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Aoiroo

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Posts posted by Aoiroo

  1. 02270.gif

     

    Character Name: Lucky Charm
    Power Level: (7) (105/105PP)
    Trade-Offs: None


    Abilities: 0 + 6 + 6 + 4 + 0 + 6 = 22PP
    Strength: 10 (+0)
    Dexterity: 16 (+3)
    Constitution: 16 (+3)
    Intelligence: 14 (+2)
    Wisdom: 10 (+0)
    Charisma: 16 (+3)


    Combat: 8 + 8 = 16PP
    Initiative: +11
    Attack: +4 Melee, +7 Ranged
    Grapple: +7
    Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
    Knockback: -2


    Saving Throws: 1 + 5 + 3 = 9PP
    Toughness: +7 (+3 Con, +4 Defensive Roll)
    Fortitude: +4 (+3 Con, +1)
    Reflex: +8 (+3 Dex, +5)
    Will: +3 (+0 Wis, +3)


    Skills: 72R = 18PP
    Bluff 12 (+15)*

    Craft (Artistic) 8 (+10)

    Diplomacy 7 (+10)*

    Gather Information 7 (+10)*

    Intimidate 7 (+10)

    Knowledge (Pop Culture) 5 (+7)

    Knowledge (Physical Sciences) 5 (+7)

    Notice 5 (+5)*

    Search 5 (+5)

    Sense Motive 8 (+8)

    Stealth 3 (+6)

    *Skill Mastery

    Feats: 8PP

    Accurate Attack
    Attack Focus (Range) 3
    All Out Attack

    Defensive Roll 2*

    Dodge Focus 3*

    Equipment 2

    Evasion 2*

    Grappling Finesse

    Improved Iniative 2*

    Luck 3*

    Power Attack

    Skill Mastery (Bluff, Diplomacy, Gather Information, Notice)

    Uncanny Dodge (Hearing)
     

    *Enhanced Feats

     

    Powers: 9 + 18 + 5 = 32PP

    Enhanced Feats (Dodge Focus 3, Defensive Roll 2, Evasion 2, Improved Iniative 2) 9PP
    Luck Array (15PP Array, x3 Alternate Powers) 18PP

    Base Power: Luck Control 4 ( Spend HP on Someone's Behalf, Give Hero Points to Other players, Negate GM fiat or other peoples hero points, Force someone to Reroll, Feats: Luck 3, Subtle) 15PP

    Alternate Power: Blast 7 (Feats: Progression (Range) 1 (25ft)) 15PP

    Alternate Power: Damage 7 (Jynx, Extras: Area: Burst, Feats: Progression (Area) 2 (25ft))

    Alternate Power: Healing 7 14PP

    Immunity 5 (Critical Hits) 5PP




    Drawbacks: (-0) + (-0) = -0PP



    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

    Blast          Range        DC22 Toughness (Staged)     Damage (Physical)

    Damage     Area           DC22 Reflex/Toughness        Damage (Physical)

     

    (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

     

     

     

    Totals: Abilities (22) + Combat (16) + Saving Throws (9) + Skills (18) + Feats (8) + Powers (32) - Drawbacks (0) = 105/105 Power Points

     

     

     

    No this isn't Vriska (she's from Homestuck if you didn't know) but it's hard to find decent examples of luck controllers.

     

    Anyway, yeah, luck control is a pretty expensive skill, mind you, you cap out at 4 because past that it's useless. Basically it's a mechanically someone who's great for teams, why? Because if you miss, they can just say, nope, reroll cause you didn't. They can also do the same for villains who crit and can actively defy the GM. Off the luck is some basic blasty blasty powers and an area damage. Caution though, the area bad luck isn't selective. Anyway, this character's got fairly good stats, also, enhanced feats, being lucky is what makes this character able to avoid being hurt, not to mention that they are immune to critical hits naturally they dodge the fatal blow. Anyway, great for building upon later. Also, they can heal. You'd be surprised how rare that is (which is one reason why I build lots of characters with medicine skill), so yeah, great for a party, no trade offs, so pretty decent overall. Also they're fast, not speedster fast, but initiative orders gonna have them high up. Anyway, this is for someone with a pretty good grasp on hero point mechanics (which aren't really that hard honestly).

  2. Some comments on the three suggestions first.

     

    1) Introducing Eileen as some kind of intermediary between the Ministry and the new Taskforce could be neat. And a good way for the Ministry to get a hold of the flightiest member and make him stay put. Anyway, I'm all for laying that Blackpool plot groundwork early on, and it seems like you've gotten it going anyhow, so I'm good for it. On the source of conflict potential I'd say that's either best kept at the beginning(when the characters really don't know each other) or later on(when they can be shocked at new information), rather than a recurring thing. Seeing as he was at least initially considered still in good enough graces to be invited to the ol' MoP HQ, my vote is to have him serve as the personification of the new team's worries about just what they'll be required to do as an official super-team backed by interests often very different from their own.

     

    2) Y Dderwen is a quieter, more mystical kind of fellow, so I'd prefer we save him for later unless TiffanyKorta wants to do something with him and his bond with Britannia. Definitely in favor of him opposing the creation of 'artificial' powers, though for more reason than his nature.

     

    3) Lucy Diamond is my favorite of the original Vanguard lineup, so I'd press strongly in favor of her being the first former member the team tracks down. Of course she showed up in Gallia Renaître, but that's more than work-aroundable.

     

    Aoiroo, I'm totally down with Osprey being Catalyst's first patient. Do you want to start that or shall I?

     

    And Thevshi, after I take a thorough look at your Relationship Map I'll start throwing ideas about for things to do. Osprey and Synapse having a low-key rivalry strikes me as a good plan, despite and partially because of how vastly disparate the power balance is between them.

     

    EDIT:

    That's just splendid, strongly in favor OF.

    We'd need SC if he's playing Blackpool (Jasmine's not doing a physical without him, he is the expert (IE the one who has more then 1 rank in medicine).

  3. Joshua_Artwork_2.jpg

     

    Character Name: Junk Man
    Power Level: (7) (105/105PP or 150/150PP)
    Trade-Offs: -3 Attack / +3 Damage, +1 Defense / -1 Toughness

    Abilities: 0 + 4 + 8 + 8 + 4 + 4 = 28PP
    Strength: 10 (+0)
    Dexterity: 14 (+2)
    Constitution: 18 (+4)
    Intelligence: 18 (+4)
    Wisdom: 14 (+2)
    Charisma: 14 (+2)


    Combat: 4 + 8 = 12PP
    Initiative: +6
    Attack: +2 Melee, +4 Ranged
    Grapple: +4
    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
    Knockback: -2


    Saving Throws: 1 + 1 + 3 = 5PP
    Toughness: +6 (+4 Con, +2 Undercover Shirt)
    Fortitude: +5 (+4 Con, +1)
    Reflex: +5 (+4 Dex, +1)
    Will: +5 (+2 Wis, +3)


    Skills: 72R = 18PP
    Bluff 8 (+10)

    Diplomacy 8 (+10)

    Craft (Electrical) 6 (+10)

    Craft (Mechanical) 11 (+15)

    Gather Information 6 (+8)

    Knowledge (Technology) 8 (+10)

    Language (Base: English, Spanish) 1

    Notice 8 (+10)

    Search 8 (+10)

    Sense Motive 8 (+10)

     

    Feats: 19PP

    Accurate Attack
    Attack Focus (Range) 2

    Dodge Focus 4

    Equipment 4

    Luck 2

    Grappling Finese

    Jack Of All Trades
    Improved Iniative

    Power Attack

    Uncanny Dodge (Hearing)

    Well Informed

     

    Equipment 20EP

    Motorcyle 9EP

    Strength 15

    Speed 5 (250MPH)

    Defense 10

    Toughness 8

    Size Medium

    Pocket Dimensional HQ 8EP

    Size Small

    Fire Prevention System

    Garage

    Holding Cells

    Living Space

    Infirmary

    Isolated

    Power System

    Workshop

    Undercover Shirt (Protection 2, Subtle) 3EP

     

    Powers: 23 = 23PP
    Dimensional Pocket Array (21PP Array, x2 Alternate Powers) 23PP

    Base Power: Dimensional Pocket 10 (500,000 lbs, Feats: Progression (Capacity) 1) 21PP

    Alterate Power: Blast 10 (Junk Dump, Extras: Progression (Range) 1 (25ft)) 21PP

    Alterante Power: Damage 7 (Mass Dump, Extras: Area (Cylinder), Selective) 21PP



    Drawbacks: (-0) + (-0) = -0PP

    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC15 Toughness (Staged)          Damage (Physical)

    Blast           Range       DC25 Tougness (Staged)            Damage (Physical)

    Damage      Area          DC22 Reflex/Tougness (Staged) Damage (Physical)

    Dimensional Pocket Touch DC 20 Reflex                          Pocketed

     

     

     

    Totals: Abilities (28) + Combat (12) + Saving Throws (5) + Skills (18) + Feats (19) + Powers (23) - Drawbacks (0) = 105/105 Power Points

     

     

    JUNK MAN! I don't use many man things, but I think the name fits. This is a dimensional pocket user who only has the ability of using a dimensional pocket, mind you, the dimensional pocket is HUGE! So much so that they have a full HQ in said dimensional pocket. Of course regardless of their occupation, the term Junk Man comes from how they use they're powers, basically, they open their dimensional pocket and DROP heavy things on people. Because of it's capacity this could be things like toasters and rocks, to planes and cars. Where do these things come from? Junk yards, just pocket them and use them later. This person is also a decent craftsman, and one who is NEVER without tools for the job, they can literately just pop into their pocket and go to their workshop whenever. The picture is Joshua who has a similiar attack style.

  4. nurse-jackie2_20110523175743.jpg

     

    Character Name: Tranquilizer
    Power Level: (7) (105/105PP)
    Trade-Offs: Range: -3 Attack / +3 Damage, +2 Defense / -2 Toughness


    Abilities: 0 + 0 + 6 + 4 + 6 + 0 = 16PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 16 (+3)
    Intelligence: 14 (+2)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)


    Combat: 8 + 8 = 16PP
    Initiative: +0
    Attack: +7 Melee, +4 Ranged
    Grapple: +7
    Defense: +9 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
    Knockback: -2


    Saving Throws: 2 + 6 + 2 = 10PP
    Toughness: +5 (+3 Con, +2 Defensive Roll)
    Fortitude: +5 (+3 Con, +2)
    Reflex: +6 (+0 Dex, +6)
    Will: +5 (+3 Wis, +2)


    Skills: 64R = 16PP

    Computers 4 (+6)

    Knowledge (Current Events) 8 (+10)

    Knowledge (Life Sciences) 8 (+10)
    Knowledge (Technology) 6 (+8)

    Medicine 12 (+15)

    Notice 7 (+10)

    Search 7 (+10)

    Sense Motive 12 (+15)

    Feats: 11PP
    Accurate Attack

    Assessment

    Attack Focus 3 (Melee)
    Dodge Focus 3

    Power Attack

    Uncanny Dodge (Hearing)
    Well Informed

     

    Powers: 34 + 2 = 36PP

    Tranq Array (31 PP Array, Alternate Powers x3) 34PP

    Base Power: Stun 10 (Extras: Range (Range), Sleep, Feats: Reversible) 31PP

    Alternate Power: Blast 10 (Extras: Duration (Can Be Removed With Water)) 30PP

    Alternate Power: Fatigue 7 (Feats: Reversible) + Nausueate 7 (Feats: Reversible) 30PP

    Alternate Power: Stun 7 (Extras: Sleep, Feats: Reversible) + Drain 7 (All Exotic Saves, Feats: Slow Fade) 30PP

     

    Immunity 2 (Disease, Poison) 2PP

    Drawbacks: (-0) + (-0) = -0PP



    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

    Blast            Range       DC25 Toughness (Staged)     Damage (Physical)

    Fati/Naus    Touch        DC17/DC17 Fortitude              Fatigue/Nauseate

    Stun/Drain   Touch       DC17/17 Fortitude                   Stun/Drain (AllExoticSaves)

    Stun            Range       DC 20 Fortitude                       Stun

     

    (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

     

     

     

    Totals: Abilities (16) + Combat (16) + Saving Throws (10) + Skills (16) + Feats (11) + Powers (36) - Drawbacks (0) = 105/105 Power Points
     

     

     

    The Tranquilizer, or Tranq for short! This character is based on someone who, can create drugs or sedatives from their own body and use it in combat. They can throw some over a distance, like a tranq dart, or if they get up close they can do some real nasty stuff to you. This build is set up that this is someone in the medical industry. Maybe it's a nurse or doctor who got there powers and chose this profession, maybe it's a pharmacist who got empowered from a lab accident. Either way, this person can do a number on people.

     

    The set up here is one of my favorite ones, exotic save based! Of course exotic saves are often ignored in favor of more direct damage, but you can do some nasty nasty stuff to people in battle. Stun is a great power for just quick take out, fluffed with sleep to say put it as a sleeping sedative. Then we have the stun drain combo (if you haven't noticed, I do have this pattern with linking drain to other powers), this drain doesn't just do fortitude it does ALL exotic saves, which means toughness, will, fort and reflex, why, because it's drug, it's slowing down everything about you. Then there's the fatigue/nauseate combo, if those guys fail that, even a little bit, they're taking lots of hits on their roll bonuses later in the round. Now of course, most of these effects wouldn't work on someone who has full fortitude immunity (like say, a robot), but there's one alt power built in to fix that. That's the blast with the very rarely used duration extra. Pretty much, it's fluffed as an acidy thing, the thing about duration though, is that it doesn't go away. It needs to be washed off, otherwise it'll keep doing damage to the person it's on until it is. Anyway, this is a great player for teams, or someone as a technical pacifist. They have high bits in life sciences and medicine, because it's good to have characters who know what they're powers are doing to people.

  5. We can do the one with Blackpool, though I don't think Agnus and Dee would be involved, at least not right away. Jasmine (I'm calling her Jasmine up until a point they actually see her in costume, she's not hiding it, she just hasn't had the dang thing ready), is going to want to contact Blackpool directly so he and her can do a proper physical on Osprey because despite his seemingly stable state, she is exceptionally concerned about his health. Even if she has the best medicine score, she's not an actual doctor and this isn't her field of specialty after all. Mind you, it may be a bit tense, but Jasmine will lay down the line as thick as she can manage, if only because even if hand to hand combat isn't her cup of tea, she could very handily and quickly knock Blackpool across the head if he pushed her too it. I don't think Lab Rats has been taken as a thread name btw.

  6. LIFTED OFF by Thevshi

     

    G-Force

    I'm adding levitation as a linked power to her insubstancial cause at that point she'd be light enough to float but not to propell herself.

     

    Here's the bit the editted array.

     

    Density Control Array ( 43 PP Array, x2 Alternate Powers) 45 PP

    Base Power: Density 8 ( +16 Strength, +4 Impervious Toughness, +2 Immovable, +2 Super Strength, Carrying Capacity 36 Str (Heavy Load 1.8 Tons)  Extras: Affects Objects, Range: Touch Feats: Affects Insubstantial, Subtle 2) 43 PP

    Alternate PowerDrain Toughness 8 ( Extras: Duration: Substained, Affects Objects) 24 PP

    Alternate PowerInsubstantial 4 ( Extras: Affects Others, Affects Objects Feats: Selective, Subtle 2) + Flight 1 (Extras: Affects Others, Affects Objects Flaws: Levitation) 31PP

  7. Georgia sort of put her hands on her chin her stomach facing down as she slowly floated downward towards Farside. She had reduced her weight to near nothing when she got to the apex of her jump for the simple fact that she knew she'd break something if she came down at full tilt. It really was pretty. She wished she'd brought her camera before she stopped and pulled her phone out of her pocket. She wasn't sure what the policy on photography was, but it wasn't like anybody would believe it was real if she put it on the internet. They'd think it was a fantastic photoshop, and probably get three million hits on an artsy website, but not real, she was adjusting the thing so the flash was off when the dude named Crater came up,

    "Hey,"
    She fiddled with her phone,

    "Here to make sure I don't float away or break anything?"

  8. Spider-man_NU.jpg

     

    Character Name: Shocking Spider
    Power Level: (7) (105/105PP)
    Trade-Offs: Snare +2 Attack / -2 Damage, +2 Defense / -2 Toughness

    Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
    Strength: 10/24 (+0/7)
    Dexterity: 10/24 (+0/7)
    Constitution: 10/20 (+0/5)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 10 (+0)


    Combat: 6 + 8 = 14PP
    Initiative: +7
    Attack: +7 Melee, +3 Ranged, +9 Snare
    Grapple: +14
    Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
    Knockback: +3


    Saving Throws: 0 + 0 + 2 = 2PP
    Toughness: +5 (+5 Con, +0 [Other])
    Fortitude: +5 (+5 Con, +0)
    Reflex: +7 (+7 Dex, +0)
    Will: +2 (+0 Wis, +2)


    Skills: 24R = 6PP
    Acrobatics 3 (+10)

    Climb 3 (+10)

    Notice 5 (+5)

    Search 5 (+5)

    Sense Motive 5 (+5)

    Stealth 3 (+10)

    Feats: 14PP

    Acrobatic Bluff

    Accurate Attack

    Attack Focuse (Melee) 5

    Dodge Focuse 5
    Power Attack

    Uncanny Dodge (Mental)


    Powers: 1 + 10 + 14 + 14 + 14 + 1 + 2 + 1 + 12 = 69PP

    Concealment 2 (Normal Vision, Flaws: Blending) 1PP

    Enhanced Constitution 10 10PP
    Enhanced Dexterity 14 14PP

    Enhanced Strength 14 14PP

    Paralyze 7 (Extras: Alternate Save: Fortitude) 14PP

    Leaping 1 (x2, 34ft Running Jump, 17ft Long Jump, 8ft Standing Jump) 1PP

    Super-Movement 1 (Wall-Crawling) 2PP

    Super-Sense 1 (Mental, Danger Sense) 1PP

     

    Device 3 (Web Shooters, Hard-To-Lose) 12PP

    Snare 5 (Feats: Accurate, Progression (Range (10ft), Tether) 13PP

    Super-Movement 1 (Swinging) 2PP





    Drawbacks: (-0) + (-0) = -0PP



    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC 22 Toughness (Staged)     Damage (Physical)

    Paralyze      Touch       DC 17 Fortitude (Staged)        Paralyze

    Snare          Range       DC 15 Reflex                         Entangle, Snare

     

     

     

    Totals: Abilities (0) + Combat (14) + Saving Throws (2) + Skills (6) + Feats (14) + Powers (69) - Drawbacks (0) = 105/105 Power Points

     

     

    Miles Morales! That's who this is, or the new spiderman in Ultimate verse. Anyway, I don't think I could of stat normal spidey at PL 7, to many stats, but Miles is a bit more. I have to say, I didn't expect this, but is the most power heavy build to date. Most of it isn't even damage! No, the full on upgrade to his stats is what's the real point sink in this, enhanced strength, dex and con seem to fit the point I think. Pretty stripped down on everything else, but the most basic of basic feats are there, also web shooters, cause it's not spidey without webshooters. While pretty strong in regular hand to hand, he's pretty fast, acrobatic little spider and of course has the shocky shocky to help out. Paralyze is a pretty nifty power. I haven't read much of Miles myself, but this build's pretty good to build on.

  9. Georgia closed her eyes as the light flashed but when she opened them she nearly stepped back. She did a three sixty on her heel as she looked around shocked at the sight of the futuristic city. Looking up she could confirm they were in fact not under a normal atmosphere either. It was quite a revelation even if they were briefed on it before, and all she could say,

    "Damn, how the hell did NASA miss this?"
    For a second it took Georgia a second to see the other two, aliens? Well technically they were the aliens, space elves? They looked like space elves, this was farside, so farsiders, right that was right. She looked at the tallish woman bow to her and she lowered her head in response,

    "Sup, this place in amazing. I wonder how it, oh wait."
    She tested her feet a little bit. It was a bit springier here. Not that it mattered to her. Putting a little bit of weight on, she set her legs apart, made sure she wouldn't whack anybody and then pushed up. The high jump sent her a good fifty feet up, as she had anticipated, then much, much higher as she hadn't quite calculated. Not that it mattered. She looked down below her and marveled at the city as continued upward from her jump.

  10. Asami_zps7a5ba615.jpg

     

     

    Character Name: Magic Gadgeteer
    Power Level: (7) (105/105PP)
    Trade-Offs: -1 Attack / +1 Damage, -2 Defense / +2 Toughness

    Abilities: 0 + 0 + 4 + 6 + 6 + 0 = 16PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 14 (+2)
    Intelligence: 16 (+3)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)


    Combat: 8 + 4 = 12PP
    Initiative: +8
    Attack: +6 Melee, +4 Ranged, +6 Blast
    Grapple: +6
    Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
    Knockback: -2


    Saving Throws: 4 + 4 + 1 = 9PP
    Toughness: +9 (+2 Con, +7 Forcefield, +2 Impervious Toughness)
    Fortitude: +4 (+2 Con, +1)
    Reflex: +4 (+0 Dex, +4)
    Will: +7 (+3 Wis, +4)


    Skills: 68R = 17PP

    Acrobatics 12 (+12)**
    Craft (Artistic) 7 (+10)

    Drive 8 (+8)

    Gather Information 10 (+10)

    Knowledge (Arcane Lore) 7 (+10)*

    Knowledge (Life Sciences) 2 (+5)

    Knowledge (Physical Sciences) 5 (+8)

    Knowledge (Streetwise) 5 (+8)

    Language 2 (Base: English, Latin, Manderin)

    Notice 7 (+10)*
    Search 7 (+10)*

    Sense Motive 7 (+10)*

     

    *Skill Mastery

    **With Bounce Boots

     

    Feats: 15PP

    Acrobatic Bluff*

    Accurate Attack

    Attack Focus (Melee) 2
    Artificier

    Dodge Focus 3

    Improved Iniative 2*

    Equipment 4

    Luck 

    Power Attack

    Skill Mastery (Knowledge (Arcane Lore), Notice, Search, Sense Motive)
    Well Informed
    Uncanny Dodge (Hearing)

     

    *With Bounce Boots

     

    Equipment 20EP

    Handcuffs 1EP

    Magic Workshop 8EP

    Communications 1EP

    Diminitive (Apartment) 2EP

    Fire Prevention System 1EP

    Library 1EP

    Living Space 1EP

    Power System 1EP

    Workshop 1EP

    Mini Tracer 1EP

    Motorcycle 9EP

    Strength 10

    Speed 5 (250MPH)

    Defense 10

    Toughness 8

    Size Medium

    Multitool 1EP

     

    Powers: 8 + 16 + 12 = 36PP

    Device 2 (Belt Bucklet Sheild, Hard-To-Lose) 8PP

    Protection 7 (Extras: Forcefield, Feats: Imprevious Toughness 2, Subtle) 10PP

     

    Device 4 (Blast Gloves, Hard-To-Lose) 16PP

    Array (18PP Array, Alternate Powers x2)

    Base Power: Strike 8 (Extras: Alternate Save: Fortitude, Feats: Accurate, Variable Descriptor (Lightning, Ice, Fire)) 18PP/18PP

    Alternate Power: Blast 8 (Feats: Improved Range 1 (25ft), Variable Descriptor (Lightning, Ice, Fire)) 18PP

    Alternate Power: Paralyze 8 (Extras: Alternate Save: Fortitude Feats: Variable Descriptors (Lightning, Ice, Fire)) 18PP

     

    Device 3 (Bounce Boots, Hard-To-Lose) 12PP

    Enhanced Skills (Acrobatics 12) 3PP

    Enhanced Feats (Acrobatic Bluff, Improved Initiative 2) 3PP

    Leaping 4 (250ft Running Jump, 125ft Standing Jump, 62ft High Jump) 4PP

    Immunity (Falling Damage) 5PP

    Drawbacks: (-0) + (-0) = -0PP



    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

    Blast Range DC23 Toughness (Staged) Damage (Physical)

    Paralyze Touch DC23 Fortitude (Staged) Paralyze

    Strike Touch DC23 Fortitude (Staged) Damage (Physical)

     

     

     

     

    Totals: Abilities (16) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (15) + Powers (36) - Drawbacks (0) = 105/105 Power Points

     

     

     

    Okay, disclaimer, this isn't Asami, but I pictured a biker chick for that, and it's REALLY hard to find tasteful pictures of biker chicks.

     

    Anyway, this is my magic gadgeteer, or street mage. This isn't someone who's got super heavy magic powers, but she has a knack for making magical items which she wears as normal everyday accessories. In this case, it's a belt buckle for a shielding amulet which will flat out stop bullets from small caliber pistols and lighten the damage on anything heavier, a pair of leather gloves for elemental blasts and close range shocking (and heating, and icing) as well as paralysis for non-lethal options, and boots that let her leap tall buildings in a single bound. This is a civvy spandex magic hero, so much so that it'd be pretty hard to figure out she's actually using magic unless you actually have some lore. She also has an HQ (her appartment) which is well stocked to make said magicky things. Regardless of her looks, and her motorcycle she knows her stuff, and can easily make more super nifty magical items, not to mention a good foundation in basic sciences, streetwise, and good at getting information on people (with the well informed feat allowing for her to know things about people she just meets with these nifty skills). She doesn't look it, but with some time, she could be a pretty dang powerful mage, or at least make the things nessicary to make up the difference. 

  11. REENGINEERED by Thevshi

    Catalyst

     

    Okay, basically, I added a little fluff, a complication and put some more points into the paintball array dealing with the new multiple weapon rules. I nicked some points from other places to do so, and added a rank of luck.

     

     

    CatalystHF_zps8d64a8ce.png

    Player Name: Aoiroo
    Character Name: Catalyst
    Power Level: 10 (156/156PP)
    Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness
    Unspent PP: 0
    Progress To Platinum Status: 36/120 (Gold Status earned with Silhouette)

    In Brief: Chemical weapon user with a paintball gun and good aim.

    Alternate Identity: Dr. Jasmine Benoit
    Identity: Secret
    Birthplace: St. John, New Brunswick, Canada
    Occupation: Research Professor
    Affiliations:
    Family: Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])

    Age: 30 (DoB: November 2nd 1983)
    Gender: Female
    Ethnicity: Haitian / French Canadian
    Height: 5'8"
    Weight: 145 lbs.
    Eyes: Brown
    Hair: Black

    Description: Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals).

    Power Descriptions: She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount.

    History: Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born.

    Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler.

    It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery.

    When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night.

    Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it.

    A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived.

    The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born.

    Personality & Motivation: Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it.

     

    Recently with more exposure Catalyst has been much much more critical of scientists that deal with experimentation involving metagenes and really any direct experimentation with unwilling or uninformed human test subjects. Her stance on gaining super human abilities through genetic modification is pretty hardlined based on her previous experience with the results (Hot Spot, Mr. Motely), and this makes her more at odds with scientists, even heroic ones who do such things (people who do gain powers this way unless it's self experimentation she is especially cauctious about because she fears a lot for their own genetic stability).

    Powers & Tactics: Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire.


    Complications:
    Can't See Without Them: Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).
    Caution Flamable: Because of their composition, Catalyst's snare, pepperspray rounds, and mustard gas are all incredibly flamable.

    Weapon Switch: When using the pistols, Catalyst can't shoot past a range of roughly a hundred and twenty feet, when using the rifle, Catalyst can't use area effects. If disarmed of one of the pistols she can't use area effects at all.
    Family: Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can.

    Nine-To-Five: Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.
    Secret: Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.
    Sleep Deprivation: Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.


    Abilities: 0 + 4 + 4 + 8 + 8 + 0 = 24PP
    Strengh: 10 (+0)
    Dexterity: 14 (+2)
    Constitution: 14 (+2)
    Intelligence: 18 (+4)
    Wisdom: 18 (+4)
    Charisma: 10 (+0)


    Combat: 10 + 8 = 18
    Initiative: +14
    Attack: +5 Melee, +9 Ranged, +15 Paintball Guns
    Grapple: +4
    Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
    Knockback: -3, -1 Flat-Footed


    Saving Throws: 5 + 5 + 3 = 13PP
    Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Undercover Shirt), +4 Flat-Footed
    Fortitude: +7 (+2 Con, +5)
    Reflex: +7 (+2 Dex, +5)
    Will: +7 (+4 Wis, +3)


    Skills: 52R = 13PP
    Climb 2 (+2/+4 with Masterwork Tools)
    Computers 4 (+8)
    Craft (Chemical) 11 (+15) Skill Mastery
    Drive 5 (+7)
    Knowledge (Life Sciences) 1 (+5)
    Knowledge (Physical Sciences) 11 (+15) Skill Mastery
    Knowledge (Technology) 4 (+8) Skill Mastery
    Languages 1 (English [Native], French)
    Notice 4 (+8) Skill Mastery
    Medicine 1 (+5/+7 with Mastercraft Medical Tools)
    Sense Motive 4 (+8)
    Stealth 4 (+6)


    Feats: 40PP
    Assessment
    Attack Focus (Ranged) 4
    Attack Specialization (Paintball Guns) 3
    Defensive Roll 2 (+4 Toughness)
    Dodge Focus 8
    Equipment 8 (40EP)
    Improved Initiative 3
    Inventor
    Luck 3
    Power Attack
    Precise Shot 2
    Quick Draw
    Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Knowledge [Technology], Notice)

    Throwing Mastery
    Uncanny Dodge (Auditory)

    Equipment: 35EP
    1 + 1 + 1 + 1 + 1 + 1 + 3 + 26 = 35EP

    Blue Tooth [0EP]
    Cell Phone [0EP]
    Fire Extinguisher [1EP]
    Flash Goggles [1EP]
    Gas Mask [1EP]
    Handcuffs [1EP]
    Laptop [0EP]
    Masterwork Climbing Tools [1EP]
    Masterwork Medical Tools [1EP]
    Mini Tracer [1EP]
    Throwing Knives (Blast 1 [Power Feats: Subtle] [3EP]
    Undercover Shirt (Protection 2 [Power Feats: Subtle]) [3EP]

    Van (Vehicle) [26EP]
    Former Flower Delivery Van

    Size: Huge [2EP]
    Strength: 35 (Medium Load: 1 ton) [1EP]
    Defense: -2 (DC8) [0EP]
    Toughness: +14 (+9 Base, +5 Impervious Toughness) [10EP]

    Features: [8EP]
    Alarm (DC 20)
    Computer
    Communications
    Infirmary
    Laboratory
    Navigation System (+5)
    Power System
    Smokescreen
    Workshop

    Powers: [5EP]
    Speed 5 (250mph / 2,500 ft per Move Action) [5EP]


    Powers: 27 + 20 + 1 = 48PP

    Device 8 (Paintball Gun, 40PP Container; Feats: Multiple Weapons 3 (Two Pistols, One Rifle) Flaws: Easy-To-Lose) [27PP]
    Paintballs 18 (35PP Array; Feats: Alternate Power 5) [40PP]
    Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Burst], Autofire, Selective Attack Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 4 [250ft radius], Progression [Range] 2 [2500ft Max Range], Reversible) {35/35} (Pistols/Rifle)

    Alternate Power: Blast 5 (Extras: Autofire, Area [Targeted, Burst], Selective Attack Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {35/35} (Pistols/Rifle)

    Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 3 [125ft radius], Progression [Range] 2 [2500ft Max Range], Slow Fade [1 minute]) {35/35} (Pistols/Rifle)

    Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/35} (Pistols/Rifle)

    Alternate Power: Snare 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged], Selective Attack Feats: Improved Range 3 [10 500ft Range Increments],Progression [Area] 2 [100ft radius]) {35/35} (Pistols/Rifle)

    Alternate Power: Stun 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged], Selective Attack, Feats: Improved Range 3 [10 500ft Range Increments], Progression [Area] 2 [100ft radius]) {35/35} (Pistols/Rifle)

     

     

    Device 5 (Fitted HazMat Suit, 25PP Container; Flaws: Hard-To-Lose) [20PP]

    Immunity 10 (Chemical Effects, Eye and Lung Irritants, Suffocation [Gases]) [12PP]

    Immunity (Electricity Damage, Fire Damage, Radiation Effects Flaws: Limited [Half]) 10PP

    Super-Senses 3 (Counters Obscure [Visual, "Fog"], Infravision) [3PP]

    Speed 1 (Training; 10 MPH / 100ft Per Move Action) [1PP]


    Drawbacks: -0PP
    None


    DC Block:
    ATTACK RANGE SAVE EFFECT
    Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
    Blast Ranged/Area DC20* Toughness (Staged) Damage (Physical)
    Dazzle Ranged/Area DC15* Fortitude Blind
    Drain Ranged/Area DC15* Fortitude (Staged) Drain Fortitude
    Snare Ranged/Area DC15* Fortitude (Staged) Bound/Helpless
    Stun Ranged/Area DC15* Fortitude (Staged) Dazed/Stunned/Unconscious


    *Up to DC22, DC 17 with Autofire


    Abilities (24) + Combat (18) + Saving Throws (13) + Skills (13) + Feats (40) + Powers (48) - Drawbacks (0) = 156/156 Power Points
  12. SidekickGirl_zps15bc68ea.png

     

    Character Name: Deathproof Brawler
    Power Level: (7) (105/105PP)
    Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness

    Abilities: 6 + 0 + 6 + 6 + 10 + 0 = 28PP
    Strength: 16 (+3)
    Dexterity: 10 (+0)
    Constitution: 16 (+3)
    Intelligence: 16 (+3)
    Wisdom: 20 (+5)
    Charisma: 10 (+0)


    Combat: 8 + 12 = 20PP
    Initiative: +8
    Attack: +10 Mr. Bat, +4 Attack
    Grapple: +7
    Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed
    Knockback: -2


    Saving Throws: 3 + 6 + 1 = 10PP
    Toughness: +5 (+3 Con, +2 Defensive Roll)
    Fortitude: +6 (+3 Con, +3)
    Reflex: +6 (+0 Dex, +6)
    Will: +6 (+5 Wis, +1)


    Skills: 60R = 15PP

    Acrobatics 5 (+5)

    Climb 7 (+10)

    Craft (Mechanical) 5 (+8)

    Gather Information 8 (+8)

    Knowledge (Physical Sciences) 5 (+8)

    Knowledge (Electronics) 5 (+8)
    Knowledge (Tactics) 5 (+8)

    Notice 5 (+10)

    Search 5 (+10)

    Sense Motive 5 (+10)

    Stealth 5 (+5)

     

    Feats: 18PP
    Accurate Attack

    Acrobatic Bluff

    All-Out Attack

    Attack Specialization (Bats) 3

    Defensive Roll

    Dodge Focus 3

    Improved Iniative

    Interpose

    Luck

    Power Attack

    Set-Up

    Teamwork

    Uncanny Dodge (Hearing)
    Well Informed

     

    Powers: 3 + 11 = 14PP
    Device 1 (Mr. Bat, Easy-to-Lose) 3PP

    Strike 2 (Feats: Mighty, Takedown Attack 2) 5PP

     

    Regeneration 10 (Recovery Rate 5 (Bruised No Action, Injured Standard Action, Disabled 1 Round) Resurrection 5 (20 Minutes, Non Resurrection Condition: Total Bodily Destruction (Cremation/Disintigration), Feats: Regrowth) 11PP


    Drawbacks: (-0) + (-0) = -0PP


    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC18 Toughness (Staged)     Damage (Physical)

    Mr. Bat       Touch        DC21 Toughness (Staged)     Damage (Physical)

     

    (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

     

     

    Totals: Abilities (28) + Combat (20) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (14) - Drawbacks (0) = 105/105 Power Points

     

     

    This is undisguised build of Sidekick Girl, or Val as she's usually called. Only superpower, she CAN'T die. This is in play set as some pretty high regeneration.  Otherwise though, she's not much more then a rather skilled human. She's not that strong or that tough, more attack and defense focus with a device to make up the difference in damage. Great for interposing though, good on teams, and has tactical knowledge, practical knowledge and just a large heaping of good old common sense as a back up (as shown by the 20 wisdom). Not to say that if you knocked her out she wouldn't stay knocked out, but if you don't put her down and put her down hard, she'll miss a turn and promptly get right back up, if you don't do more then a bruise, it won't even take that long. Like Wolverine without the claws and the body odor.

  13. Carrie kept her position seated on the Luddites back with his arm in a lock,

    "Well ask him then, I'm sure he'll be a well of information once he stops seeing stars."

    Looking down at the previously fake Pennyworth she adjusted her grip,

    "You may need a couple guys over here to take him in as well. He's pretty strong, and I don't mean in relation to me, in the, you lot may get knocked on your bums if you don't be careful. So handcuffs? I didn't pack any in my suit cause I didn't think they'd be quite so public. Thank goodness the good men in uniform are here, otherwise, I might of had to carry him to the yard myself, or asked my associate here,"
    She gestured to Cannonade,

    "Though in that case he would not been concious."

  14. Georgia set the mug of hot chocolate she had drank forgoing conversation to enjoy the taste until Chase brought the monkey around. The blue monkey, which she was now refering to mentally as the smurf monkey, it made sense in her head at least. So the smurfy monkey was there way to the moon, how the heck would it manage that? It was a question in her mind, but then, she didn't exactly want to appear stupid by asking it. She didn't really know how this worked, hell she didn't even know there was anything like a city on the moon. Given, if there was they probably didn't have much of a tourist industry. Gathering around she looked at the monkey then Chase, but otherwise held her tongue as she waited for the others to do the same. No point asking questions at this point, she saw weirder things before breakfast, partially from herself, partially from her roommate.

  15. Carrie shifted her stance and pushed the man with ink to the ground where she held him with her knee as she pulled the badge from her coat pocket holding the ministry badge towards the coppers,

    "I'm sorry if this was a bit more grandoise then what you're used too. But we are here on official business."
    She pulled up the putty mans face, though ink covered,

    "Pennyworth if you could come over her for a comparison, this could clear up. Even under the ink, it's clear this is a fairly decent doppleganger of our seatholder on stage."
    She motioned for the coppers to take a look, and for the crowd as well,

    "In fact, more then decent, an exact replica, great worksmanship. But the truth is, this isn't a twin,"
    She grabbed a flask out from her belt. If the cops complained she didn't wait. Instead she poured the contents onto the man's face,

    "Now lets see what's under the mask."

  16. Sounds good Osprey,
    Jasmine walked over to the thing and pulled out a small bottle of spray,

    We don't have to leave immediately, but I can unstick them from the walk at least. They'll still be bound, but you know, not to this particular location.
    After a quick sprays she nudged it and the antibodies weren't stuck to the ground, though they were still stuck. 

    And if we don't need to go the British Embassy, would you mind I pick something up in the states while we're there? To help with my credibility and all. 

    Adjusting her glasses she looked at her watch,

    I wonder what the time difference will be, hope it's not too late, wouldn't want to spook anybody.

  17. Carrie closed the distance between them as Pennyworth stumbled from the display and Joe made his intent known. She smiled at him as she wrapped an arm around the fake ink covered Pennyworth and hauled him across the strange,

    "Uncanny isn't it."
    She propped an arm under his chin and held him in front of him in a half nelson,

    "If I didn't arrive with him, I'd say this was Pennyworth covered in ink."
    She looked around the face,

    "This isn't latex, I've seen latex and it's not quite this good. Not to mention a stretch over facial features. A whole another layer this is. But I guess they were gonna replace you with this person. Though I do wonder how'd they manage the voice. Maybe say it was a cold or something."
    She glanced around at the crowd,

    "So, please, ask yourselves, if this person could replace Mr. Pennyworth here, how many other people may of been replaced."
    Carrie glanced passed the curtain to the side,

    "And by who?"

  18. Carrie stood at attention by Pennyworth. She wasn't dressed in the more common industrial outfit, she was essentually in this era's version of a suit at that point. It was, as streamlined as fashionably possible though. Her hair was pulled back and tucked under a newsboy cap, though her gender was clear her face was partially covered. She had spent the morning keeping an eye on Pennyworth, whom she was sure was the one she met last night if only because it's kind of hard to fake a hangover and boy did it hit him in the morning. Only several glasses of water and some strong coffee got him up to the still somewhat miserable state he was at now. It'd been a nice morning otherwise, good breakfast, not terribly cold, and no trouble so far. Which of course meant Carrie was on edge waiting for the other shoe to drop.

     

    She didn't even have to hear the clatter as she saw the group approaching from the corner of her eye. Joe was there, and it looked like a duplicate. Huh, well that explained things, though she knew it wasn't Pennyworth, he was far to steady, but anybody else. It would be troublesome, so that's when she made her decision, and behind a curtain, disappeared.

     

    It wasn't hard to find, since there was a quill nearby. Popping the cap on the ink well she circled around the group quietly only to tap the fake Pennyworth on the shoulder. When he turned she splashed the entire contents of the inkwell onto his face and clothes. Which was really something, she didn't think they'd be quite that much, but she knew ink. She was an art student afterall, so it'd take nothing short of a firehose to get it all out which made the difference very distinct in case someone tried to do a switch.

  19. Omi.png

    Character Name: Badass Martial Artist
    Power Level: (7) (105/105PP)
    Trade-Offs: +4 Attack / -4 Damage, +1 Defense / -1 Toughness


    Abilities: 6 + 14 + 8 + 0 + 6 + 0 = 34PP
    Strength: 16 (+3)
    Dexterity: 24 (+7)
    Constitution: 18 (+4)
    Intelligence: 10 (+0)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)


    Combat: 6 + 8 = 14PP
    Initiative: +11
    Attack: +11 Unarmed, +3 Ranged
    Grapple: +18
    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
    Knockback: -0


    Saving Throws: 0 + 0 + 2 = 2PP
    Toughness: +6 (+4 Con, +2 Defensive Roll)
    Fortitude: +4 (+4 Con, +0)
    Reflex: +7 (+7 Dex, +0)
    Will: +5 (+3 Wis, +2)


    Skills: 80R = 20PP
    Acrobatics 8 (+15)

    Climb 7 (+10)

    Diplomacy 10 (+10)

    Escape Artist 8 (+15)

    Gather Information 10 (+10)

    Medicine 6 (+9)

    Notice 12 (+15)

    Search 7 (+10)

    Sense Motive 12 (+15)

    Feats: 33PP

    Acrobatic Bluff

    All-Out Attack

    Attack Specialization (Unarmed) 4

    Chokehold

    Defensive Roll

    Dodge Focus 4

    Elusive Target

    Evasion 2

    Fearless

    Grappling Finesse

    Improved Disarm 2

    Improved Initiative
    Improved Grab

    Improved Pin

    Improved Throw

    Luck 2

    Paralyzing Attack

    Power Attack

    Redirect

    Set Up

    Stunning Attack

    Takedown Attack 2

    Weapon Bind

    Uncanny Dodge (Auditory)

    Powers:1 + 0 + 0 = 1PP
    Speed 1 (Training Descriptor, 100ft Per Move Action, 10MPH) 1PP

     

    Drawbacks: (-0) + (-0) = -0PP




    DC Block

     

    ATTACK      RANGE     SAVE                                       EFFECT

    Unarmed     Touch        DC18 Toughness (Staged)     Damage (Physical)

     

    (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

     

     

     

    Totals: Abilities (34) + Combat (14) + Saving Throws (2) + Skills (20) + Feats (34) + Powers (1) - Drawbacks (0) = 105/105 (or 150/150) Power Points
     

     

     

    Dodododo, completely non-powered build. This time however, no gadgets, no devices just equipment, cause he is a living frakking weapon without any need of superpowers. That is, the martial artist. Now this is built a little differently then most martial artists, he's not terribly strong, what he is is fast and dexterious. Up to the limit. The reason, this character is made for grappling. Lets explain some not so quite used often feat combos here. Grappling Finesse means that super high dex scores him a +7 to his grappling instead of the +3 his strength would get him, Improved Grab means he can initiate a grapple as a free action, Improved Pin means that once you got someone grappled, they take a -4 to get out of said grapple, and Improved Grapple means you can do said grapple one handed, which is useful for doing other things. This is a street level hero like most PL 7, like say Iron Fist, but of course Omi's the example cause he's much more agile then strong. Great for groups, and decent at patch up too (martial artists can learn a lot about how to fix up getting hurt).

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