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Found 3 results

  1. Avorez

    Delta

    Delta Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Amnesiac warbot from space with a conscience, finding his place. Catchphrase: None…yet. Theme: See here! Alternate Identity: Public Birthplace: Farria Residence: N/A Base of Operations: N/A Occupation: Affiliations: Ouroborous Robotics (Formerly) Family: J’on Van-Dahl (Creator), several brother and sister models. Description: Age: 6 Years Old Apparent Age: 20-ish Gender: Male-identifying Ethnicity: Caucasian Height: 5’9 Weight: Eyes: Blue Hair: Brown Despite the outwardly human appearance, Delta is in fact a highly-advanced war machine. His body aside from his head is totally covered in what appears to be a burgundy and silver colored battle armor. Thick plates adorn his upper chest, arms, and outer legs, while his inner thighs and lower torso are covered in a thinner plating. On his right shoulder sits a blocky ‘ARU-D’, scratched and worn from use, an equally worn Ouroboros sitting on his left shoulder. During combat, and often outside of it, Delta wears an ornate helmet, the twin ridges splitting from the forehead all the way to the crown, flashing with a silver hue, the helmet even having a defensive/face concealing cover for high-threat zones. Underneath the helmet, Delta looks to be far older than he is, and perhaps far younger than most would assume him to be. His eyes are an unearthly aqua blue, the iris ridged to appear like traditional cybernetic replacements, concealing his true nature to an extent. Perhaps mildly unnervingly, the iris adjust themselves unnaturally, like dials. History: It wasn’t all that long ago that J’on Von-Dahl was merely a boy living in the Lor Republic, stuck on a backwater at the edge of existence, the Stellar Khanate an ever-present threat. That, of course, was before Von-Dahl met Daedalus, the space-faring hero from Earth. Von-Dahl was astonished by the man’s ingenious ability to work tech, to manipulate and create beautiful pieces of near or at-military grade weapons tech. All from some other back-water world, probably a lost colony. Von-Dahl progressed quickly after that, a leading mind in advancing robotics past what they could be, pushing the technology to their limit, before he realized: He could do even more elsewhere, pushing robotics to even further heights if he simply…bent the rules a little, stopped caring so much about the pesky rules against creating an unsanctioned artificial intelligence. Robots like his needed to push the limit, they needed to be able to think, decide, make complex decisions. Of course, once his robots made the wrong choices, chose to be cruel…Well, it didn’t go over well with the Republic. So, he fled, out of the Republic and onto the planet of Farria, an unregulated, unsupervised corporate safehaven, where his true work began. Over the next several years, Von-Dahl created advanced design concepts for warbots beyond comprehension, with advanced systems and decision-making capabilities pushing them far above and beyond what his machines in the Republic could do. A crack team of warfare specialists, with Delta among them. For almost 2 years, Von-Dahl deployed Delta and his companion bots deployed to different warzones around the planet for the highest bidder, showcasing their capabilities for mass-production. Delta didn’t mind it too much, he knew that this was his function, his directives forcing him to work within necessary parameters to achieve his goals. Fate, however, would have different plans for Delta. During Delta’s boarding of his landing pod, an orbital battery’s macrolaser destroyed the navigational system for the pod, causing the rockets to go haywire, shuttling Delta off into unknown space in a hostile territory. One by one, his systems went into power-down mode, the cold of space creeping over him as he powered down in his pod for what he thought to be the last time… Personality & Motivation: Given his basic nature as a weapon of war, Delta doesn’t have much in the way of a gregarious personality. Delta’s quiet and reserved, typically speaking a flatter tone of voice, his sentences necessarily short and concise. Delta is driven not only by a desire to re-discover who he was before he was lost in the vast expanse of space, as well as a genuine curiosity for the open universe. Powers & Tactics: Delta primarily focuses on rapid, mid-short range engagements with his twin plasma pistols, zipping around the battlefield to initiate a series of short, yet hyper vicious and deadly engagements that typically leave his enemies either wounded or destroyed. Delta’s function is as that of an observer, utilizing his experimental invisibility unit to hide himself away and, when the time is right, to sabotage key enemy installations, and assassinate key enemy leaders. Power Descriptions: Delta’s powers are technologically based, his twin pistols firing white-hot plasma shots, with the ability to charge up the shot for one large burst shot, hued a reverent violet. In addition, when Delta’s invisibility module initiates it activates panel by panel on the armor, taking mere seconds to adjust to the background it reflects. Complications: Primary Directive: Kill: Remnants of Delta’s last directive occasionally bubble to the surface, forcing Delta into an automatic kill mode, forcing him into lethal hostilities with all organic combatants nearby. ERROR 404 FILE NOT FOUND: Most of Delta’s memory banks are corrupted. Aside from basic tactical data, as well as his basic operating system data, Delta can’t remember his past. Occasionally, Delta sees “ghosts” from his past fazing into his vision, images of violent conflict and destruction ghost in for anywhere from minutes to even hours. Do I Have a Soul?: Delta’s mind often turns philosophical, leading to uncomfortable philosophical conversations with most around him about his own nature, and possibly even questions of his own value. Abilities: 10 + 10 + 0 + 8 + 2 - 2 = 28PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: - Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4 Melee, +4 Ranged, +10 Plasma Pistols Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -5 Saving Throws: 5 + 6 = 11PP Toughness: +10 (+0 Con, +10 [Protection]) Fortitude: -- Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 45R = 11PP Acrobatics 4 (+9) Computers 8 (+12) Disable Device 8 (+12) Stealth 8 (+13) Climb 5 (+10) Feats: 12PP All-Out Attack Ambidexterity Assessment Dodge Focus 6 Move-By Action Power Attack Uncanny Dodge Powers: 40 + 4 + 4 + 4 + 22 + 8= 82PP · Immunity 30 (Fortitude Saves) + Protection 10 [Robotic Body] (40 PP) (Technological) · Invisibility [Experimental Camouflage Unit; Normal Vision] (4PP) · Super-Senses 4 (Advanced Sensor Suite; Danger Sense, Infravision, Time Sense, Radio) [4PP] · Super Movement 2 (Wall-Crawling) [4PP] · Dual Plasma Pistols 7 (35 PP Container; Flaw: Easy to Lose; Power Feats: Multiple Weapons 1]) [22PP] o Blast 10 (Extras: Autofire; Feats: Accurate 3, Alternate Power 2) [35/35 PP] § AP: Blast 10 (100 ft., 50 ft. Radius, Extras: Area[Burst], Penetrating; Power Feat: Subtle; Flaw: Action [Full Round]) [31/35PP] (Charged Blast) § AP: Stun 10 (Extras: Range[Ranged]) [30/35PP] · Speed 8 (High-Speed Servos; 2,500 MPH) Drawbacks: (-4) + (-3) + (-3) = -10PP Vulnerability (Magnetism; Frequency: Common; Intensity: Major [x2]) [-4PP] Vulnerability (Emotion; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Plasma Blast Ranged DC 25 Toughness (Autofire) Damage Charged Blast Ranged DC 20 Reflex/DC 25 Toughness Damage Taser Blast Ranged DC 20 Fortitude Stun Totals: Abilities (28) + Combat (16) + Saving Throws (11) + Skills (11) + Feats (12) + Powers (82) - Drawbacks (10) = 150/150 Power Points
  2. Hello, up to this phase in the development of Torpedo Lass. I'm posting the prototype here so we can get some tweaks in before I move this to the approval phase. Player Name: The Osprey Character Name: Torpedo Lass Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic! Residence: Freedom City, New Jersey Base of Operations: Catchphrase: "Anchors Aweigh!" Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged) Identity: Public Birthplace: Freedom City Occupation: Affiliations: None, but looking. Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941) Description: Age: 32 (1/8/1919, was missing from time for 64 years) Apparent Age: 20 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 230 Eyes: Blue-Green (slight phosphorescent glow) Hair: Dark Purple/Magenta Mary Masterson's most outstanding feature is her magenta red hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Power Descriptions: Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps! History: When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time. When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship. When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions. Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished. Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement. Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life. Personality & Motivation: Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America. Powers & Tactics: Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents. Complications: Sucker for a sob story – Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up. Run silent, run deep – In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while breathing water. Sinker – Because of her denser than normal muscles she sinks, although wearing or holding on to something buoyant is enough to counter this to let her float normally. You mean there's an app for that?!? - Torpedo Lass is really bad with modern computers and such. The world ain't what it used to be. - Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects. Abilities: 0 + 4 + 0 + 4 + 4 + 0 = 12 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20 PP Initiative: +2 (+10 With Improved Initiative II) Attack: +6 Melee, +6 Ranged Grapple: +7/+17 (Super Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 8 + 6 + 6 = 20 PP Toughness: +8 (+0 Con, +8 Protection (Impervious 6)) Fortitude: +8 (+0 Con, +0) Reflex: +8 (+0 Dex, +0) Will: +8 (+0 Wis, +0) Skills: 64 R = 16 PP Climb 5 (+5) Computers 3 (+5) Drive 3 (+5) Escape Artist 3 (+5) Kno: Tactics 3 (+5) Language 3 (ASL, English [Native], German, Japanese) Medicine 3 (+5) Skill Mastery Notice 8 (+10) Skill Mastery Pilot 3 (+5) Profession: Sailor 3 (+5) Search 8 (+10) Skill Mastery Stealth 3 (+5) Survival 6 (+8) Skill Mastery Swim 10 (+10) Feats: 19 PP Dodge Focus 8 Environmental Adaptation 2 (Underwater) Improved Initiative 2 Leadership Luck 2 Move-By Action Quick Change 1 Skill Mastery 1 (Medicine, Survival, Search, Notice) Teamwork 2 Equipment: 1 PP = 5 EP Note: Costs reflect gear that is "Pressure Tolerant". Dive Vest Commlink (1 EP) GPS Reciever (1 EP) Inflatable Life Vest (1 EP) Medkit (Basic) (1 EP) Multi-Tool (1 EP)Powers: 2 + 5 + 25 + 10 + 3 + 14 + 3 = 62 PP Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant Leaping 10 ("Dense Muscle Leap"; Distracting) [5 PP] Mutant Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, HeatStrike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, MutantStun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, SonicSwimming 10 ("Supercavitation Swimming") [10 PP] Mutant Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant, +8 Toughness (6 Impervious) Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat) Hull Breaking Strikes Touch DC 25 Toughness (Autofire) Damage (Bludgeoning) Pistol Shrimp Snap Ranged DC 20 Fortitude Stun (Staged) Totals: Abilities (12) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (62) - Drawbacks (0) = 150/150 Power Points Special Notes Super Strength: +55 STR Carry Capacity +11 STR for some checks Light Load: 34 Tons Medium Load: 68.2 Tons Heavy Load: 102.4 Tons Maximum Load: 204.8 Tons Push/Drag: 512 Tons x2500 Jumping Distance Running Jump: 25000 Feet Standing Jump: 12500 Feet High Jump: 6250 Feet Swimming Speed: 2500 mph, 22000 ft./rnd
  3. Character Name: Georgia Montgomery Power Level: 7(105/109) Trade-Offs: -1 Attack / +1 Damage, +2 Defense / -2 Toughness Unspent Power Points: 3 Progress To Bronze Status: 3/30 In Brief: Teenage Density Shifter Alternate Identity: G-Force Identity: Secret Birthplace: Atlanta, Georgia Occupation: Student Affiliations: Claremont Family: Peter (Younger Brother), Wendy (Mom), Frank (Divorced Dad), Debbie (Mom's current partner) Description: Age: 16 (Born September 18th) Apparent Age: 16 Gender: Female Ethnicity: African American Height:5'5 Weight: Varies, usually 132 Eyes: Brown Hair: Brown and Auburn Streaked Her hair's naturally curly but she kills it with a straight iron. It goes past her shoulders and has streaks of auburn dyed into it. She's a bit on the heavy side (hehe), but doesn't really give a damn. She's not a big fan of make up, and usually wears pretty covering clothing. She likes to dress in layers, usually with pants or solid colored tights under skirts or shorter jackets. Her face is rounded as are her eyes, and she has a median brown complexion. She likes colorful outfits, and will paint her nails to match (she used to wear fake nails, but those aren't really practical for punching). Power Descriptions: Georgia can, control her density, and the density of whatever or whoever she touches, as long as she's touching them. Offensively, she can become stronger, and much, much heavier, or defensively, she can become unable to touch. She can make things and people more fragile by making them less dense as well, or she can just ignore them and walk through them. She can make herself lighter, and propel herself through the air by jumping, she could make herself lighter than air, but that's really hard to control (because she could be blown away). History: Sometimes weird things happen. It happens more in some places more then others. Georgia's life was a little bit abnormal, her dad grew up in Freedom City and got married to her mother almost immediately after high school. They moved to the Atlanta area for his work (he became a systems analyst for a major computer company in that area) while her mother worked as a florist. Eventually problems started to pop up and her parents got divorced when she was seven, and eventually they both found new partners. In her mothers case it was a personal trainer she'd met at the gym, which wasn't that strange except it was a woman named Debra Patrid. They were together for about three years before they decided through the help of artificial insimination to have another child, Georgia's younger brother when she was 11. It wasn't exactly a standard family, but it wasn't the weirdest thing to happen by far. After attending a concert with a date something happened when someone tried to mug them. Her date gentlemanly as he was, pushed her behind him to try and protect her. She wanted to run away, wanted them both too, but she clung to his shirt from behind as he tried to talk down the mugger since neither of them had any cash. When the gun came out and fired something strange happened. They hit the shirt, and shattered. The mugger was speechless, as was her date, and herself until he ran the hell off because of the attention the gunshots had gotten. They were brought into the police station after the mugger was caught, interrogated, had all the evidence confiscated (including the shirt, which her date asked if he could have back later, dubbing it his now lucky shirt). The next couple weeks, were kind of weird after that. Accidents happened, scales were broken, things were dropped through hands that couldn't seem to hold things. Eventually her and her family were contacted by Claremont when one of the more public accidents (involving a trip down a wheelchair ramp that created something of a crater in said ramp) offering their services to help her learn about her ability. Personality & Motivation: Georgia is a friendly talkative girl. She likes finding clothes, playing games and being with friends. What she hates is most of all is feeling helpless. The mugging highlighted this especially for her. Even if he hadn't been hurt, her (now boyfriend) was shot and she'd just hid behind him. Even if she might of done something, it was mostly just a fluke on her part. If she could do something to prevent that, then she'll do it. She may not be nessicarily the violent type, but she doesn't want to just be a spectator if she can do something about it. Powers & Tactics: Georgia won't try to hurt people if she doesn't have too. If she has too, then she'll do it, but she's more a shield then a sword most of the time. She'll take the bullet, or maybe make a shield out of something and make it denser so it can do it instead. She'll also move through walls to look ahead or do search and rescue. She's not that great in a fight yet, but she's pretty good at taking the hit. Complications: Secret Identity: Her family knows, but that's about it. Away From Family And Friends: There all back in Georgia Don't Let Go: All attributes of her powers affecting other things are all only active as long as she's touching them, if she lets go, the power goes away immediately. Boyfriend At Home: It's kind of hard to break up with someone who took a bullet for you. Flincher: Even if she can take a hit, the fact that a fist and bullets coming towards you is pretty unnerving. Abilities: 0 + 0 + 2 + 0 + 0 + 2 = 4PP Strength: 10/26 (+0,+8) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 12 = 16 PP Initiative: +0 Attack: +6 Unarmed, +2 Ranged Grapple: +2, Max Density +12 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: 0, Max Density -6 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +5 (+1 Con, +4 Impervious Toughness Density) Fortitude: +5 (+1 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 20R = 4PP Bluff 4 (+5) Computers 4 (+4) Diplomacy 4 (+5) Notice 4 (+4) Search 4 (+4) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) 2 Dodge Focus 3 Interpose Powers: 45 + 5 + 6 = 61 PP 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) {43/43 PP} Alternate Power: Drain Toughness 8 ( Extras: Duration: Substained, Affects Objects) {24/43PP} Alternate Power: Insubstantial 4 ( Extras: Affects Others, Affects Objects Feats: Selective, Subtle 2) + Flight 1 (Extras: Affects Others, Affects Objects; Flaws: Levitation) {31/45P} Immunity 5 ( Falling Damage ) 5 PP Leaping 3 ( x10 Jumping Distance, Base 100ft Runing, 50 Standing, 25 High, Max Density 180ft Runing Long Jump, 90 Standing Jump, 45 High Jump, Extras: Affects Others) 6 PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Drain Touch DC 18 Fortitude Drain Toughness (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 (4) + Combat (16) + Saving Throws (13) + Skills (4) + Feats (7) + Powers (61) - Drawbacks (0) = 105/107 Power Points
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