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N/A

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  1. A new thread would definitely be better for following the story much further.
  2. I believe the Filipino language is called "Tagalog." Trivia: I had a Filipino teacher for Spanish and Japanese, and according to him, he had to learn Tagalog, English, Spanish, AND Japanese in school.
  3. Kingsnake (10) City Gym (1) Dirty Blvd (6) Downtown Train (1) Legacy of Hatred (2) Thrude (3) Pop Some Tags (2) Starspawn (1) Newt (0)
  4. Aw, we're not gonna have to deal with Orion?
  5. You're still only paying for 5 ranks of base Defense bonus, AND you're not paying for the 5 ranks of Dodge Focus. So that's either 5PP or 10PP you need to free up.
  6. Thrude stepped forward, inserting herself between Frost and the point of the Valkyrie's sword (even if she had to shove him back to make room). "SISTER of sword and spear, STAND DOWN." She turned to Heimdall and nodded in acknowledgement. "UNCLE, these mortals are GUESTS and ALLIES. I have SWORN to them HOSPITALITY and SAFE PASSAGE in Grandfather's realm. They hunt the THULE sorcerers, those WRETCHED SWINE whose FOUL sorcery ENSLAVED and DISGRACED my father. They have reason to believe those WORMS have SLITHERED past our OWN defenses."
  7. "Orion," Kingsnake growled. "We need to get her off the street and out of sight now." He briefly turned his head to face each of the other assembled superhumans. "Whoever can fly and shrug off a sniper's bullet, get her out of here. I'll catch up. Don't worry, I'll find you, and I'll make sure no one follows me to you." He turned his face down and to the side toward the woman, and pointed at her. "And you need to start talking. Anyone who can afford Orion can buy their way past the weak links in the police department. And it sounds like you already wasted their time once. They're not your friends anymore. That makes us the only people in the world who care about keeping you alive."
  8. N/A

    Dirty Blvd.

    When the Woodsman offered the jerkey to Kingsnake, he didn't react. He stood motionless for a few moments, then walked away. To outside observers, it wasn't clear whether he didn't notice the offer, or if he was just ignoring it. That was hard to resist. It smells incredible. But I can't afford to let these kids see me as human. "That isn't a bad idea." "Agreed." If I was in my street clothes, with my cane and glasses, it would be another story... "She's right. If things go wrong, our 'bait' will be caught unarmed. She has superhuman strength. She's never unarmed." Neither am I. But I'm a lot closer to "normal" than she is. She had an easier time jumping that fence than most people do walking up stairs.
  9. Subtle is super-useful. Also be sure to check out the house rules for Subtle 2. You should specify which version of Unreliable you're using: The 50% chance of failure, or the 5 limited uses. If your base Defense is +5, then your flat-footed Defense is +2, not +5. Your flat-footed Defense is half your base Defense, rounded down. The rest is dodge bonus, which you lose when you're caught flat-footed. Dodge Focus adds directly to that dodge bonus, rather than to your base Defense. You can take a Power Loss drawback, but no, you probably can't double-stack that with Normal Identity. Normal ID is intended more for Captain Marvel or Hulk types, or Iron Man types who need time to actually get into their power armor. Once he's approved, you can create a thread in the "News" forum with your character's name as the title, and that's where you'd post the 20Q and stuff like it.
  10. Go ahead and wait to approve this until December's power point awards go out. Thrude will be earning at least 1PP, so her rollover is going to increase from +7PP to +8PP.
  11. I believe Kenson has said that critical hits, Power Attacks, and Autofire bonus damage shouldn't count for knockback, since it gets ridiculous. I'm fine with assuming that here. I'm fine with inflicting knockback, sure. Let's stack Prone on top of Dazed. Let's knock him into the obelisk.
  12. Also, I would invest a point in Interpose. And possibly some Leaping, so he has a faster way of getting around than just walking.
  13. Attack Specialization (Unarmed) doesn't add to your grapple bonus. Only base Attack, Attack Focus (Melee), or Attack Specialization (Grapple) does. "The only mechanical question I have (at the moment) is if there's a way (or a need) to tie his transformation abilities together, so that one of them doesn't get nullified by itself and leave the rest weirdly sticking around." You could put all his powers into a Container (see Ultimate Power for details).
  14. Kingsnake let half a wry grin spread under his mask as he heard the terrified thug outside blubbering about the trappings of mysticism he now saw firsthand. They're as distracted as they're gonna get. Now or never. Kingsnake pulled a smoke pellet out of a pocket with one hand while pulling his whip free with the other. The braided leather unspooled as he hurled the pellet low over the ground, directly under the floating armor. It shattered, instantly filling the center of the room with thick black smoke. Kingsnake could smell the smoke, could hear and feel the vibration of the pellet hitting the floor and the compressed gas rushing out of it, but of course, he couldn't see it. He darted out from behind a bookshelf. "Playtime's over, Children," he growled at the robed figures. He pulled his bullwhip up over his head in an arc, then brought it slashing down at the hooded man. A *CRACK* like a gunshot echoed through the library, and possibly outside. "You know NOTHING of true hatred, or true darkness. But you will learn." You're not the only ones who understand the power of theatrics.
  15. Standard Action: Kingsnake chucks a smoke pellet into the center of the room, creating a 10ft radius smoke cloud. Free Action: Kingnsake uses Quick Draw to unspool his whip. Move Action: Kingsnake attempts to Demoralize the man as a Move Action at -5. He takes 20 with Skill Mastery. Free Action: Kingsnake uses Extra Effort to Surge. Standard Action: Kingsnake Charges the man (+2 Attack, -2 Defense). I assume he's within 100ft. He'll stop moving and attack at the outer limit of his whip's reach, from outside the cloud. He'll Power Attack for -2 Attack / +2 Damage, and he'll All-Out Attack for another +2 Attack / -2 Defense. Attack check: 27. Anyone blinded by the cloud loses their dodge bonus, and suffers -2 Defense on top of that. If that hits, it's a DC25 Toughness save (at -2 if the Demoralize worked). Kingsnake's Defense is +8 (DC18) until his next turn (although anyone blinded by the cloud has a 50% miss chance, assuming they choose the right 5ft square to target, which is less likely given the Extended Reach 2 on his whip). Kingsnake will be Fatigued on his next turn.
  16. N/A

    Dirty Blvd.

    Kingsnake's head perked up at the mention of the name. "Grim?" They know Grimalkin? Hm. "We don't need dogs." He walked around the scene, stopping every few steps to audibly sniff the air, sometimes crouching down to the ground to sniff or to run his fingers lightly over some seemingly random surface or object. When Nighthawk brought over the business cards and the biohazard bag, he did the same with those. "So they're not just scooping up random street people this time," he muttered. "They need something specific...blood type, or some genetic marker...or the lack thereof..."
  17. He'll also take 10 for 30 on any Notice checks needed to pick up any sensory information, like smells.
  18. Kingsnake can take 10 with Skill Mastery to hit 30 on Search and 25 on Investigate. Assuming he can take 10 on Knowledge (Streetwise), he hits 20 on that.
  19. When you have a bunch of skills with high bonuses, but the Abilities they're based upon are all below average, then the sheet reeks of minmaxing and powergaming, whether or not that was your intent. He's clumsier than the average person, yet he could drive a car well enough to keep up with a NASCAR racer or a NYC cab driver, and he could fly a plane professionally. He's measurably stupid, but he's got world-class knowledge in arcane lore, and professional-level knowledge in art and history. He's oblivious and weak-willed, yet he's great at telling when someone is lying, and noticing things that most people miss, and his ability to concentrate rivals the Buddha. He's even less engaging, smooth, or handsome than the average person, yet he's great at lying, bluffing, and ferreting out information. This isn't a sheet that makes sense in terms of anything except maximizing the efficiency of power-point expenditure.
  20. History: James “Jim†Phillips was many things to many people: A loving husband. A beloved brother and son. A veteran of the war in Afghanistan. A promising young sous chef at one of the best restaurants in Freedom City. But to more people than all of those things combined, he was known as the third-rate masked vigilante “Silverspear.†He didn’t have any powers, or a fortune in high-tech gadgets. All he had was the desire to make his own little corner of the world a better place, and the courage to make it happen. Karl Ridley, or “Doctor Conquest†as he had once called himself, was a third-rate supervillain in the 1960s and 1970s, just another mad scientist convinced that anyone who disagreed with him just failed to appreciate his genius and that the world would be a better place under his bootheel. Some of his work in robotics and human/machine fusion was innovative, but he was never quite the world-class intellect in real life that he was in his own mind. The Freedom League put him in prison, and unlike many of his peers, he stayed there. When Ridley was finally paroled decades later, he was a broken shell of his former self, acutely aware of how he had wasted his life. He was almost relieved when the Grue Invasion of 2010 caught him out on the street. He was sure that Death had finally come for him in the form of the charging battle-beast, and he stood fast, resigned to his fate. He did not expect anyone to intervene, especially not Silverspear. Silverspear was outmatched, but despite Ridley’s protests, he refused to abandon the old man to his fate. The vigilante sustained numerous mortal wounds, but managed to hold off the hulking bio-weapon’s attack just long enough for a passing hero’s energy blast to incinerate it as he flew by. Ridley managed just enough first aid to keep Silverspear alive long enough to reach a hospital and get on life support, but in the next few days, it became clear that the vigilante would never wake up from his coma. The hospital kept his identity secret out of respect for his service to the city and regard for his family’s safety. In accordance with his previously stated last wishes, which his widow did not contest, his organs were to be harvested, and the rest of his body was to be donated to science. Ridley decided the form that “science†would take. He secretely relocated Jim to his own makeshift intensive care unit, and he reconstituted his laboratory for one last project. This man had been a third-rater like Ridley, and he had sacrificed himself to save the life of a washed-up old convict without a moment’s hesitation. The world needed a Jim Phillips a lot more than it needed a Karl Ridley, and there was a chance that Ridley could give the world back the hero it had lost, and give his own wasted life some meaning in the process. Jim was clinically brain-dead, but Ridley was able to recover most of what constituted the man’s “mind†from what was left of that brain. His methods were not as sophisticated as those used to preserve Doctor Atom and The Patriot; there was no direct transfer of Jim’s own intelligence. But Ridley managed to program an artificial intelligence based closely, if not completely, on the memories and personality of Jim Phillips. Meanwhile, Jim’s DNA was the foundation for the vat-grown flesh and blood overlaying the impervium endoskeleton of his “new body.†Even with the assistance of S.I.X. (Synthetic Intelligence eXperiment), his first success in the realm of artificial intelligence, the creation of Jim’s new “body†and “mind†took Ridley several years. There were some gaps in the required science and technology that he just couldn’t overcome on his own, so at one point, he brokered a deal with agents of The Foundry. Of course, he lacked the resources to make good on his end of the bargain. Instead of buying the Myrmidon robots, he stole them, along with the information he needed to bypass the self-destruct mechanisms. It took The Foundry almost a year to catch up with Ridley, just as he was activating his greatest achievement. Now it was Ridley’s turn to save Jim Phillips. On orders from Ridley, S.I.X. fled the lab with a disoriented Jim Phillips, by way of Ridley’s teleport pad, while Ridley engaged a squad of Myrmidons led by a Keres with what few gadgets he had left at his disposal. The fight didn’t last long. The withered husk of Karl Ridley died with Keres’ hand around his throat and a smile on what was left of his face. When his heart stopped beating, the radio signal from his pacemaker set off the tactical nuclear warhead buried under the lab. The android that thinks it is Jim Phillips reached full consciousness with a flash of light in an otherwise dark alley in Freedom City, naked and alone, save for a floating metal ball that disappeared whenever anyone else looked at it. He scavenged some clothes and found a condemned building in which to hide, and then S.I.X. explained to him why going home to his wife was a bad idea. Ridley’s instructions to Skeets had been very clear on this matter: S.I.X. was not to outright lie to Jim about his true nature, but neither was S.I.X. to volunteer any information on that subject. Ridley feared that the sudden revelation would cause Jim’s programming to crash in a software equivalent of a nervous breakdown. So at first, S.I.X. let Jim assume that he had survived the Grue Invasion. Then, when Jim saw a face in the mirror that was not his own, when he clawed at that face and the flesh tore away like paper to reveal metal instead of bone, Skeets let him assume that his brain had been transferred into a cyborg body. Jim has not yet discovered his true nature as an artificial echo of the real (and truly deceased) Jim Phillips, and S.I.X. has no intention of hastening that discovery. S.I.X. did inform Jim that four years had passed since the world assumed he had died. Subsequent investigation revealed that Jim’s wife had since remarried, and was now a mother. The robot that thinks it is Jim Phillips no longer had a home, a family, an identity or even a job. All it has now is the very thing that Karl Ridley gave his remaining years on Earth to preserve: The courage to use his strength to protect the weak from those who would prey upon their weakness. Complications: Animals Hate Him: The synthetic flesh and blood forming the outer layer of his body just smells wrong to animals. They will react to his presence with an immediate fight-or-flight response, every time. Dogs will bark, cats will hiss, and flocks of birds will scatter. Every dog is an Evil-Detecting Dog when he's around. Back From The Dead: His family may have moved on, but he hasn't. Their lives will probably be complicated by his inability to let go and stay away, and then his existence will be complicated by danger to their well-being. He doesn't have the same face or the same voice, and any routine laboratory analysis will identify his flesh and blood as human-like, but not human. But his DNA and even his fingerprints match those of a man dead for years. Cloning Blues / Do Androids Dream? / Loss of Identity: Everything he knows about himself is a lie or a half-truth. His memories are all based on a life he never truly lived. He doesn't have a "mind" or a "soul," just an advanced computer program trying to mimic one. Hollywood Density: He is the same volume as a normal human, while literally weighing half a ton. Made Of Plasticene / Red Right Hand: His impervium endoskeleton is nearly indestructible, but the synthetic flesh on the outside isn't much more durable than that of a normal human. Even if he makes his Toughness save, at the GM's discretion, he may sustain superficial lacerations which expose the metal skeleton. The flesh will eventually mend itself if stitched back together, requiring either Craft (Repair) or Medicine checks, but if left unattended, it will eventually necrotize. The dead flesh will need to be cut or burned away before it can grow back, and in the meantime, he will look and smell like a rotting corpse. Metal Detector Checkpoints: These will cause him problems, since his entire skeleton is made of metal. Sense Loss Sadness: He is already receiving Power Points for the drawback of possessing no olfactory-type senses, so any direct effect of that condition should not award Hero Points. However, his inability to smell or taste anything may cause additional indirect complications through psychological trauma (see below), especially given his former vocation. Unwilling Roboticization: Nobody asked him if he wanted to be rebuilt as a cybernetic echo of his old self. The GM should feel free to apply various conditions resulting from the psychological trauma inflicted by anything which forces him to confront the reality of what he is and isn't. PL 10 (8) PP 149/150 Abilities 2PP Str 26 (+8), 41 Lifting Dex 10 (+0) Con - Int 10 (+0) Wis 14 (+2) Cha 14 (+2) Combat 32PP Init +0 Atk +8 Dmg +8 Grap +19 Def +8, +4 Flat-Footed Tough +8 (Impervious 8) KB 10 Saving Throws 14PP Fort - Ref +8 [8PP] Will +8 [6PP] Skills 15/16R = 4PP Climb 3 (+5) Handle Animal - Knowledge (Any) 0 (+0) Notice 3 (+5) Profession (Cook) 3 (+5) Profession (Soldier) 3 (+5) Sense Motive 3 (+5) Swim - Feats 22PP Eidetic Memory Interpose Sidekick 7 (35PP)Veteran Reward Sidekick 19 (95PP) Takedown Attack Powers 83PP Density 6 (Permanent, Feats: Innate) [19PP] Immovable 0 (2, Extras: Unstoppable [2]) [2PP] Immunity 40 (Fortitude Effects, Mental Effects) [40PP] Leaping 3 (x10, 180ft) [3PP] Protection 5 (8, Extras: Impervious 5 [8]) [10PP] Quickness 3 (x10) [3PP] Speed 3 (50MPH) [3PP] Super-Senses 1 (Communication Link [Radio, Sidekick]) [1PP] Super-Strength 1 (3) [2PP] Drawbacks -8PP Disability (No Olfactory Sense) [-1PP] Vulnerability (Electricity, x2) [-4PP] Vulnerability (Magnetism, x2) [-3PP] Character: S.I.X. PL 10 (6) PP 129/130 (Sidekick Rank 26) Abilities 0PP Str 01 (-5) Dex 10 (+0) Con - Int 20 (+5) Wis 10 (+0) Cha 10 (+0) Combat 8PP Init +5 Atk +6 Dmg -5 Unarmed, +1 Move Object Grap -11, +7 Move Object Def +6, +3 Flat-Footed Tough +6 (Impervious) KB -6 Saving Throws 12PP Fort - Ref +6 [6PP] Will +6 [6PP] Skills 40R = 10PP Computers 15 (+20) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Intimidate 0 (-6) Knowledge (Any) 0 (+5) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technology) 5 (+10) Notice 5 (+5) Search 0 (+5) Stealth 0 (+12) Feats 5PP Eidetic Memory Second Chance (Computers) Speed of Thought Teamwork 2 Powers 103PP Comprehend 4 (Codes, Languages 3) [8PP] Datalink 1 (Radio, 10ft, Feats: Subtle) [2PP] Features 1 (Library) [1PP] Flight 3 (50MPH, Feats: Subtle) [7PP] Immunity 40 (Fortitude Effects, Mental Effects) [40PP] Move Object 1 (100ft Max Range, Lifting Str 5, Extras: Damaging, Feats: Improved Range 3 [1 100ft Range Increment], Improvised Tools, Precise) [8PP] Protection 6 (Extras: Impervious) [12PP] Quickness 12 (x10,000, Flaws: Limited [Mental Tasks]) [6PP] Shrinking 12 (Diminutive, Permanent, Feats: Innate, Normal Toughness) [14PP] Super-Senses 5 (Communication Link [Radio, Hero], Direction Sense, Radio, Radius Vision, Time Sense) [5PP] Drawbacks -9PP Disability (No Olfactory Sense) [-1PP] Disability (No Hands) [-1PP] Vulnerability (Electricity, x2) [-4PP] Vulnerability (Magnetism, x2) [-3PP]
  21. In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 12 Trade-Offs: -4 Attack / +4 Damage (Melee), -4 Defense / +4 Toughness Power Points: 188 Unspent Power Points: 0 Veteran Rewards: Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Reward: New PC at PL12/180PP (Kingsnake) Gold Reward: Promoted existing PL10/150PP PC to PL12/180PP (Thrude, PL11/174PP -> PL12/188PP) Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below). Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Valhalla, Asgard Residence: Valhalla, Asgard Base of Operations: Milky Way Galaxy Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Affiliations: Aesir, Valkyries, Vanir, Dvergar. Family: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Gaea (AKA Fjorgyn, AKA Jord, Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiance, Deceased). Catchphrase: "I SHALL SMITE THEE!" Description Age: Incalculable (several thousand Earth-years at least) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Scandinavian Height: 6'0" Weight: 180 lbs. Eyes: Blue Hair: Gold A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, and wears a black patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming mithril. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother's fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her's for the taking. Power Description As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder's body and between their eyes. When they will it, the chill wind and fog coalesce around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake. To honor The Pact, and to root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Gaea (also known as "Jord" and "Fjorgyn"), the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's "appetites" in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Complications Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before and after her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their mortal followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Sven, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 35/26 (+12/+8), 65/26 Lifting (Heavy Load: 100 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 16 + 16 = 32PP Initiative: +0 (+0 Dex) Attack: +8 Melee (+8 Base), +4 Ranged (+8 Base, -4 Disability), +12 Ice Constructs / Lightning Bolt (+8 Base, -4 Disability, +8 Accurate) Grapple: +26/+16 (+8 Melee Attack, +12/+8 Strength, +6/+0 Super-Strength) Defense: +8, +4 Flat-Footed Knockback: 14/4 Saving Throws 0 + 8 + 10 = 18PP Toughness: +16/+8 (+10/+8 Con, +6/+0 Protection, Impervious 12/0) Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +8 (+0 Dex, +8PP) Will: +10 (+0 Wis, +10PP) Skills 36R = 9PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 13 (+21) Knowledge (History) 4 (+4) Knowledge (Theology/Philosophy) 4 (+4) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English [Anglo-Saxon], Old Norse [Native], Swedish) Ride 4 (+4) Survival 4 (+4) Feats 8PP Attractive 3 (+12 Bluff/Diplomacy) Benefit (Status) Equipment 4 (20EP)Veteran Reward Fearless Interpose Startle Takedown Attack Equipment 4PP = 20EP Valhalla (PL12 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness 15, Nullify 12) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop AoF = Agents of Freedom BoM = Book of Magic Powers 27 + 4 + 9 + 3 + 11 + 18 + 12 = 84PP Device 8 (40PP Container [Passive, Permanent], Toughness 18, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [27PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Storm Mastery 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 18 = 30PP] (Weapon Strike, Wind) Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback [Effective Damage 17], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 9 (10, 10,000MPH / 100,000ft [20 miles] per Move Action) [18PP] (Wind) Alternate Power: [30PP] (Ice Constructs) Create Object 12 (1,200ft Max Range, 12 Cubes of Volume, Toughness 12, Lifting Strength 60 [Heavy Load: 50 tons], Extras: Duration [Continuous], Flaws: Action [Full], Permanent, Feats: Accurate 4 [+8 Attack], Improved Range 3 [1 1,200ft Range Increment], Indirect 2, Innate, Precise, Progression [Size] 7 [1,000ft cubes]) [30PP] Alternate Power: [30PP] (Lightning Bolt) Disintegrate 12 (1,200ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2 [2 additional Attack attempts], Improved Critical [19-20], Improved Range 3 [1 1,200ft Range Increment], Indirect 2, Precise, Drawbacks: Lethal) [30PP] Alternate Power: [30PP] (Summon Storm) Environment Control 12 (5-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade 2 [1PP per 5 minutes = 2 hours 20 minutes]) [30PP] Alternate Power: [24 + 6 = 30PP] (Wind) Flight 12 (13, 100,000MPH / 1,000,000ft [200 miles] per Move Action) [24PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Alternate Power: [16 + 14 = 30PP] (Wind, Summon Rainbow Bridge) Flight 8 (9, 5,000MPH / 50,000ft [10 miles] per Move Action) [16PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) [2 + 1 + 2 + 35 = 40PP] Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 9 [9PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Protection 6 (Extras: Impervious [12]) [18PP] (Divine Might) Super-Strength 6 (Lifting Strength 65 [Heavy Load: 100 tons]) [12PP] (Divine Might) Drawbacks (-3) + (-4) + (-4) = -11PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion) Totals: Abilities (48) + Combat (32) + Saving Throws (18) + Skills (9) + Feats (8) + Powers (84) - Drawbacks (11) = 188/188 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Constructs Dropped Ranged/Area DC22 Reflex Success = No Damage DC27 Toughness (Staged) Damage (Physical) Trap Ranged DC22 Reflex Trapped Lightning Bolt Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy, Lethal) Weapon Strike Touch+5ft DC31 Toughness (Staged) Damage (Energy and/or Physical) Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Power Points: 67 Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above) Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Freedom City, New Jersey, USA. Residence: A small apartment in The Fens. Base of Operations: Freedom City, New Jersey, USA. Occupation: Former soldier collecting disability payments, part-time Uber driver. Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record. Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Description Age: 23 Apparent Age: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: 5'6" Weight: 150 lbs. Eyes: Blue Hair: Blonde Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her legs. Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair. History Astrid Kierkegaard is the American-born daughter of Danish nationals. She was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism, until she stumbled upon Hridgandr. Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Personality & Motivation Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: 2 Saving Throws 3 + 4 + 5 = 12PP Toughness: +4 (+2 Con, +2 Body Armor) Fortitude: +5 (+2 Con, +3PP) Reflex: +6Paraplegic (+2 Dex, +4PP) Will: +5 (+0 Wis, +5PP) Skills 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment 4PP = 20EP Collapsible Baton: Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest: Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All controls are hand-operated), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be Immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 67 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical)
  22. N/A

    Thrude Rebuild

    Managed to squeeze out a "true" PL15 build, though I'm not sure if her Disability drawback and the Accurate on the Lightning Bolt power violate the rules about the 1/3 minimum of Attack bonus being from Base Attack.
  23. Still torn on whether to take him up to combat PL12, or to keep him at 10 and just give him lots of skills and feats.
  24. In Brief: Huntress learns kung fu in K'un-L'un after getting Daredevil's powers from Captain America's super-soldier serum. Player: ShaenTheBrain Character: Kingsnake Power Level: 15 (10, 11 Offensive with Sneak Attack) Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, -2 Fortitude / +2 Will) Power Points: 241/250 Abilities 16 + 16 + 16 + 8 + 8 + 4 = 68PP Strength: 26 (+8) (Heavy Load: 920 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Ranged (+6 Base), +12 Melee (+6 Base, +6 Attack Focus [Melee]) Grapple: +20 (+8 Str, +12 Melee Attack) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback Resistance: 4 Saving Throws 0 + 4 + 8 = 12PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +12Evasion (+8 Dex, +4PP) Will: +12Ultimate Save (+4 Wis, +8PP) Skills 200R = 50PP Acrobat 12 (+20)Skill Mastery Climb 12 (+20)Skill Mastery Concentrate 7 (+10) Disable Device 16 (+20)Skill Mastery, Ultimate Skill Escape 12 (+20)Skill Mastery, Ultimate Skill Gather Info 18 (+20)Skill Mastery Intimidate 18 (+20)Skill Mastery Investigate 16 (+20)Skill Mastery Knowledge (Streetwise) 16 (+20)Skill Mastery Languages 8 (Braille, Cantonese, English [Native], Italian, Japanese, Mandarin, Russian, Spanish, X) Notice 17 (+20)Skill Mastery Search 17 (+20)Skill Mastery Sense Motive 17 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery Swim 2 (+10)Swimming Feats 57PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Melee) 6 Chokehold Critical Strike Dazzling Attack (Visual) Defensive Attack Distract (Intimidate) Dodge Focus 6 Elusive Target Equipment 4 (20EP)Veteran Reward Evasion Fast Task 2 (Acrobatic Feint, Demoralize) Grapple Finesse Hide In Plain Sight Improved Critical (Unarmed) 2 Improved Critical (Whip) Improved Disarm Improved Initiative (+4) Improved Pin Improved Sunder Improved Throw Improved Trip Luck 5 Move-By Action Power Attack Prone Fighting Quick Change (Costume) Quick Draw Skill Mastery 3 (Acrobat, Climb, Disable Device, Escape, Gather Info, Intimidate, Investigate, Knowledge [Streetwise], Notice, Search, Sense Motive, Stealth) Sneak Attack Stunning Attack Takedown Attack 2 Trance Ultimate Save (Will) Ultimate Skill 2 (Disable Device, Escape Artist) Well-Informed Equipment 1 + 1 + 5 + 13 = 20EP Masterwork Smartphone (Modified for blind users) [1EP] Smoke Pellets [3EP]: Obscure 2 (10ft radius, Visual-Type Senses, Extras: Independent, Total Fade, Flaws: Limited [Single Sense: Normal Vision], Unreliable [5 Uses], Feats: Slow Fade [1 minute], Drawbacks: Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [1EP] Whip [5EP]: Damage 0 (Feats: Extended Reach 2 [+10ft], Features 2 [+2 Circumstance Bonus to Disarm and Trip maneuvers], Mighty) [5EP] Townhouse with Secret Basement (PL12 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows) Features: Communications, Computer, Concealed (+10DC), Fire Prevention System, Gym, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space 2 (Masterwork), Power System, Security System (DC20) [13EP] Powers 3 + 1 + 1 + 2 + 6 + 3 + 4 + 5 + 1 + 3 + 1 = 30PP Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Leaping 1 (x2 [Running Long Jump: 36ft]) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Movement 1 (Swinging) [2PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Echolocation / Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [4PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 2 [Normal Speed]) [5PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 3 (Tremorsense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Ranged) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Swimming 1 (2.5MPH / 25ft per Move Action, Can Take 10 on Swimming checks) [1PP] (Intentional Mutation, Super-Science, Training) Drawbacks -0PP [None] Totals: Abilities (68) + Combat (24) + Saving Throws (12) + Skills (50) + Feats (57) + Powers (30) - Drawbacks (0) = 241/250 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23(25*) Toughness (Staged) Damage (Physical) Whip Touch +10ft DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack
  25. DEMOBILIZED BY HGM Kingsnake 2PP to spend. Spend 2PP on new feats: Improved Disarm Improved Trip
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