes, multiple combat routines and an built in A.I. that aids Robin in combat. While the World's Finest Mode armor is overall more powerful than the Justice Armor X, it posses one major drawback, as it requires massive amounts of power to operate. As such, Justice can only use the armor for a limited amount of time. Robin still has access to her gadgets and abilities granted by her grandmother's amulet while using World's Finest Mode. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power At Price: Justice's World's Finest Mode armor requires large amounts of power to run and can often only be used for a short time before Robin is forced to return to her normal armor. The GM can force Justice to revert to her normal Justice Armor X, awarding her a Hero Point in return. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2)Dexterity: 14 (+2) / [World's Finest Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [World's Finest Armor] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base, [World's Finest Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block Defense: +4 Base, +2 Flat-footed, [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from Brave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Brave),+17 (+4 Base, +3 Enhanced Defense, +10 fromBrave and Bold set to Bold), +4 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [World's Finest Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength) Knockback: -2 (TOU 4/2), [World's Finest Armor] -4 to -9 (TOU 7-17, based on Brave and Bold) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 fromBrave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Bold),+17 (+4 Base, +3 Enhanced Defense, +10 from Brave and Bold set to Brave), +4 Flat-Footed Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [World's Finest Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [World's Finest Armor] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [World's Finest Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack All-Out Attack Defensive Attack Improved Initiative Power Attack Quick Change Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X - World's Finest Mode, Invention, Magic, Technology) Brave and Bold 5 (10DP Array; Feats: Alternate Power 2) [13DP] (Descriptors: Magic, Z-Space Energy) BP: {5 + 5 = 10/10} (Descriptors: Brave and Bold, Balanced Speed and Shields) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (Descriptors: Brave, Full power to Shields) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Bold, Full power to Speed) Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 8 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Improved Initiative 1, Power Attack, Uncanny Dodge [Visual]) [8DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Defense Bonus+3) [6DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Reflex Save +6) [6DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Imaginary Movement 8.5 (17DP Array; Feats: Alternate Power 1) [18DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Flight 8 (Feats: Subtle) (2500 mph, 25,000 ft./rnd) (Descriptors: Journey Into Imagination) AP: {4 + 13 = 17/17} (Descriptors: Journey Into Mystery, Enhanced Teleport) Accurate Teleport 4 Adds (Extras: Accurate) to Grandmother's Amulet -> Z-Space Array -> Teleport 4 [4DP] Teleport 6 (Extras: Accurate; Flaws: Short-Range; Feats: Subtle) (600 ft. distance) (Stacks with Grandmother's Amulet -> Z-Space Array -> Teleport 4) [13DP] Stacked Power Teleport 10 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Subtle, Turnabout) (1000 ft. distance) Immunity 2 (Critical Hits) [2DP] (Descriptors: Perfect Defense) Morph 1 (One Form [Justice X Armor]; Feats: Metamorph 1) [2DP] (Descriptors: Justice X Armor) Protection 3 (Extras: Force Field (+0)) [3DP] (Descriptors: Force Field, Magic, Z-Space Energy) Quickness 4 (Tasks at x25 speed) [4DP] (Descriptors: Speed of Imagination) World's Finest 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Create Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP} (Up to 10x10 ft. cube objects) (Descriptors: Endless Possibilities) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 2) (Area: 50-250 ft. radius) {33/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – World's Finest Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch 120 ft. DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-250 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2 Lightning Speed Stun Strikes Touch, 10 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 3, Affects Insubstantial 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack, Affects Insubstantial 2, Knockback+1 Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/233 Power Points
  10. Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/250PPUnspent Power Points: 19 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) No Armor Balance Heavyweight Lightweight Defense +4 +10 +5 +15 - Flatfooted +2 +3 +3 +3 Toughness +4 +10 +15 / Imp 10 +5 Fortitude +10 +12 +13 +14 Reflex +7 +10 +8 +12 Will +11 +13 +14 +15 Knockback -2 -5 -12 -2 Base Armor Balance Lady Liberty Centurion LL+C B+LL B+C B+LL+C Grapple +6 +8 +10 +14 +14 +20 +16 +16 +22 SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {23 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy) AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Stacks with Super-Strength in Weight System Array Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC18 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points
  11. Gonna try to stunt an EMP arrow off Archer's Arrows array. Would this work? Nullify [Technology] 6 (Nullify All Technology Descriptor [2pp/r]; Feats: Improved Range 2; Extras: Effortless; Flaws: Action [Full Round]) {14/14DP} (Descriptors: EMP Arrow)
  12. Space Ranger III Space Ranger paused, listening to the other guy and just... stood there for a second. "You worked for Kraken?" Another pause, as he turned to the Praetor and the Star Knight. "Just so we're clear: That whole sidekick bit is just banter. I do not know this guy."
  13. Size Shifter - Big Power Level: 12 Effective Power Level: 10 - 12 for Colossal Size Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size, see Size Overview POWERS & TACTICS X COMPLICATIONS Complication: X. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, Varies with size, see Size Overview Defense: +5 Base, +2 Flat-Footed. Varies with size, see Size Overview Grapple: Varies with size, see Size Overview Knockback: Varies with size, see Size Overview SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +0 (+0 Con), Varies with size, see Size Overview Fortitude: +6 (+0 Con, +6), Varies with size, see Size Overview Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS 72 = 72PP Size Shifter Device 18 (90DP Container; Flaws: Hard-To-Lose) [72PP] (Descriptors: Name, X) Enhanced Feat 5 (Improved Critical 2 [Strength], Improved Grab, Improved Grapple, Quick Change) [5DP] Growth Array 39 (78DP Array; Feats: Alternate Power 3) [81DP] (Descriptors: X) BP: {4 + 4 + 16 + 11 + 10 = 45/78DP} (Descriptors: Size: Large, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 16 [16DP] Growth 4 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {4 + 4 + 10 + 23 + 9 = 50/78DP} (Descriptors: Size: Huge, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 10 [10DP] Growth 8 (Drawbacks: Full Power) [23DP] Protection 9 [9DP] AP: {4 + 4 + 6 + 35 + 9 = 58/78DP} (Descriptors: Size: Gargantuan, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 6 [6DP] Growth 12 (Drawbacks: Full Power) [35DP] Protection 9 [9DP] AP: {10 + 10 + 2 + 47 + 9 = 78/78DP} (Descriptors: Size: Colossal, X) Enhanced Feat 10 (Attack Focus [Melee] 10) [10DP] Enhanced Feat 10 (Dodge Focus 10) [10DP] Enhanced Feat Strength 2 [2DP] Growth 16 (Drawbacks: Full Power) [47DP] Protection 9 [9DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Shrinking) DRAWBACKS SIZE OVERVIEW SIZE Height Weight Space Reach Heavy Load Melee Attack Str DC Tou KB Def Str Con Fort Save Grapple Bonus Stealth Bonus Intimidate Bonus Large 8 ft. 500-4,000 lbs. 10 ft. 10 ft. 2.8 tons +8 27 +12 -6 +8 34 14 +8 +24 -2 +4 Huge 16 ft. 4k-32k lbs. 15 ft. 10 ft. 7.4 tons +7 28 +13 -6 +7 36 18 +10 +28 -6 +6 Gargantuan 32 ft. 32k-250k lbs. 20 ft. 15 ft. 25.6 tons +5 30 +15 -7 +5 40 22 +12 +32 -10 +8 Colossal 64 ft. 250k-2 mil. lbs 30 ft. 15 ft. 89.6 tons +7 32 +17 -8 +7 44 26 +14 +40 -14 +10 Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
  14. Atom! Ant-Man! Wasp! We need size shifters on the site that goes both big and small! The grandson of Dr. Atom from an affair he had either before meeting his wife or after his wife died, now being introduced to the main Atom family. Greeted with open arms, but he still feels he has something to prove to live up to the Atom name An experiment causes a meta crisis that charged his body with extradimensional energies that caused him to grow an an uncontrolled rate. The Atom Family came in to figure it out, helped him and they found out that they were in fact family. He is made part of the Atom Academy where he creates his containment suit that allows him to control his powers and do more thing with the extradimensional energies. Rex Atom Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: No defensive, See individual power trade offs in DC Block In Brief: Super scientific size shifter seeking secrets! Also the secret greatgrandson of Doctor Atom. Catchphrase: X Theme: X Alternate Identity: Rex Vaulaire Birthplace: Chicago, Illinois, USA Residence: Atom Academy Base of Operations: Atom Academy, Freedom City Occupation: Adventurer, Scientist Affiliations: Atom Family, Atom Academy Family: Roy Vaulaire (father, born 1968), Sarah Wilson (mother, born 1967), Alain Vaulaire (grandfather, born 1943), Jeanette Vaulaire (nee Blanchet, grandmother), Dr. Alexander Atom (Great-grandfather, dead 1994), Marie Vaulaire (Great-grandmother, dead 1944), Anne Atom (nee Banks, wife of Dr. Alexander Atom, died 1972), Andrea Atom (Daughter of Alexander and Anne Atom, born 1959, disappeared 1992), Mentac (Husband of Andrea Atom, disappeared 1992), Maximus Atom (son of Andrea Atom and Mentac, born 1984), Tesla Atom (daughter of Andrea Atom and Mentac, born 1985), Victoria Atom (daughter of Andrea Atom and Mentac, born 1987), Chase Atom (son of Andrea Atom and Mentac, born 1989) DESCRIPTION Age: Born January 1st 2000 Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 170 lbs. Eyes: Black Hair: Black Rex has an average build, not being in a particularly good or bad shape, standing at 5'9'' and weighing 170 lbs. He has short black hair and black eyes, and he is usually clean shaven. He tends to dress casually, though often favoring bomber jackets and, when in the lab, wearing lab coats. While in the field, Rex wears his own custom Atom Academy uniform. The uniform is primarily black, with blue panels on the chest leading from the shoulders to the waist on the front and shoulderpads kept in place with white straps. The sleeves end in white straps, and Rex wears fingerless black gloves and a white belt with pouches. The pants feature black panels on the outside of the legs similar to the panels on Rex's chest, and black boots that end in white straps similar to those that end his sleeves. Glowing pink powerlines on his chest, arms and legs glow whenever he activates his powers. He has a small glowing Atom symbol on his left chest over his heart. Like the powerlines, it glows when Rex uses his powers. HISTORY Everyone knows the story of the Atom Family. The patriarch Dr. Alexander Atom met his wife Anne after World War Two, they fell in love through her aggressive pursuit, and they eventually became the proud parents of the brilliant Andrea Atom and took in the few years older Jack Wolf. Andrea would in turn marry Mentac, exiled prince of Farside City, before their disappearence during the 1992 Omega invasion. Their children Maximus, Tesla, Victoria and Chase would become famous as the Atom Family during the 1990'es, each a mutant with extraordinary powers, guided and helped by Jack Wolf and an AI recreation of their grandfather, and they would eventually establish the Atom Academy in 2020. But before Anne, there was Marie Vaulaire, a French resistance fighter that Dr. Atom met and fell in love with during World War Two. The two shared the kind of intense and passionate romance that could only happen during the war, however brief it was. Marie Vaulaire's death fighting the against the Nazi occupation of her home led to her death, and Dr. Atom was left a broken man, spending a decade engrossed in his work until he fell in love with Anne. Dr. Atom never learned that Marie had given birth to a healthy baby boy half a year before her death. Her time her son Alain was shortlived, but he was raised in a loving home by Marie's sister Sophie, who never learned the identity of Alain's father. Alain was always a bright young man, and he would eventually become a professor at The Université de Lyon, where he met his future wife Jeanette Blanchet. In 1968, their son Roy was born. Roy found a passion for engineering, proving to be a prodigy. He would eventually leave France and move to Chicago in the United States, where het met Sarah Wilson in 1993. They married in 1996, and, at the stroke of midnight, as the clock passed from 1999 to the year 2000, their son Rex was born. Growing up, Rex Vaulaire soon showed that his genius outshone both his grandfather and father. He was, to put it bluntly, a genius, and he quickly accelerated through High School and college at a young age. Never the most social person in the world, prefering his own work and research, Rex was nonetheless part of a dedicated group of friends, and never had any social issues. Both Roy and Sarah did all they could to nurture and help Rex, providing what they could for him. Everything was fine as Rex discovered a potential new energy source, one that could potentially power the world, and he dedicated himself to this source. An accident in Rex's laboratory led to his body being infused with the energy source, triggering a Meta Crisis that caused his body to grow to gigantic proportions, continuously growing and growing. Losing control of himself, Rex accidentally destroyed several buildings as he tried to steer himself away from populated areas. The Atom Family was called in, and, with their help, Rex was able stabilize the energy and return to normal size. When the Atom Family brought him to Atom Tower to create a long-term solution, scans and tests done would eventually reveal the identity of Rex's unknown great-grandfather, much to the surprise of both Rex and the Atom Family. Rex and his parents were welcomed into the Atom Family with open arms, and Rex moved from Chicago to Atom Tower in Freedom City in an effort to connect with his newly discovered family and master his new powers. Inspired by the secret history that led to his grandfather's birth and eventually to himself, Rex has dedicated himself to leading a small group of Atom Academy members to explore the secrets and wonders of the world. PERSONALITY & MOTIVATION Rex is a proud, curious and sometimes arrogant individual. Seeing himself as a scientist first and a super hero second, he is more driven by a hunger for knowledge and progress than to be a hero. Rex rarely takes the time to socialize and can seem distant, preferring to focus on the missions than interpersonal relationships. He is still in awe at being part of the Atom Family and is still coming to grips with what it means to essentially be the illegitimate scion of super hero royalty, and how he fits into the larger world, which in turn feeds his passion for making new discoveries and exploring the world and its secret pasts. Despite the assurances from the rest of the Atom Family, Rex feels like he has something to prove to the world. POWER DESCRIPTIONS The extradimensional energies that infuses Rex's body allows him to manipulate his own size, theoretically without any limit, though past experiences and the destruction that he caused means that Rex is scared to grow too much, in case he loses control again. While at regular size, Rex can also infuse these energies into just about anything else, making his target grow or shrink. Rex carries a large number of shrunken down items in his pouches, allowing him to bring out just about anything he needs. To properly control the energy that allows him to adjust the size of himself and others, Rex's wears costume and his regular clothes incorporates what he has dubbed Size Shift Technology woven into the fabric. COMPLICATIONS Secret Atom: As a so far unknown member of Atom Family, Rex's place in the world is unsure, both to himself and others. Unstable: The extradimensional energies that empower Rex are unstable. While he can use his powers without the Size Shift Technology woven into his uniform and clothes, the effects will be unpredictable at best, and dangerous at worst. The GM can deem that Rex's Size Shift Technology is damaged, choosing an alternate effect when he tries to either Morph or use a power in the Size Shift array, giving him a Hero Point in return. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, see Power attack bonuses in DC Block Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +5 (+5 Base Attack) Knockback: -5 (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) Sense Motive 6 (+10) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS X + X + X = X Size Shifter Device 11 (55DP Container; Flaws: Hard-To-Lose) [44PP] (Descriptors: Name, X) 2DP left to use Enhanced Feat 5 (Dodge Focus) [5DP] Enhanced Feat 1 (Quick Change) [1DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Shrinking) Protection 10 [10DP] Size Shift Array X (28PP Array; Feats: Alternate Power 5) [33PP] (Descriptors: ) BP: Create Object 10 (Feats: Precise, Progression Object Size] 3 (10x50 ft. Cubes), Stationary, Subtle 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {28/28} (Descriptors: Size Shift Carried Item, X) AP: Damage 10 (Extras: Ranged; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {25/28} (Descriptors: Throw Size Shifting Item, X) AP: Snare 10 (Feats: Feats: Accurate 2, Attack Focus [Ranged] 1, Reversible, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {26/28} (Descriptors: Catch In Size Shifted Item, X) AP: Damage 10 (Extras: Area [General Burst], Ranged; Flaws: Action [Full Round]; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {24/28} (Descriptors: Throw Large Sized Shift Item, X) AP: Shriking 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Standard) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {16/28} (Descriptors: Shrink Target, X) -> Failed Reflex Save: Medium becomes Diminutive Size (ATK/DEF +4, Grapple -12, Stealth +12, Intimidation -6, Height 6in-1ft, Weight 0.25-1 lbs, space 1 ft, Reach 0 ft, Carrying capacity x1/4, Str -12, Tou -3) AP: Growth 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Full) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {28/28} (Descriptors: Grow Target, X) -> Failed Reflex Save: Medium becomes Gargantuan Size (ATK/DEF -4, Grapple +12, Stealth -12, Intimidation +6, Height 32 ft, Weight 32k-250k lbs, space 20 ft, Reach 15 ft, Carrying capacity Str +15, Str +24, Con +12) --- Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
  15. Size Shifter - Small Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size POWERS & TACTICS X COMPLICATIONS Complication: X. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +5 (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +X (+X Con, +X Other) Fortitude: +X (+0 Con, +6) Reflex: +X (+2 Dex, +6) Will: +X (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS 72 = 72PP Size Shifter Device 18 (90DP Container; Flaws: Hard-To-Lose) [72PP] (Descriptors: Name, X) - 90DP to use, 11DP left Enhanced Feat 4 (Evasion 2, Hide In Plain Sight, Quick Change) [4DP] Enhanced Reflex Save 5 [5DP] Flight 3 (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [6PP] (Descriptors: Name, X) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Shrinking) Shrinking Array 20.5 (41DP Array; Feats: Alternate Power 4) [45DP] (Descriptors: X) BP: {5 + 5 + 8 + 3 + 10 = 31/41DP} (Descriptors: Size: Small, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 4 Stacks with Offensive Array: All Powers in array +4 ranks [8DP] Shrinking 4 (Drawbacks: Full Power) [3DP] Protection 10 [10DP] AP: {5 + 5 + 6 + 7 + 10 = 33/41DP} (Descriptors: Size: Tiny, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 3 Stacks with Offensive Array: All Powers in array +3 ranks [6DP] Shrinking 8 (Drawbacks: Full Power) [7DP] Protection 10 [10DP] AP: {5 + 5 + 4 + 11 + 10 = 35/41DP} (Descriptors: Size: Diminutive, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 2 Stacks with Offensive Array: All Powers in array +2 ranks [4DP] Shrinking 12 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {5 + 5 + 2 + 15 + 10 = 37/41DP} (Descriptors: Size: Fine, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 1 Stacks with Offensive Array: All Powers in array +1 ranks [2DP] Shrinking 16 (Drawbacks: Full Power) [15DP] Protection 10 [10DP] AP: {5 + 5 + 21 + 10 = 41/41DP} (Descriptors: Size: Miniscule, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Shrinking 20 (Feats: Atomic Size, Microverse; Drawbacks: Full Power) [21DP] Protection 10 [10DP] Offensive Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] (Descriptors: ) BP: Blast 5 (Feats: Precise, Improved Critical) {12/12} (Descriptors: Name, X) AP: Move Object 6 {12/12} (Descriptors: Name, X) AP: Stun 5 (Extras: Area [General Burst]; Flaws: Action [Full Round]; Feats: Affects Insubstantial 2) {12/12} (Descriptors: Name, X) AP: Trip 5 (Extras: Knockback; Feats: Improved Critical, Improved Trip) {12/12} (Descriptors: Name, X) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
  16. Space Ranger III J'onn couldn't resist. He spun the Ray Guns around in his hands, like grandpa had shown him, before holstering both at his sides. Now that had been awesome. He waved briefly to Sri, acknowledging her introduction with "Space Ranger, from Korus," before continuing towards Corsair. "See? Guess that settles who's the sidekick here." He crossed his arms and motioned with his heads towards the Star Knight and the Praetor. "So... mind telling me what this was about? If not, I'm pretty sure that Star Knight and Praetor would like to know."
  17. I'm aware that there's only 109PP spent in the armor device. I'll let it stay as that for now. Justice - World's Finest Mode Power Level: 15 Effective Power Level: 12 Power Points: 231/231PPUnspent Power Points: 0 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Brave and Bold In Brief: Genius tokusatsu fangirl making her dreams come true, powered up with a super mode. Catchphrase: [Centurion! Raven! Brave and Bold! Are you ready!?] "Henshin!" [Unlimited Imagination, Endless Possibility: World's Finest!] Theme: Light Up the Sky - Thousand Foot Krutch DESCRIPTION The World's Finest Mode Armor has a light blue undersuit, not unlike the black undersuit that Robin wears with his Justice Armor X. It has armored golde nboots with faint golden knees and shins, with thick white trim and golden shoulder pads and armor in the front, stretching down to her ScaleDriver Belt. The scale on the belt has changed to gold instead of red. Faint gold armor covers the outside of Justice's arms, while her hands are covered by golden gauntlets with 3 rights of dark blue segments. Her chest displays a vaguely bird-shaped dark blue form, with a white head directly under her neck. Her neck and main helmet is cast in pale gold, with dark blue, abstract wings at the side of her helmet, connected to a dark blue crest. Her mouth is hidden behind a white mouth guard, her eyes behind a dark visor with golden trim. An asymmetrical white cape is directly connected to the armor, with the right side being shorter than the left. The right side reaches to just below Robin's hips, while the left side reaches her ankles. POWERS & TACTICS Robin can activate her armor's World's Finest Mode by scanning the Centurion and Raven HeroCards in the Alpha and Beta slots, respectively. While other HeroCards activations merely changes aspects of Robin's Justice Armor X by adding or removing weapons and armor pieces, the World's Finest Mode is an entirely different armor, geared primarily towards fighting, with little utility compared to Robin's standard armor. The World's Finest Mode armor utilizes energy drawn directly from Z-Space in addition to the power drawn from Robin's amulet. The armor channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her. The armor enhances the teleportation offered by Robin's grandmother's amulet and allows her to fly and act at super speed. She can manipulate defensive output between powerful force fields and enhanced reaction speed that allows her to avoid most attacks. Like the Justice Armor X, the armor enhances many of Robin's own physical attributes, multiple combat routines and an built in A.I. that aids Robin in combat. While the World's Finest Mode armor is overall more powerful than the Justice Armor X, it posses one major drawback, as it requires massive amounts of power to operate. As such, Justice can only use the armor for a limited amount of time. Robin still has access to her gadgets and abilities granted by her grandmother's amulet while using World's Finest Mode. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power At Price: Justice's World's Finest Mode armor requires large amounts of power to run and can often only be used for a short time before Robin is forced to return to her normal armor. The GM can force Justice to revert to her normal Justice Armor X, awarding her a Hero Point in return. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2)Dexterity: 14 (+2) / [World's Finest Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [World's Finest Armor] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base, [World's Finest Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block Defense: +4 Base, +2 Flat-footed, [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from Brave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Brave),+17 (+4 Base, +3 Enhanced Defense, +10 fromBrave and Bold set to Bold), +4 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [World's Finest Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength) Knockback: -2 (TOU 4/2), [World's Finest Armor] -4 to -9 (TOU 7-17, based on Brave and Bold) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 fromBrave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Bold),+17 (+4 Base, +3 Enhanced Defense, +10 from Brave and Bold set to Brave), +4 Flat-Footed Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [World's Finest Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [World's Finest Armor] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [World's Finest Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack All-Out Attack Defensive Attack Improved Initiative Power Attack Quick Change Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X - World's Finest Mode, Invention, Magic, Technology) Brave and Bold 5 (10DP Array; Feats: Alternate Power 2) [13DP] (Descriptors: Magic, Z-Space Energy) BP: {5 + 5 = 10/10} (Descriptors: Brave and Bold, Balanced Speed and Shields) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (Descriptors: Brave, Full power to Shields) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Bold, Full power to Speed) Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 8 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Improved Initiative 1, Power Attack, Uncanny Dodge [Visual]) [8DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Defense Bonus+3) [6DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Reflex Save +6) [6DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Imaginary Movement 8.5 (17DP Array; Feats: Alternate Power 1) [18DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Flight 8 (Feats: Subtle) (2500 mph, 25,000 ft./rnd) (Descriptors: Journey Into Imagination) AP: {4 + 13 = 17/17} (Descriptors: Journey Into Mystery, Enhanced Teleport) Accurate Teleport 4 Adds (Extras: Accurate) to Grandmother's Amulet -> Z-Space Array -> Teleport 4 [4DP] Teleport 6 (Extras: Accurate; Flaws: Short-Range; Feats: Subtle) (600 ft. distance) (Stacks with Grandmother's Amulet -> Z-Space Array -> Teleport 4) [13DP] Stacked Power: Teleport 10 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Subtle, Turnabout) (1000 ft. distance) Immunity 2 (Critical Hits) [2DP] (Descriptors: Perfect Defense) Morph 1 (One Form [Justice X Armor]; Feats: Metamorph 1) [2DP] (Descriptors: Justice X Armor) Protection 3 (Extras: Force Field (+0)) [3DP] (Descriptors: Force Field, Magic, Z-Space Energy) Quickness 4 (Tasks at x25 speed) [4DP] (Descriptors: Speed of Imagination) World's Finest 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Create Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP} (Up to 10x10 ft. cube objects) (Descriptors: Endless Possibilities) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – World's Finest Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch 120 ft. DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-100 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2 Lightning Speed Stun Strikes Touch, 10 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 3, Affects Insubstantial 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack, Affects Insubstantial 2, Knockback+1 Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/231 Power Points
  18. Let's say there is, so you can try it out.
  19. Space Ranger III "Yeah! Grandpa said he did try to go back to Earth at some point, so I guess they teamed up or something like that." J'onn nodded at the thought. "But yeah, I'm the third Space Ranger, defender of Korvus, intergalactic adventurer and all that, exceeept... I was in this kinda accident a while ago." J'onn didn't look too pleased to admit, before throwing his hands up. "Wasn't my fault, honest! But, yeah, Korvus got some kind of absolutely ancient tech called Spatial Gates. They're supposed to let you go pretty much anywhere. I was gonna use one to go visit here, on Earth, and I, uh, kinda got bombarbed with all that spatial energy?" He held out his arms, as if to show off something that none of them could really see. "So, I kinda bounce between Earth and wherever else I'm hanging out at random times. Usually takes a bit before I disappear, but give it some hours, some days or weeks at most, then I'm back in space. It's a pain, trust me."
  20. GM The robotic dinosaur was brought low with a single blow from the Carnifex, falling, with Bee tumbling around inside it, tumbling around with little sense of what was up and down, before it came to a rest. Tesla Atom stared at the Carnifex and the fallen robot for a moment, before she dropped her force field. "Miss Liddell? While I'd like to applaud you for your friend's... quick handling of the situation... well..." Before she had a chance to finish, a young man came running up to the robot, falling to his knees by it. "No! My dinobot! It's... it's completely smashed!"
  21. Little Mermaid II "But..!" Mette started to protest at Dee's command, then, with a grudging sigh, accepted. "Alright, fine!" She had wanted to fight the wolf some more, and Muirne was doing fine, even if she looked kind of scary at the moment, but, y'know... that was kind of her deal, right? The Little Mermaid leapt away from the big bad wolf, heading directly towards the pig that Muirne was fighting, raking her claws across it. She pulled her arm back mid-jump. "SB, move!" She crashed directly into the pig, hitting it as hard as she could the moment she made contact, then quickly turned to give Muirne a thumbs up. "Nice, we got it!"
  22. As ordered, Mette goes to help Muirne. Move action to get to the First Little Pig, then she's gonna punch it: 27 That's a hit. DC31 TOU save from the Pig: 21 Since it's already staggered, it's down. @Tiffany Korta is up! Current setup: Shadowborne and Little Mermaid is in melee with the first pig and has taken it down. Zhenschina-voin is in melee with the Big Bad Wolf and Second Little Pig Synapse is still free Second Little Pig is close to the wolf 24 - Little Mermaid II - 3HP - Unharmed 20 - Zhenschina-voin - 1HP - Bruise (x2), Fatigued next round 20 - Big Bad Wolf - Unharmed, Dazed 17 - Synapse - 2HP - Bruise (x2) 12 - Three Little Pigs -- First Little Pig - KO -- Second Little Pig - Unharmed, Dazed, Stunned (No Dodge Bonus, Def-2, Only Reactions, DC22 Fort Save on Init 24), Paralyzed (Str/Dex 0, take no physical actions, Def 5. DC22 Will Save on Init 17) -- Third Little Pig - KO 9 - Shadowborne - 3HP - Unharmed
  23. Nevermore II "Sooo... how about we head somewhere besides the food court for once?" Charlie suggested, as they made their way inside. He nudged Luke likely in the side. "You did remember to get a snack before we left Claremont, right?"
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