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JDRook

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  1. Yes, you are missing something, but that's okay, because it's unusual. The intent was to simulate a latent gravity field that pulls physical attacks toward Stickler, making him easier to hit, both melee and ranged. I was originally going to write it up as a drawback but wasn't sure how. Heridfel suggested the "only vs energy" bonus to simulate the same effect, something like: -Defense Bonus: +4 (8 PPs) -Enhanced Trait (Defense Bonus) {Gravity} +4 [Flaws]NON-Physical Attacks only] (4 PPs) which would work, but only if nullification of his gravity powers would also nullify the flaw. In that case, defense would be +4 vs. physical attacks, and +8 vs energy attacks. If his gravity powers were nullified, that should also nullify the gravity field and therefore the flaw, raising his defense to +8 vs. all kinds of attacks. The concept is a little different because it's not really a power, it's a negative impact on the character. I could call it a drawback, but in game turns, can it be nullified as I've described without resorting to goldbergian mathematics? If it's too troublesome, I can always skip it. I've already got 2 custom flaws on this character, no need to rewrite all the rules for him.
  2. This would have an interesting effect, since the full defense is technically Eddie's natural defense and the flaw is defined as an aspect of the gravity powers. Therefore, in the event of his powers being nullified, his defense rating would actually improve, at least vs physical attacks. Is that still acceptable numbers-wise as long as everybody is aware of the effect?
  3. This would have an interesting effect, since the full defense is technically Eddie's natural defense and the flaw is defined as an aspect of the gravity powers. Therefore, in the event of his powers being nullified, his defense rating would actually improve, at least vs physical attacks. Is that still acceptable numbers-wise as long as everybody is aware of the effect?
  4. I thought Attack, Defense and Initiative were all 2pp each. Now I see Initiative is the Dex Modifier and just matched coincidentally from the templates I was using. Yay 6 more pp! I was assuming I could just buy raw 2/1 Defense and flaw it to only work with energy. It's not that he's more resistant to energy, it's to simulate that he's easier to hit with physically based attacks since they are pulled toward him. Herid suggested that interpretation, but I wasn't quite sure how to write it up. What do you recommend? I think you fell in a typo trap. I had bumped Eddie's Con to 22 and then changed his Toughness and Fortitude saves to +6, but his Con save is still displayed as +5. I'll fix that, but maybe shift a few points to Will as well. Didn't realize you could make Enhanced Feats, but that does make sense and it is how I wanted them to work. If that's the case, I may put some of them in an AP. Keep in mind that all the load-carrying penalties come into play, most notably the -3 on all checks for medium load and -6 for heavy. Also, since his Super-Strength limit is in the Juggling AP, he can't use his Deflects or Strike at the same time. Admittedly, that means there's negligible effect at light load levels. I wouldn't mind making it a Power DB, say at least Common Frequency and Moderate Intensity for 3pp. Let me know what you think, since I'll have to adjust the Movement Array if the cost changes that much. It's gone. I was never married to the idea anyway. I'm debating whether to take out the move action and leave the power or remove it completely and put a few of the enhanced feats in there. I know Herid was concerned with Move Action for the Deflects as well, since they are also reflects and are therefore conditional attacks. If those are a concern as well I can remove the Move Action on those two and just collapse them down into one AP.
  5. I thought Attack, Defense and Initiative were all 2pp each. Now I see Initiative is the Dex Modifier and just matched coincidentally from the templates I was using. Yay 6 more pp! I was assuming I could just buy raw 2/1 Defense and flaw it to only work with energy. It's not that he's more resistant to energy, it's to simulate that he's easier to hit with physically based attacks since they are pulled toward him. Herid suggested that interpretation, but I wasn't quite sure how to write it up. What do you recommend? I think you fell in a typo trap. I had bumped Eddie's Con to 22 and then changed his Toughness and Fortitude saves to +6, but his Con save is still displayed as +5. I'll fix that, but maybe shift a few points to Will as well. Didn't realize you could make Enhanced Feats, but that does make sense and it is how I wanted them to work. If that's the case, I may put some of them in an AP. Keep in mind that all the load-carrying penalties come into play, most notably the -3 on all checks for medium load and -6 for heavy. Also, since his Super-Strength limit is in the Juggling AP, he can't use his Deflects or Strike at the same time. Admittedly, that means there's negligible effect at light load levels. I wouldn't mind making it a Power DB, say at least Common Frequency and Moderate Intensity for 3pp. Let me know what you think, since I'll have to adjust the Movement Array if the cost changes that much. It's gone. I was never married to the idea anyway. I'm debating whether to take out the move action and leave the power or remove it completely and put a few of the enhanced feats in there. I know Herid was concerned with Move Action for the Deflects as well, since they are also reflects and are therefore conditional attacks. If those are a concern as well I can remove the Move Action on those two and just collapse them down into one AP.
  6. Okay, Eddie should be ready now. I've made this list to describe powers, explain my choices and ask for help on a few points. It's long - get a drink and /or have a pee first. Abilities: I wanted Eddie to be in normal human range, but with the A6 slowly changing his body and pushing his abilities. I made his base abilities (and most base traits) by stacking the Criminal and Thug templates together and working from there. The AP that increases his Str and Dex works like invisible "gravity muscles" that can connect to any part of Eddie's body, allowing him amazing amounts of leverage and balance. I've limited both bonuses to only double his natural bonuses, and would keep that as he continues to develop. I had originally used Str but switched to Super Strength since I see his best melee combat more along grappling/wrestling style than straight punching. I had been thinking of flawing his SS with some kind of damage side effect to simulate body stress, but I think I may have done that enough on this character. Combat: I made a DB called Attack Magnet that drew physical attacks to Eddie, making him easier to hit. Heridfel suggested that I just make an Energy only defense to simulate this. Saves: Eddie's basically designed to get hit a lot so I've tried maxing out his Toughness while still keeping in human range. I thought someone in chat had said that regular and equipment Toughness couldn't stack, so that caused some concern on how to make him work. I left the other saves untouched because I'm honestly not sure how useful they will be. SkillS: Again, the skills are the Criminal/Thug Templates combined, with a few adjustments. They're stacked, which is why Eddie has such a high Disable Device and Streetwise, but they kinda work so I have been loath to lower them. I did cut back on a few skills and still feel like there's more flavor than food in that list. Feedback on these would be appreciated. I was also curious on multiple Professions, since by my reckoning Eddie has 2 jobs, electrician and burglar. Three if you count street performer. Can you have multiple professions and how does that effect Wealth? Feats: Most of Eddie's feats are actually applications of his gravity powers. Should I mark them as such with a descriptor? Equipment: Basically just wanted this for body armor, optics, and "tools of his trades." I haven't spent all points yet because I'd like your feedback on what those tools might be. Powers: All powers are gravitic descriptor, and wherever possible are Subtle, detectable only by gravity-detection equipment or senses. - Movement array: Eddie can make any orientation his own personal local vertical, so he can walk up any surface as though it were level. His swinging is on "gravlines" that he can send out by thought, so it looks a lot like flight, but has most of the limitations of swinging (ie completely ineffective in flat terrain). He can anchor himself in place as well, but this does effectively make him heavier, and he can make himself too heavy to stand (see Encumbering flaw). The Scent Concealment is a power application Eddie discovered that keeps him from leaving evidence, even at the molecular level. Continuous use means he ends up swimming in his own sweat, skin oils, and various body unpleasantries until he can clean up, and being a neat freak, this is Distracting for him, so he doesn't use it lightly. Movement array is perfectly designed for Eddie. The only change I'd make in future is to increase Immovable to match max PL, which may require some rearrangement. - Juggling array: The base Deflect power is the A6's point-defense subroutine in action, which is how it is Automatic and Reaction level. The A6 creates grav points around the body to pull the projectile off-course. This means the grav points are usually in the extremities, like the hands, and that they are far from the main body. So in practice, it looks like Eddie's hands are flying out to deflect the attack, even though a) he never actually touches them and it's not really his reaction. If Eddie were completely "hog-tied" he could not use this power, or most of the powers in this array. (Drawback?) Eddie's juggling skills help form the other two deflects, which I split up partly to have him have to focus different when reflecting balls or bullets, but mostly to get the rank up and the cost down. Again, Eddie creates grav points that the projectile orbits around and then flies back to its origin without his touching them. The Strike is Eddie building up speed for an object with that same orbiting effect and launching it, so it doesn't use his own Strength. The Ricochet and Split attack are all him, though, and I think it will be awesome. The enhanced abilities are the grav muscles mentioned earlier. The Nauseate is a vertigo attack, throwing around the opponent's innards by varying the direction of gravity suddenly and rapidly. It only works at close range (may get Extended range in future, but not more than 5ft), and only if Eddie's body can reach above and below the target's stomach, so it may not work on Huge opponents. I sacrificed a few ranks to make it a move action so he could potentally use it before an attack to soften his opponent. Overall, Juggling array was the hardest to balance out, since I wanted it to do a lot, which is why I had been thinking about the variable power. This is pretty solid, though. Increasing the base Deflect power would reflect the A6 becoming stronger, which may have interesting side effects. Enhanced abilities should keep up with natural ones as noted above. Strike has a lot of growing room in its slot and will probably rank up with PL, but it probably won't need any more feats. - Gravity Pull array: Heridfel made this for me and it's essentially perfect. The flaws are described on the sheet. The Area Explosion is the first power from his origin story to manifest, and is in effect in a muted form at all times. I honestly don't know how useful it might be in game, since it's intentionally nonselective, but it seems like too much of a core power to give it up. The directed Pull has two parts: the main, strong part for relatively close range action and the "long tail" that is weaker but perception range. The close stuff would mosty be for Trip/Throwing opponents toward Eddie, while the tail would be primarily grabbing smaller objecs for throwing or just stealing. I made one change to Herid's design on the tail by making it a Move action so I could lower the rank to 1 and make it better fit the concept, and so I could use it like a "reload" action for the Strike. - Other Powers: The Vacuum immunity would allow Eddie to survive in a vacuum without messily decompressing, but he'd still need to breath. Gravitic was admittedly a catch-all; since Eddie can create his own personal gravity, I figure he can be immune to basic effects like vertigo. The Senses all work together. Eddie gets his time and direction sense from relatve positions and motions of the sun, moon, and earth, which he can detect at all times. It's not a conscious process, though, and it even creeps him out a little, although not as much as casually batting away bullets like flies. The regeneration is another A6 effect, maintaining the "structural integrity of the vessel," which is Eddie. I originally had more points in this, but I'm still fuzzy on all the regen effects, so I cut back. Drawbacks & Complications: I've got the one defined on the sheet, but I think I'd like referee feedback on what else I could use. Lots is good. I've got a few points left that I thought I'd keep for necessary adjustments before I sped them fivolously. Let me know what you think and congratulations wading through all that!
  7. Okay, Eddie should be ready now. I've made this list to describe powers, explain my choices and ask for help on a few points. It's long - get a drink and /or have a pee first. Abilities: I wanted Eddie to be in normal human range, but with the A6 slowly changing his body and pushing his abilities. I made his base abilities (and most base traits) by stacking the Criminal and Thug templates together and working from there. The AP that increases his Str and Dex works like invisible "gravity muscles" that can connect to any part of Eddie's body, allowing him amazing amounts of leverage and balance. I've limited both bonuses to only double his natural bonuses, and would keep that as he continues to develop. I had originally used Str but switched to Super Strength since I see his best melee combat more along grappling/wrestling style than straight punching. I had been thinking of flawing his SS with some kind of damage side effect to simulate body stress, but I think I may have done that enough on this character. Combat: I made a DB called Attack Magnet that drew physical attacks to Eddie, making him easier to hit. Heridfel suggested that I just make an Energy only defense to simulate this. Saves: Eddie's basically designed to get hit a lot so I've tried maxing out his Toughness while still keeping in human range. I thought someone in chat had said that regular and equipment Toughness couldn't stack, so that caused some concern on how to make him work. I left the other saves untouched because I'm honestly not sure how useful they will be. SkillS: Again, the skills are the Criminal/Thug Templates combined, with a few adjustments. They're stacked, which is why Eddie has such a high Disable Device and Streetwise, but they kinda work so I have been loath to lower them. I did cut back on a few skills and still feel like there's more flavor than food in that list. Feedback on these would be appreciated. I was also curious on multiple Professions, since by my reckoning Eddie has 2 jobs, electrician and burglar. Three if you count street performer. Can you have multiple professions and how does that effect Wealth? Feats: Most of Eddie's feats are actually applications of his gravity powers. Should I mark them as such with a descriptor? Equipment: Basically just wanted this for body armor, optics, and "tools of his trades." I haven't spent all points yet because I'd like your feedback on what those tools might be. Powers: All powers are gravitic descriptor, and wherever possible are Subtle, detectable only by gravity-detection equipment or senses. - Movement array: Eddie can make any orientation his own personal local vertical, so he can walk up any surface as though it were level. His swinging is on "gravlines" that he can send out by thought, so it looks a lot like flight, but has most of the limitations of swinging (ie completely ineffective in flat terrain). He can anchor himself in place as well, but this does effectively make him heavier, and he can make himself too heavy to stand (see Encumbering flaw). The Scent Concealment is a power application Eddie discovered that keeps him from leaving evidence, even at the molecular level. Continuous use means he ends up swimming in his own sweat, skin oils, and various body unpleasantries until he can clean up, and being a neat freak, this is Distracting for him, so he doesn't use it lightly. Movement array is perfectly designed for Eddie. The only change I'd make in future is to increase Immovable to match max PL, which may require some rearrangement. - Juggling array: The base Deflect power is the A6's point-defense subroutine in action, which is how it is Automatic and Reaction level. The A6 creates grav points around the body to pull the projectile off-course. This means the grav points are usually in the extremities, like the hands, and that they are far from the main body. So in practice, it looks like Eddie's hands are flying out to deflect the attack, even though a) he never actually touches them and it's not really his reaction. If Eddie were completely "hog-tied" he could not use this power, or most of the powers in this array. (Drawback?) Eddie's juggling skills help form the other two deflects, which I split up partly to have him have to focus different when reflecting balls or bullets, but mostly to get the rank up and the cost down. Again, Eddie creates grav points that the projectile orbits around and then flies back to its origin without his touching them. The Strike is Eddie building up speed for an object with that same orbiting effect and launching it, so it doesn't use his own Strength. The Ricochet and Split attack are all him, though, and I think it will be awesome. The enhanced abilities are the grav muscles mentioned earlier. The Nauseate is a vertigo attack, throwing around the opponent's innards by varying the direction of gravity suddenly and rapidly. It only works at close range (may get Extended range in future, but not more than 5ft), and only if Eddie's body can reach above and below the target's stomach, so it may not work on Huge opponents. I sacrificed a few ranks to make it a move action so he could potentally use it before an attack to soften his opponent. Overall, Juggling array was the hardest to balance out, since I wanted it to do a lot, which is why I had been thinking about the variable power. This is pretty solid, though. Increasing the base Deflect power would reflect the A6 becoming stronger, which may have interesting side effects. Enhanced abilities should keep up with natural ones as noted above. Strike has a lot of growing room in its slot and will probably rank up with PL, but it probably won't need any more feats. - Gravity Pull array: Heridfel made this for me and it's essentially perfect. The flaws are described on the sheet. The Area Explosion is the first power from his origin story to manifest, and is in effect in a muted form at all times. I honestly don't know how useful it might be in game, since it's intentionally nonselective, but it seems like too much of a core power to give it up. The directed Pull has two parts: the main, strong part for relatively close range action and the "long tail" that is weaker but perception range. The close stuff would mosty be for Trip/Throwing opponents toward Eddie, while the tail would be primarily grabbing smaller objecs for throwing or just stealing. I made one change to Herid's design on the tail by making it a Move action so I could lower the rank to 1 and make it better fit the concept, and so I could use it like a "reload" action for the Strike. - Other Powers: The Vacuum immunity would allow Eddie to survive in a vacuum without messily decompressing, but he'd still need to breath. Gravitic was admittedly a catch-all; since Eddie can create his own personal gravity, I figure he can be immune to basic effects like vertigo. The Senses all work together. Eddie gets his time and direction sense from relatve positions and motions of the sun, moon, and earth, which he can detect at all times. It's not a conscious process, though, and it even creeps him out a little, although not as much as casually batting away bullets like flies. The regeneration is another A6 effect, maintaining the "structural integrity of the vessel," which is Eddie. I originally had more points in this, but I'm still fuzzy on all the regen effects, so I cut back. Drawbacks & Complications: I've got the one defined on the sheet, but I think I'd like referee feedback on what else I could use. Lots is good. I've got a few points left that I thought I'd keep for necessary adjustments before I sped them fivolously. Let me know what you think and congratulations wading through all that!
  8. The source of Eddie's powers in the artificial singularity matrix (codenamed A6 by the discoverers) that he had stolen from a research facility without actually knowing what it was. The A6 is actually a multipurpose system used by alien interstellar craft. It can be used for ship's intenal gravity, point defense in combat and deep space propulsion. The "fragment" inside Eddie was used primarily for deflecting detritus in transit, but due to the holographic nature of A6's programming, it has access to all standard ship functions. Also, although not sentient in the strictest sense, it does have a level of reflex intelligence that allows it to grow and adapt. Which is exactly what it's doing inside Eddie. Powers: Ever since the A6 entered Eddie's body, it has been adapting to its new environment, and to a degree, adapting the environment to itself. The low-grade but continuous stress on Eddie's body has increased his muscle and bone mass, making him stronger and tougher. The A6 also has a maintenance integrity subroutine that helps heal damage (closing wounds, realigning bones, etc). On the outside, the A6 has its deflection/point-defense subroutine online, allowing Eddie to reflexively deflect bullets and thrown objects. Eddie's playing with his powers overrides this effect at times, allowing him to perform other feats.
  9. The source of Eddie's powers in the artificial singularity matrix (codenamed A6 by the discoverers) that he had stolen from a research facility without actually knowing what it was. The A6 is actually a multipurpose system used by alien interstellar craft. It can be used for ship's intenal gravity, point defense in combat and deep space propulsion. The "fragment" inside Eddie was used primarily for deflecting detritus in transit, but due to the holographic nature of A6's programming, it has access to all standard ship functions. Also, although not sentient in the strictest sense, it does have a level of reflex intelligence that allows it to grow and adapt. Which is exactly what it's doing inside Eddie. Powers: Ever since the A6 entered Eddie's body, it has been adapting to its new environment, and to a degree, adapting the environment to itself. The low-grade but continuous stress on Eddie's body has increased his muscle and bone mass, making him stronger and tougher. The A6 also has a maintenance integrity subroutine that helps heal damage (closing wounds, realigning bones, etc). On the outside, the A6 has its deflection/point-defense subroutine online, allowing Eddie to reflexively deflect bullets and thrown objects. Eddie's playing with his powers overrides this effect at times, allowing him to perform other feats.
  10. Yeah, still working on it. I've come up most of the stuff I want him to be able to do, and now I'm having trouble letting go of the things that'll end up making him too expensive. I'm also unsure on specifics regarding Toughness and Equipment, the game effect of having a set of Feats with a gravitivc descriptor, and I'm curious about folding his powers into a tightly limited 6pt variable power. On the other side of the screen, I'm in rehearsal for a new show and putting together a resume for job-hunting, so I'm a little distracted. I'm down with something flu-like right now, though, so I may be able put some quality time into this. Sorry to keep you waiting.
  11. Yeah, still working on it. I've come up most of the stuff I want him to be able to do, and now I'm having trouble letting go of the things that'll end up making him too expensive. I'm also unsure on specifics regarding Toughness and Equipment, the game effect of having a set of Feats with a gravitivc descriptor, and I'm curious about folding his powers into a tightly limited 6pt variable power. On the other side of the screen, I'm in rehearsal for a new show and putting together a resume for job-hunting, so I'm a little distracted. I'm down with something flu-like right now, though, so I may be able put some quality time into this. Sorry to keep you waiting.
  12. Players Name: JDRook Power Level: 10 Characters Name: Eddie Stechhino Alternate Identity: "The Stickler" Height: 5' 6" Weight: 160lbs Hair: Black Eyes: Brown Description: History: Edward "Eddy" Cage is a great guy. Just ask around. Some people know him as "Electric Eddie" since he's an electrician by trade. but most people know him as "Eddie the Juggler" from his busking in the park when the weather's good. Between his talent and natural charm, Eddie's built up a pretty good clientele on both fronts, and between them he seems to be living well. "Hey, you gotta do what you love," Eddie would say, "it's not always about the money." Eduardo "Eddie" Stecchino is a great guy. Just ask around. Not many people know him by that name, though. That's because Eddie's a career criminal specializing in second-story jobs. He used to run with the gangs in his youth, a bit on the small side but compensating with brains and guts, not to mention he was usually good for a laugh. Also he had a real knack for getting around locks and security systems, which slowly built up his reputation as one of the best cat burglars working. For a while, you needed to break in to something, you called Eddie Katz. Until the nickname came. Eddie's a bit of a neat freak. Oh, he can get in and get his hands dirty with the best of them; it comes with the territory. But he always carries a lint brush, hand sanitizer, and various other cleaning and grooming implements with him. If you buy him a few drinks, he'll tell you it's from whne he was a kid, trying to keep a clean look for his mother so she wouldn't find out about his "hobbies." Whatever the case, it helped make him hard to trace from a crime scene, and that only helped his reputation. It also got him the nickname "The Stickler", which an informed client will not say to his face. Eddie's been known to walk away from a client just because of that. It's not always about the money. So as Cage by day and Katz by night, Eddie had a pretty sweet life going. Until one day, it all changed. Eddie didn't know what a singularity was, would not have understood how difficult it would be to make an artificial one, and even if he did, he probably wouldn't have been impressed with this one. What did impress him was the level of security surrounding the singularity. Anything that carefully guarded must be valuable. But of course, it's not always about the money. It took some time and some planning, but the challenge was too much to resist. Eddie figured he could get in, grab the case with the singumawhatsis in it and have the thing fenced for a boatload before these scientist types even figured out it was missing. Which is exactly how it went down. Up to a point. Eddie got the case back to his place and carefully managed to deactivate the magnetic seals on the case. What he hadn't considered was that the seals weren't just to keep the case closed, but to keep the singularity in check. Once released, it passed through the case and into Eddie, settling into his gut with a strange tingling sensation. Bewildered, Eddie opened the case, which was empty. In frustration, he threw the case at the wall with all his strength . . . and missed. The case seem to stop in flight and fall just short of the wall. Then it started sliding toward him. Eddie backed away. The case suddenly jumped at him, hitting him solidly in the gut and dropping him to the floor, the wind knocked out of him. He struggled upright, just in time to see everything not nailed down in his apartment flying at him. That was a looong weekend. Eddie eventually managed to get some control over his powers and discovered they could make his sweet life even better. He didn't need climbing equipment anymore. He could swing around town faster than he could drive, practically undetectable. And his juggling tricks were off the hook! Eddie's rarely "Electric Eddie" now, since it's just not as fun as being the centre of attention by day and thrillseeking by night. Oh, he still helps friends out with their electrical issues occasionally, but he doesn't charge much. It's not always about the money. Stats: 36pp total Str: 20 (+5) Note: can carry as Str 45 when using Gravity Super Strength Dex: 16/22 (+3/+6) Con: 22 (+6) Int: 12 (+1) Wis: 12 (+1) Cha: 14 (+2) Combat: 20pp total BAB: +2 BDB: +8 Initiative: +3/+6 Saves: 11pp total Toughness: +9 total (+6 from Con, +3 armor, +2 Defensive Roll) Fortitude: +8 Reflex: +3/6 Will: +10 Skills: 12pp total Acrobatics 4 (+7/+10) Computers 2 (+3) Craft (electronics) 4 (+5) Disable Device 8 (+9) Drive 1 (+4/+7) Escape Artist 2 (+5/+8) Knowledge (current events) 2 (+3) Knowledge (popular culture) 2 (+3) Knowledge (streetwise) 6 (+7) PS: Electrician 4 (+5) Perform: Street Performer 3 (+5) Stealth 4 (+7/+10) Search 2 (+3) Sleight of Hand 4 (+7/+10) Feats: 7pp total Acrobatic Bluff Ambidexterity Benefit: Alternate Identity Defensive Roll 2 Equipment: 10 ep = 2pp Concealed Body Amour +4 Toughness w/Subtle 5ep Optic Headset: Nightvision, IR 2ep Electronics tools 1ep Titanium Jugglling balls 1ep Powers: 69pp total Movement Array: 11pp total [POWER] Super-Movement: Wall-Crawling 3 (PFs: Subtle, Dynamic) (costs 8 pp) [d] Immovable 10 (Flaw: Encumbering* (+1); PF: Dynamic) (costs 6 pp) Concealment (Scent Class) 2, (Flaw: Distracting) (costs 2 pp) [a] Super-Movement Swinging (PF: Subtle) (costs 3 pp) Speed 4 (Flaw: Swinging only) (costs 2 pp) *Encumbering means Eddie is weighted down by the equivalent of a heavy load for rank * 5 Str for each rank of Immovable, with all penalties in effect. With natural Str, Eddie can lift up to rank 2 as a light load, 3 as medium load, 4 as a heavy load and 5 as maximum. With Super Strength add +4 to each rank limit above. Juggling Array: 35pp total [POWER] Deflect Projectiles 5 (Extras: Reaction (+3), Automatic, PF: Subtle) (costs 31 pp) [a] Deflect Slow Projectiles 10 (Extras: Move Action, Reflection, PF: Subtle) (costs 31 pp) [a] Deflect Fast Projectiles 10 (Extras: Move Action, Reflection, PF: Subtle) (costs 31 pp) [a] Blast 10 (Extra: Autofire, PF: Ricochet 2, Split Attack, Accurate, DB: Power Loss,* Reduced to 2 Range Increments) (costs 31 pp) [a] Super Strength +5 and Enhanced DEX 6 plus: All-Out Attack Attack Focus Melee 3 Chokehold Improved Block Improved Grab Improved Grapple Instant Up Power Attack Redirect (costs 27 pp) *Power Loss condition is running out of ammo, which is his 8 titanium juggling balls. He may improvise other objects with extra effort or HP. Gravity Pull Array: 6pp total [POWER] Telekinesis 8 (Extra: Area (Explosion); Flaws: Range (Touch), Limited: One Direction (towards self) (-2), PF: Subtle) (costs 5 pp) [a] Telekinesis 8 (Flaws: Limited: One Direction (towards self) (-2), Side Effect* (-1), Inverse Square Law** (-1); PF: Subtle) (costs 3 pp) Telekinesis 1 (Extras: Move Action, Perception; Flaws: Limited: One Direction (towards self) (-2), Side Effect* (-1), PF: Subtle) (costs 2 pp) *Side Effect occurs whenever Eddie targets something that is heavier than himself, strong enough to resist or immobile. Eddie takes equal rank attack of Trip toward the target. This basically simulates action/reaction. **Inverse Square Law simulates rank loss over distance. At first range increment, the power operates at full rank. After that, rank is halved every increment, rounded up, meaning it drops to rank 1 quickly and maintains it to the full range. Other Powers: 17pp total Immunity: Vacuum, Gravitic (costs 3 pp) Supersenses: Gravitic Awareness, Direction Sense, Time Sense (costs 3 pp) Regeneration 3 (Injured, Disabled) (costs 6 pp) Enhanced Feats: Diehard Environmental Adaptation: Microgravity Fascinate (Perform) Improved Block Improved Trip Drawbacks: Vulnerable to Gasses - Stickler has a low-grade gravity field in effect on him at all times, which tends to draw dust, smoke or any other lightweight particles toward him. This can be useful in a low oxygen or low pressure environment, allowing him to breathe more normally, but it can also draw gasses to him, making it more difficult to avoid their effects. (Uncommom, Moderate) -2pp Attack Magnet - the gravity field mentioned above becomes stronger when Stickler uses any of his powers. When he does use them, his dodge is -2 vs all physically-based attacks as they are drawn to him. (Very Common, Minor) -3pp Costs: Abilities (36) + Combat (20) + Saves (11) + Skills (12) + Feats (7) + Powers (69) - Drawbacks (5) = Total Cost (150) - Edit: Fixed typos, recalculated point totals, increased Will Save, moved Enhanced Feats to Powers section, moved some to Juggling Str AP, removed Nauseate, added rank to Auto Deflect. - Edit: Fixed more typos, removed defense flaw and added Attack Magnet drawback. - Edit: Lowered Dex, raised Defense, lowered basic Attack and raised Melee Focus, increased Saves, adjusted skills, removed Defensive Roll. - Changed 2 ranks Tough feat to 2 ranks Defensive Roll. - Changed Juggling Strike to Blast as per Barnum's suggestion, and adjusted Juggling Power Loss.
  13. Players Name: JDRook Power Level: 10 Characters Name: Eddie Stechhino Alternate Identity: "The Stickler" Height: 5' 6" Weight: 160lbs Hair: Black Eyes: Brown Description: History: Edward "Eddy" Cage is a great guy. Just ask around. Some people know him as "Electric Eddie" since he's an electrician by trade. but most people know him as "Eddie the Juggler" from his busking in the park when the weather's good. Between his talent and natural charm, Eddie's built up a pretty good clientele on both fronts, and between them he seems to be living well. "Hey, you gotta do what you love," Eddie would say, "it's not always about the money." Eduardo "Eddie" Stecchino is a great guy. Just ask around. Not many people know him by that name, though. That's because Eddie's a career criminal specializing in second-story jobs. He used to run with the gangs in his youth, a bit on the small side but compensating with brains and guts, not to mention he was usually good for a laugh. Also he had a real knack for getting around locks and security systems, which slowly built up his reputation as one of the best cat burglars working. For a while, you needed to break in to something, you called Eddie Katz. Until the nickname came. Eddie's a bit of a neat freak. Oh, he can get in and get his hands dirty with the best of them; it comes with the territory. But he always carries a lint brush, hand sanitizer, and various other cleaning and grooming implements with him. If you buy him a few drinks, he'll tell you it's from whne he was a kid, trying to keep a clean look for his mother so she wouldn't find out about his "hobbies." Whatever the case, it helped make him hard to trace from a crime scene, and that only helped his reputation. It also got him the nickname "The Stickler", which an informed client will not say to his face. Eddie's been known to walk away from a client just because of that. It's not always about the money. So as Cage by day and Katz by night, Eddie had a pretty sweet life going. Until one day, it all changed. Eddie didn't know what a singularity was, would not have understood how difficult it would be to make an artificial one, and even if he did, he probably wouldn't have been impressed with this one. What did impress him was the level of security surrounding the singularity. Anything that carefully guarded must be valuable. But of course, it's not always about the money. It took some time and some planning, but the challenge was too much to resist. Eddie figured he could get in, grab the case with the singumawhatsis in it and have the thing fenced for a boatload before these scientist types even figured out it was missing. Which is exactly how it went down. Up to a point. Eddie got the case back to his place and carefully managed to deactivate the magnetic seals on the case. What he hadn't considered was that the seals weren't just to keep the case closed, but to keep the singularity in check. Once released, it passed through the case and into Eddie, settling into his gut with a strange tingling sensation. Bewildered, Eddie opened the case, which was empty. In frustration, he threw the case at the wall with all his strength . . . and missed. The case seem to stop in flight and fall just short of the wall. Then it started sliding toward him. Eddie backed away. The case suddenly jumped at him, hitting him solidly in the gut and dropping him to the floor, the wind knocked out of him. He struggled upright, just in time to see everything not nailed down in his apartment flying at him. That was a looong weekend. Eddie eventually managed to get some control over his powers and discovered they could make his sweet life even better. He didn't need climbing equipment anymore. He could swing around town faster than he could drive, practically undetectable. And his juggling tricks were off the hook! Eddie's rarely "Electric Eddie" now, since it's just not as fun as being the centre of attention by day and thrillseeking by night. Oh, he still helps friends out with their electrical issues occasionally, but he doesn't charge much. It's not always about the money. Stats: 36pp total Str: 20 (+5) Note: can carry as Str 45 when using Gravity Super Strength Dex: 16/22 (+3/+6) Con: 22 (+6) Int: 12 (+1) Wis: 12 (+1) Cha: 14 (+2) Combat: 20pp total BAB: +2 BDB: +8 Initiative: +3/+6 Saves: 11pp total Toughness: +9 total (+6 from Con, +3 armor, +2 Defensive Roll) Fortitude: +8 Reflex: +3/6 Will: +10 Skills: 12pp total Acrobatics 4 (+7/+10) Computers 2 (+3) Craft (electronics) 4 (+5) Disable Device 8 (+9) Drive 1 (+4/+7) Escape Artist 2 (+5/+8) Knowledge (current events) 2 (+3) Knowledge (popular culture) 2 (+3) Knowledge (streetwise) 6 (+7) PS: Electrician 4 (+5) Perform: Street Performer 3 (+5) Stealth 4 (+7/+10) Search 2 (+3) Sleight of Hand 4 (+7/+10) Feats: 7pp total Acrobatic Bluff Ambidexterity Benefit: Alternate Identity Defensive Roll 2 Equipment: 10 ep = 2pp Concealed Body Amour +4 Toughness w/Subtle 5ep Optic Headset: Nightvision, IR 2ep Electronics tools 1ep Titanium Jugglling balls 1ep Powers: 69pp total Movement Array: 11pp total [POWER] Super-Movement: Wall-Crawling 3 (PFs: Subtle, Dynamic) (costs 8 pp) [d] Immovable 10 (Flaw: Encumbering* (+1); PF: Dynamic) (costs 6 pp) Concealment (Scent Class) 2, (Flaw: Distracting) (costs 2 pp) [a] Super-Movement Swinging (PF: Subtle) (costs 3 pp) Speed 4 (Flaw: Swinging only) (costs 2 pp) *Encumbering means Eddie is weighted down by the equivalent of a heavy load for rank * 5 Str for each rank of Immovable, with all penalties in effect. With natural Str, Eddie can lift up to rank 2 as a light load, 3 as medium load, 4 as a heavy load and 5 as maximum. With Super Strength add +4 to each rank limit above. Juggling Array: 35pp total [POWER] Deflect Projectiles 5 (Extras: Reaction (+3), Automatic, PF: Subtle) (costs 31 pp) [a] Deflect Slow Projectiles 10 (Extras: Move Action, Reflection, PF: Subtle) (costs 31 pp) [a] Deflect Fast Projectiles 10 (Extras: Move Action, Reflection, PF: Subtle) (costs 31 pp) [a] Blast 10 (Extra: Autofire, PF: Ricochet 2, Split Attack, Accurate, DB: Power Loss,* Reduced to 2 Range Increments) (costs 31 pp) [a] Super Strength +5 and Enhanced DEX 6 plus: All-Out Attack Attack Focus Melee 3 Chokehold Improved Block Improved Grab Improved Grapple Instant Up Power Attack Redirect (costs 27 pp) *Power Loss condition is running out of ammo, which is his 8 titanium juggling balls. He may improvise other objects with extra effort or HP. Gravity Pull Array: 6pp total [POWER] Telekinesis 8 (Extra: Area (Explosion); Flaws: Range (Touch), Limited: One Direction (towards self) (-2), PF: Subtle) (costs 5 pp) [a] Telekinesis 8 (Flaws: Limited: One Direction (towards self) (-2), Side Effect* (-1), Inverse Square Law** (-1); PF: Subtle) (costs 3 pp) Telekinesis 1 (Extras: Move Action, Perception; Flaws: Limited: One Direction (towards self) (-2), Side Effect* (-1), PF: Subtle) (costs 2 pp) *Side Effect occurs whenever Eddie targets something that is heavier than himself, strong enough to resist or immobile. Eddie takes equal rank attack of Trip toward the target. This basically simulates action/reaction. **Inverse Square Law simulates rank loss over distance. At first range increment, the power operates at full rank. After that, rank is halved every increment, rounded up, meaning it drops to rank 1 quickly and maintains it to the full range. Other Powers: 17pp total Immunity: Vacuum, Gravitic (costs 3 pp) Supersenses: Gravitic Awareness, Direction Sense, Time Sense (costs 3 pp) Regeneration 3 (Injured, Disabled) (costs 6 pp) Enhanced Feats: Diehard Environmental Adaptation: Microgravity Fascinate (Perform) Improved Block Improved Trip Drawbacks: Vulnerable to Gasses - Stickler has a low-grade gravity field in effect on him at all times, which tends to draw dust, smoke or any other lightweight particles toward him. This can be useful in a low oxygen or low pressure environment, allowing him to breathe more normally, but it can also draw gasses to him, making it more difficult to avoid their effects. (Uncommom, Moderate) -2pp Attack Magnet - the gravity field mentioned above becomes stronger when Stickler uses any of his powers. When he does use them, his dodge is -2 vs all physically-based attacks as they are drawn to him. (Very Common, Minor) -3pp Costs: Abilities (36) + Combat (20) + Saves (11) + Skills (12) + Feats (7) + Powers (69) - Drawbacks (5) = Total Cost (150) - Edit: Fixed typos, recalculated point totals, increased Will Save, moved Enhanced Feats to Powers section, moved some to Juggling Str AP, removed Nauseate, added rank to Auto Deflect. - Edit: Fixed more typos, removed defense flaw and added Attack Magnet drawback. - Edit: Lowered Dex, raised Defense, lowered basic Attack and raised Melee Focus, increased Saves, adjusted skills, removed Defensive Roll. - Changed 2 ranks Tough feat to 2 ranks Defensive Roll. - Changed Juggling Strike to Blast as per Barnum's suggestion, and adjusted Juggling Power Loss.
  14. That's good to know. I originally wasn't intending on having the long tail on the Trip on the suspicion that it wouldn't be very effective. It does still work on the TK, though, since that's more of a utility than combat power. Good point. I dropped the ranks on the powers because they were getting expensive, and fiddled with them to get the numbers to work in the array. Maybe I should try to simplify it. I may have to get a copy of UP, although I assume Move Object is mostly like TK. There's probably something about tripping with TK as well.
  15. That's good to know. I originally wasn't intending on having the long tail on the Trip on the suspicion that it wouldn't be very effective. It does still work on the TK, though, since that's more of a utility than combat power. Good point. I dropped the ranks on the powers because they were getting expensive, and fiddled with them to get the numbers to work in the array. Maybe I should try to simplify it. I may have to get a copy of UP, although I assume Move Object is mostly like TK. There's probably something about tripping with TK as well.
  16. That's good to know. I originally wasn't intending on having the long tail on the Trip on the suspicion that it wouldn't be very effective. It does still work on the TK, though, since that's more of a utility than combat power. Good point. I dropped the ranks on the powers because they were getting expensive, and fiddled with them to get the numbers to work in the array. Maybe I should try to simplify it. I may have to get a copy of UP, although I assume Move Object is mostly like TK. There's probably something about tripping with TK as well.
  17. Stage 2: Simulated Inverse Power Law Flaw We'd discussed Explosive area effect and possible variations for that, which didn't really work out. This is roughly the same idea, but pretty customized. As I suspect you know, gravity (and several other phenomena) drops in intensity inversely proportional to the square of the distance from the source. So gravity felt by a target 100ft from source is 1/4 as strong as gravity felt by a second target at 50ft. Essentially, strength drops quickly but has at least a slight effect over distance. MnM doesn't really have that level of granularity (and I'm thankful for that) so I thought a simple way to simulate it would be to simply have rank drop to half rounded up every range increment. So for a rank 10 TK, the first 100ft range increment could do the full 10 ranks, the second would be 5, the third 3, then 2, then 1, and stay at 1 to the end of range. 10, 5, 3, 2, 1, 1, . . . 1. I think this would give the right feel for the power. For more accuracy, I guess it should actually drop one quarter each rank (eg 10, 3, 1, ... 1.) but that seems less interesting to me. The main qualities of the flaw to me are the close range strength and the "long tail" at the end. I wrote up the array that would have the effect, and even included an extra Perception Range rank 1 power to simulate the long tail effect. Gravity Pull Array: 18pp total Trip 1, Knockforward +1, Explosive Area +1, Touch Range -1: 6 ranks (12) + PF: Indirect 3 + PF: Subtle = 16pp AP: Trip 1, Knockback +1, Simulated Inverse Power Law -1, Side Effect -1: 8 ranks (4) + PF: Indirect 3 + PF: Subtle 1 = [8] plus Trip 1, Knockback +1, Perception +1: 1 rank (3) + PF: Indirect 3 + PF: Subtle 1 = [7] 1pp AP: Telekinesis 2, Explosive Area +1, One Direction -2, Touch Range -1: 8 Ranks (4) + PF: Subtle = [5] plus Telekinesis 2, One Direction -2, Simulated Inverse Power Law -1, Side Effect -1: 8 Ranks (2) + PF: Subtle 1 = [3] plus Telekinesis 2, Perception +1, One Direction -2: 1 rank (1) + PF: Subtle 1 = [2] 1pp The Side effect is the anchoring we discussed earlier. It should inflict a Trip of equal rank to Stickler's power use any time he uses the power on a target that either outweighs him or is braced against movement. With the flaw on Immovable, this should make it worth being a Side Effect. I've also included 3 points of Indirect for the Trip Knockbacks until it's decided by two refs whether I need them all. I do intend to give Stickler quite a few Grappling feats and a lot of Toughness, so Knockforwards could be useful to him, provided they don't knock him over.
  18. Stage 2: Simulated Inverse Power Law Flaw We'd discussed Explosive area effect and possible variations for that, which didn't really work out. This is roughly the same idea, but pretty customized. As I suspect you know, gravity (and several other phenomena) drops in intensity inversely proportional to the square of the distance from the source. So gravity felt by a target 100ft from source is 1/4 as strong as gravity felt by a second target at 50ft. Essentially, strength drops quickly but has at least a slight effect over distance. MnM doesn't really have that level of granularity (and I'm thankful for that) so I thought a simple way to simulate it would be to simply have rank drop to half rounded up every range increment. So for a rank 10 TK, the first 100ft range increment could do the full 10 ranks, the second would be 5, the third 3, then 2, then 1, and stay at 1 to the end of range. 10, 5, 3, 2, 1, 1, . . . 1. I think this would give the right feel for the power. For more accuracy, I guess it should actually drop one quarter each rank (eg 10, 3, 1, ... 1.) but that seems less interesting to me. The main qualities of the flaw to me are the close range strength and the "long tail" at the end. I wrote up the array that would have the effect, and even included an extra Perception Range rank 1 power to simulate the long tail effect. Gravity Pull Array: 18pp total Trip 1, Knockforward +1, Explosive Area +1, Touch Range -1: 6 ranks (12) + PF: Indirect 3 + PF: Subtle = 16pp AP: Trip 1, Knockback +1, Simulated Inverse Power Law -1, Side Effect -1: 8 ranks (4) + PF: Indirect 3 + PF: Subtle 1 = [8] plus Trip 1, Knockback +1, Perception +1: 1 rank (3) + PF: Indirect 3 + PF: Subtle 1 = [7] 1pp AP: Telekinesis 2, Explosive Area +1, One Direction -2, Touch Range -1: 8 Ranks (4) + PF: Subtle = [5] plus Telekinesis 2, One Direction -2, Simulated Inverse Power Law -1, Side Effect -1: 8 Ranks (2) + PF: Subtle 1 = [3] plus Telekinesis 2, Perception +1, One Direction -2: 1 rank (1) + PF: Subtle 1 = [2] 1pp The Side effect is the anchoring we discussed earlier. It should inflict a Trip of equal rank to Stickler's power use any time he uses the power on a target that either outweighs him or is braced against movement. With the flaw on Immovable, this should make it worth being a Side Effect. I've also included 3 points of Indirect for the Trip Knockbacks until it's decided by two refs whether I need them all. I do intend to give Stickler quite a few Grappling feats and a lot of Toughness, so Knockforwards could be useful to him, provided they don't knock him over.
  19. Stage 2: Simulated Inverse Power Law Flaw We'd discussed Explosive area effect and possible variations for that, which didn't really work out. This is roughly the same idea, but pretty customized. As I suspect you know, gravity (and several other phenomena) drops in intensity inversely proportional to the square of the distance from the source. So gravity felt by a target 100ft from source is 1/4 as strong as gravity felt by a second target at 50ft. Essentially, strength drops quickly but has at least a slight effect over distance. MnM doesn't really have that level of granularity (and I'm thankful for that) so I thought a simple way to simulate it would be to simply have rank drop to half rounded up every range increment. So for a rank 10 TK, the first 100ft range increment could do the full 10 ranks, the second would be 5, the third 3, then 2, then 1, and stay at 1 to the end of range. 10, 5, 3, 2, 1, 1, . . . 1. I think this would give the right feel for the power. For more accuracy, I guess it should actually drop one quarter each rank (eg 10, 3, 1, ... 1.) but that seems less interesting to me. The main qualities of the flaw to me are the close range strength and the "long tail" at the end. I wrote up the array that would have the effect, and even included an extra Perception Range rank 1 power to simulate the long tail effect. Gravity Pull Array: 18pp total Trip 1, Knockforward +1, Explosive Area +1, Touch Range -1: 6 ranks (12) + PF: Indirect 3 + PF: Subtle = 16pp AP: Trip 1, Knockback +1, Simulated Inverse Power Law -1, Side Effect -1: 8 ranks (4) + PF: Indirect 3 + PF: Subtle 1 = [8] plus Trip 1, Knockback +1, Perception +1: 1 rank (3) + PF: Indirect 3 + PF: Subtle 1 = [7] 1pp AP: Telekinesis 2, Explosive Area +1, One Direction -2, Touch Range -1: 8 Ranks (4) + PF: Subtle = [5] plus Telekinesis 2, One Direction -2, Simulated Inverse Power Law -1, Side Effect -1: 8 Ranks (2) + PF: Subtle 1 = [3] plus Telekinesis 2, Perception +1, One Direction -2: 1 rank (1) + PF: Subtle 1 = [2] 1pp The Side effect is the anchoring we discussed earlier. It should inflict a Trip of equal rank to Stickler's power use any time he uses the power on a target that either outweighs him or is braced against movement. With the flaw on Immovable, this should make it worth being a Side Effect. I've also included 3 points of Indirect for the Trip Knockbacks until it's decided by two refs whether I need them all. I do intend to give Stickler quite a few Grappling feats and a lot of Toughness, so Knockforwards could be useful to him, provided they don't knock him over.
  20. Ok, I did it again. More complexity, but I'll do it in stages so as not too overload you. Stage 1: The Encumbering Flaw I know you said the Immovable flaw was fine, but I got started thinking about the why of the flaw and blew it up. The Encumbering flaw inflicts the equivalent rank of Gravity Control on Stickler, which is the heavy load of rank * 5 in STR. I'll break down the numbers more later, but basically that would mean he could only use a couple ranks without effect, but start being weighed down in the 3-5 range, depending on whether he's using his enhanced Str. With the way I have him configured so far, he could only use up to rank 6 without falling prone or requiring some kind of bracing, not to mention all the penalties. It's a pretty heavy flaw (no pun intended), but I really like it, and it fits the concept really well. It should probably be worth more than -1, but with the array set up I'm not saving any points and I don't know if I'd give it any feats or extras. The new array would look like this: Movement Array: 11pp total dP: Super-Movement wall-crawling 3 [6] + PF: Subtle 1 + PF: Dynamic 1 = 8pp dAP: Immovable 1, Encumbering -1: 10 Ranks [5] + PF: Dynamic 1 = [6] plus Concealment (Scent Class) 2, Distracting -1: 2 ranks [2] = [8] 2pp AP: Super-Movement Swinging 1 [2] + PF: Subtle 1 = [3] plus Speed 1, Swinging only -1: 4 ranks [2] = [5] 1pp
  21. Ok, I did it again. More complexity, but I'll do it in stages so as not too overload you. Stage 1: The Encumbering Flaw I know you said the Immovable flaw was fine, but I got started thinking about the why of the flaw and blew it up. The Encumbering flaw inflicts the equivalent rank of Gravity Control on Stickler, which is the heavy load of rank * 5 in STR. I'll break down the numbers more later, but basically that would mean he could only use a couple ranks without effect, but start being weighed down in the 3-5 range, depending on whether he's using his enhanced Str. With the way I have him configured so far, he could only use up to rank 6 without falling prone or requiring some kind of bracing, not to mention all the penalties. It's a pretty heavy flaw (no pun intended), but I really like it, and it fits the concept really well. It should probably be worth more than -1, but with the array set up I'm not saving any points and I don't know if I'd give it any feats or extras. The new array would look like this: Movement Array: 11pp total dP: Super-Movement wall-crawling 3 [6] + PF: Subtle 1 + PF: Dynamic 1 = 8pp dAP: Immovable 1, Encumbering -1: 10 Ranks [5] + PF: Dynamic 1 = [6] plus Concealment (Scent Class) 2, Distracting -1: 2 ranks [2] = [8] 2pp AP: Super-Movement Swinging 1 [2] + PF: Subtle 1 = [3] plus Speed 1, Swinging only -1: 4 ranks [2] = [5] 1pp
  22. Ok, I did it again. More complexity, but I'll do it in stages so as not too overload you. Stage 1: The Encumbering Flaw I know you said the Immovable flaw was fine, but I got started thinking about the why of the flaw and blew it up. The Encumbering flaw inflicts the equivalent rank of Gravity Control on Stickler, which is the heavy load of rank * 5 in STR. I'll break down the numbers more later, but basically that would mean he could only use a couple ranks without effect, but start being weighed down in the 3-5 range, depending on whether he's using his enhanced Str. With the way I have him configured so far, he could only use up to rank 6 without falling prone or requiring some kind of bracing, not to mention all the penalties. It's a pretty heavy flaw (no pun intended), but I really like it, and it fits the concept really well. It should probably be worth more than -1, but with the array set up I'm not saving any points and I don't know if I'd give it any feats or extras. The new array would look like this: Movement Array: 11pp total dP: Super-Movement wall-crawling 3 [6] + PF: Subtle 1 + PF: Dynamic 1 = 8pp dAP: Immovable 1, Encumbering -1: 10 Ranks [5] + PF: Dynamic 1 = [6] plus Concealment (Scent Class) 2, Distracting -1: 2 ranks [2] = [8] 2pp AP: Super-Movement Swinging 1 [2] + PF: Subtle 1 = [3] plus Speed 1, Swinging only -1: 4 ranks [2] = [5] 1pp
  23. Found a better shot of the body paint for those of you who are interested. I am far less obviously MuffinTopMan (still more George Reeves than Chris Reeve, though) and am bookended by two more abstract subjects: the universe and a floral arrangement.
  24. Found a better shot of the body paint for those of you who are interested. I am far less obviously MuffinTopMan (still more George Reeves than Chris Reeve, though) and am bookended by two more abstract subjects: the universe and a floral arrangement.
  25. Found a better shot of the body paint for those of you who are interested. I am far less obviously MuffinTopMan (still more George Reeves than Chris Reeve, though) and am bookended by two more abstract subjects: the universe and a floral arrangement.
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