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Durfs Desk

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Power Level: 10 or 12 (with gear) (180/180PP)
Unspent Power Points: 0 
Trade-Offs: ±0 Attack / ±0 Damage, -5 Defense / +5 Toughness 


In Brief: Lobo by way of Battletoads, He fights Crime!

Catchphrase: Let's Rumble!

ThemeSteppenwolf - Born to Be WildAllman Brothers - Midnight RiderAmon Amarth - The Berserker At Stamford BridgeThe Hu - Wolf Totem


Alternate Identity: Krunk Kronos, 
Birthplace:  Lost to Terminus

Residence: Freedom City
Base of Operations
Occupation: Biker
Affiliations: None
Family: None


Age: ??? (DoB: ??? )
Apparent Age:  ???
Gender: Male
Height: 8'4"
Weight: 524 lbs
Eyes: Black Gold Iris
Hair: None


Kronk is a large amphibious humanoid.  His body plan follows the common two legs, two arms, upright stance and gait found among a surprising majority of the species of the multiverse.  His heavily muscled form is covered in a thick leathery hide, dark olive at the spine wrapping to a dusty tan at his sides to a light yellow on the belly and face.  As a non-mammalian species he's hairless and his head grows directly from his shoulders with no discernable neck.  His eyes are sunken beneath heavy boney brow ridges with black sclera but dominated by thick gold iris slit vertically.  He usually wears a battered leather duster and where custom demands shorts or a loincloth not having a cultural attachment to modesty nor vulnerable external genitalia this is for the comfort of others.  He's never without the Wyld band that stabilizes his psyche the heavy black ring usually on one broad finger.  When girded for battle he once more fastens his shackles to his wrists and utilizes the dangling chains in combat.


History:  Stormrider was born on a steamy tropical world where the advanced lifeforms had evolved from amphibians.  A technologically advanced civilization developed extending both into the depths of hte seas and swamps and the heights above, and with it a highly ordered caste structure and bureaucracy.  Given the fecundity of the species social mobility was high, particularly for those with exceptional powers.  Like most of his kind Kronk was born in an enormous public creche and grew to adulthood in a hardscrabble life earning his keep.  He was however one of the lucky ones and clawed his way to the top.  


As one of the elites Kronk was expected to look after the lower castes as well as reap the rewards of his status and serve as an example to strive toward.  The other elites were bound together by the bureaucrats taking on protectorates and roles for the betterment of society.  Kronk did not fit into this pristine system of noblesse oblige and was by any reckoning a criminal and mobster.  A rebel more interested in his own hedonistic pursuits than societies loftier goals he quickly found himself at odds with the Premier, the de-facto ruler and protector of his world.  When Omega came and the Premier bent knee to save some remnant Kronk found himself in the unique position of being the expected leader of the rag tag rebellion.  He failed.  While personally mighty and inspiring in his own way he lacked the leadership and really allies to turn the tide.  A fact perhaps the Premier had seen sooner.


When his world was fed to the Terminus Kronk lived on to challenge the newly risen Annihilist, his regenerative capacity exceptional even among the hardy Rhinellians.  When he was eventually captured he watched as his world was rent asunder by the doom coil and for his impertinence in standing against Omega and the Premier a fitting punishment was chosen.  Unbreakable chains forged on Nihilor bound him to a ragged fragment of his shattered world and left to drift for eternity in the warpwold.  And there he stayed as time lost meaning and the twisting influence of the warp and his solitude eroded his mind.  When Hard Momma and the Outriders found him he was hale and healthy but his mind was all but gone.  


The Outriders freed him and gave him a new name, and a new purpose, a new family.  They used what skills and tech they had and their own mastery of the warp to nurse his mind back to health.  Eventually he even pieced together bits and pieces of his life before.  He rode with them evading the Omegadrones and Anihilists and taking what they needed.  Not quite heroes but less villains than their greater foes at least.  In time as his mind recovered Kronk grew reflective and began to grow apart from the Outriders.  They were free but only so long as they ran and they had all served Omega once unlike Kronk, now called Stormrider for the oversized wyldride they gave him.  Eventually their predations became too much for him.  They parted on friendly terms, if only because the Outriders of anyone understood that sometimes one had to go their own way.

He has however learned that one can not stand alone against the Terminus and having escaped Omega and Premiers clutches once he's not eager to try his hand alone again.   After some time wandering he finds his way to earth prime which really if trying to evade the forces of entropy is probably one of hte better places to do it.


Personality & Motivation:  Kronk has a bit of a problem with authority, which tends to get him in trouble, or chained the the wreckage of a shattered world drifting in the warpwold.  He has learned from these experiences enough to value others freedoms as much as his own at least though he can come off as gruff and impatient with more by the book heroes.  He's seen first hand the price of putting too much faith in institutions but knows there are foes that require more than individuals to stop.  His approach to interventions and crime tends to fall in line with his beliefs in personal liberty.  Crime is not wrong because the government says so but because it strips others of their freedoms.  this can put him at odds with authorities when it comes at some property crimes and particularly when liberties are infringed by through legal means.  While rough around the edges he is trying to be more of a people person.  His long view is that ultimately we are all in this together and our only chance is not turning on one another.  Some days he even acts on his philosophy.


Powers & Tactics:  Kronk fights with the ferocity of the last of his kind.  It helps that as far as he can tell he can't die.  He will wade into the forefront of the battle heedless of his own safety to engage the biggest threat first and fights with reckless ferocity.  He's not without strategy, but his strategy tends to focus on eliminating the enemy as quickly as possible with whatever means are available.  He takes full advantage of his size and reach to dominate his area in combat.  He's accustomed to single combat, his time in the warpwold having left him unused to the need to battle several lesser foes.  Too much exposure to the energies of the Terminus or the warpwold erode his focus regress much of the progress he's made in rebuilding his psyche after his imprisonment.  Normally he's just slower to act and uncertain, sometimes more given to surrendering to baser urges.  A potent enough jolt may leave him lost to reality for a time, catatonic or worse interacting with a world not as it is.


Power Descriptions:  Most of Stormriders powers draw from his alien physiology, particularly his regenerative capabilities and powerful physique.  His Tongue can be launched a great distance and the sticky pad can retrieve objects or disarm.  When he inflates his vocal sac he's able to project infrasonic messages a great distance around him as warning or to call attention to a situation.  The Wyld band that protects and bolsters his mind after his long time in the warp is a simple onyx band with hidden circuitry that engages both a universal translator and means to stabilize his psyche.  His Duster is sturdy if oft patched, each stitch with a story behind it.  While not particularly advanced he's had it a very long time and is quite attached.  He has turned the shackles that once bound him to his shattered world into his weapon of choice.  Though he's able to release them at any time now.  The dusky black metal of Nihilors forges is near indestructible and serves as both a physical and psychological weapon.  Finally he has retained his customize 'WyldeRide" from his time with the Outriders.  While not as swift as some of the others bikes it is larger and heavier than the others a real beast capable of moving his bulky form without strain and remains exceptional by any earthly standards.  The Black and chrome of the bike he keeps polished and detailed most times as a matter of pride instilled by his former companions.  He hangs trophies from past enemies, bits of armor, patches, not biological trophies, from the long handlebars and has carefully marked the omega drones he's bested on the fuel tank.  

Hunted: At least one Annihilist would like to see him chained back to his rock.  When facing foes in service to the Terminus there is a chance he'll be recognized and targeted for capture.

Broken:  Sudden exposure to large amounts of Terminus or Warp energies can leave him briefly catatonic or detached from reality, this can act as a stun or confuse effect.

Monstrous:  While the residents of Freedom may be familiar enough with alien and monstrous physiologies his form is not one that spurs trust, Authorities may suspect him and civilians fear him.  Additionally he's not really going anywhere unnoticed.  Outside the cosmopolitan world of Freedom or similar areas this is more pronounced.

Abilities: 12 + 6 + 16 + 0 + 0 + 0 = 34PP
Strength: 22/30 (+6/+10)
Dexterity: 16 (+3)
Constitution: 26/30 (+8/+10)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 8 + 6 = 14PP
Initiative: +3
Attack: +4 base; +10 Melee, +4 Ranged, +12 Chains 
Defense: +5/+7 (+3 Base, +3/+5 Dodge Focus, -1 size), +1 Flat-Footed

Grapple: +26 (+10 att +10 Str +4 size +2 SS)
Knockback: -7/-8

Saving Throws: 2 + 4 + 0 = 6PP
Toughness: +15/+17 (+15 Con, +0/+2 )
Fortitude: +12 (+10 Con, +2)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+0 Wis, +0/+7)

Skills: 36R = 9PP

Intimidate 8 (+8/+10 growth)

Knowledge: Cosmology 3 (+3)

Pilot 7 (+10)

Notice 10 (+10)

Survival 8 (+8/+12 Feeding self)

Feats: 21PP

All-Out Attack
Attack Focus: Melee 7

Attack Specialization: Chains 1

Benefit: Native (Warpwold)

Dodge Focus 3

Equipment 7
Power Attack

Lucky Jacket 

Dodge Focus 2 (to 5)

Luck 1

Chains of Nihilor 

Improved Trip


Equipment: 7PP = 35EP

Kustom Wyldride (Vehicle) 35EP

Large; STR 30; Defense 9; Toughness 15; 2,500 MPH Flight

  • Size: Large [1EP]
  • Strength +20 [4EP]
  • Toughness +8 [8EP]
  • Feature: Communications [1EP]
  • Feature: Remote Control [1EP]
  • Power: Flight 8 [16EP]
  • Power: Space Travel 2 [4EP]

Powers: 76 + 12 + 4 + 4 = 96PP

Container 16 (Rhinellian Physiology; 80 PP Container;  Feats: Innate) [81PP] (Alien Physiology)

  • Additional Limb 1 (Prehensile Tongue) [1PP] 
  • Communication 5 (Infrasonic calls; Extras: Area(5 miles)) [10PP] (Infrasound)
  • Elongation 2 (Extending Tongue; 50' ; Flaws: Limited: Additional limb only[1PP]
  • Feature 1 (Amphibious; Environmental Adaptation Aquatic) [1PP]
  • Feature 1 (Opportunistic Feeder; Iron Stomach) [1PP]
  • Growth 4 (Large; Reach 10'; Extras: Continuous, Flaws: Permanent[12PP]
  • Immunity 10 (Life support, Aging) [10PP] (Hardy Physiology, Regeneration)
  • Protection 5 (Instant Regeneration; Drawbacks: Weakpoint -1) [4PP] (Regeneration)
  • Leaping 4 (Powerful Legs; Feats: Alternate Power) [5PP] (alien anatomy)
    • Alternate PowerSwim 4 (Aquatic) {4/4}
  • Regeneration 28 (Healing Factor; Bruised No action(3), Injured no action(6), Staggered standard action (5), Disabled 1 round (6), Ability Damage 1/hour (2), Resurrection 5 minutes (6); Feats: Persistent, regrowth) [30PP] (Regeneration)
  • Super Senses 1 (Rhinellian Hearing; ultra hearing) [1PP]
  • Super Strength 2 (Mighty; lift str 45 6 ton Heavy Load) [2PP] (alien anatomy)


Device 3 (Wyld Mind Band; 15 PP Container; Flaws: Hard-To-Lose) [12PP] (Tech, Psychic)

  • Comprehend 4 (Universal Translator; Speak, Understand, Read/write all languages at once) [8PP] 
  • Enhanced Will 7 (Mind Shield;) 7PP] 

Device 1 (Lucky Jacket; 5 PP Container; Flaws: Hard-To-Lose) [4PP] (Tech, Fate)

  • Enhanced Feats 3 (Lucky; Dodge Focus 2, Luck 1) [2PP] 
  • Protection 2 (Armored; ) [2PP]

Device 1 (Chains of Nihilor; 5 PP Container;  Flaws: Hard-To-Lose) [4PP] (Metal, Terminus)

  • Damage 2 (Beatdown;  Feats: Extended Reach 1 (15'), Improved Trip, Mighty) [5PP] (Bludgeoning)

Drawbacks: (-0) + (-0) = -0PP

Weakness (Terminus/Warpwold Sickness; Frequency: Uncommon; IntensityModerate -1 checks/attacks/defense per minute exposure )[-5PP]

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             10'/50'      DC 25 Toughness                Damage

Chains of Nihilor 15'           DC 27 Toughness                 Damage


Totals: Abilities (34) + Combat (14) + Saving Throws (6) + Skills (9) + Feats (21) + Powers (96) - Drawbacks (0) = 180/180 Power Points

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Sagrado Corazon
Power Level:  10 (180/180PP)
Unspent Power Points: 0
Trade-Offs: ±0 Attack / ±0 Damage, +5 Defense / -5 Toughness


In Brief: Preacher if Jesse was a better person


Theme: Don't You Worry ChildBorn This Way


Alternate Identity: The Saint, El Santo (public), Cristóbal (Chris) De La Cruz (private)
Birthplace:  Tampico, Mexico

Residence: Weston, Vibora Bay
Base of Operations: Weston, Vibora Bay
Occupation: DJ, Waiter, Bartender
Affiliations: None Currently
Family: Maria Guadalupe De La Cruz (mother)


Age:  DoB: September 21, 1998
Apparent Age: Youthful actual age
Gender: Male
Ethnicity: Latino
Height: 5'9"
Weight:  153 lbs
Eyes: Brown
Hair: Brown, blonde highlights


Chris has a compact and lithe gymnasts build of middling height.  A dimpled smile and certain practiced intensity has earned him larger tips on more than one occasion and he's not above taking full advantage of that.  His hair is neatly coiffed in  a neat fade with the top just long enough to cover an eye when allowed though usually is swept back and cleanly styled into a subtle wave with blonde highlights to it's natural deep mahogany tones.  Deep chestnut eyes sit beneath a delicate brow, clean shaven with fine cheekbones Chris' golden caramel skin tone is often augmented with a light touch of make up to best smooth his complexion and highlight his features.  He cuts a handsome figure and is well aware of it setting off his civilian looks with well fitted dress shirts or skin tight tees as the situation demands paired with fashionable jeans or shorts depending on the locale.


His costume consists of a fitted iridescent silver/white full coverage bodysuit with integral boots blending seamlessly into his calves.  A criss crossing ribbon in red runs over the bodysuit with a matching short laced vest over his chest.  The suit comes up to the bottom of his jaw but leaves his head uncovered with a matching thin lensed domino mask covering his eyes.  The overall image is akin to a cirque du soleil take on superhero design. 


History:  Chris was born to a  single mother.  The youngest daughter of a conservative and upwardly mobile family in Tampico on the gulf coast.  He's never met them and has no intention to.  He and his mother were removed to an illicit convent hidden in the hills of the eastern Sierra Madre.   Despite the formal organizations having been outlawed as part of reforms separating church and state in the twenties some few underground orders remained serving the devout.  His family had connections to one such and thus a place to send their 'sinful' daughter and her bastard.


He was raised in equal parts by his mother as the sisters of the hidden order, it was not an unpleasant childhood but neither was it particularly warm and loving.  His mother never took her vows, a point of contention with the abbess, and did her best to take an active role in her sons life as the orders strictures allowed.  He was well educated in matters both civil and religious and given all he needed to grow into a healthy young man.  Shortly after his twelfth birthday while trying to come to terms with his budding sexuality in the relative isolation of the convent he was found by one of his tutors while experimenting with his mother's carefully hoarded make up.  the sisters response was swift and harsh.  They attempted to switch the deviancy from him to his mother's grave protests.  


His mother fled with him that night making for the coast knowing they'd expect her to strike north for the United States.  In hindsight Chris realized she must have long been prepared for when they would have to flee though he still has no idea why.  Unknown to him and only barely understood by his mother, the order and his family along with others hidden throughout the church believed her family to be a repository of the bloodline of the messiah.  Thus her 'sinful' pregnancy and worse her sons 'deviancy' was a dire threat to their carefully curated program to keep the line alive and pure.   Once they made it to the coastal communities his mother managed to arrange transport across the gulf eventually landing in Vibora Bay and requesting asylum.  It was not a swift process but they managed to navigate the bureaucracy and gain entry and eventually citizenship.  While they waited his mother worked many jobs to support them, eventually managing to become a supervisor of hospitality at a nearby beach resort. 


Chris attended public school and made middling grades.  Life for a queer immigrant on the panhandle led him into more than a few fights in his early days, his mother fearing for their asylum claims was firm in him following a path of peace.  Not acquiescence but peace.  Eventually it sunk in and Chris is now effectively a pacifist violence begets violence as his mother would say.  Teach, show them, be the better man.  Most days he likes to think he succeeds.  It likely helps that modern Vibora Bay is more welcoming than many places to his existence. 


Upon graduation Chris knew there was no money for college and knew even more so his struggles in scholarship would not get him far.  Like many of his generation he bounces from job to job' living with his mother and helping with the bills.  His dream is to make it big as a DJ though he recognizes even local fame is unlikely.  In the meantime he works waiting tables or bartending where his looks and charming demeanor cna earn him spending money and taking what DJ gigs he can supplementing with driving for UBER or Lyft and delivering for one gig economy app or another.


Things changed last fall.  He was out with friends at a local club that catered to the younger LGBT latino community.  Chris had just arrived and was lingering just inside the club looking for where his friends might be when there was some kind of altercation in front.  There were slurs shouted, threats, then a sharp crack of a gunshot outside, screams barely audible over the thumbing beat of the nights mix.  The gunman stepped in, the few others near enough to see started to scatter, Chris stared at the man almost in confusion as the barrel began to rise.  His memory is foggy of what happened next.  He demanded the man drop the gun, there was an almost blinding light from behind him, the rifle fell to the floor and the gunman met Chris' eyes his gaze full of so much hate then sorrow as he fell to his knees sobbing and begging forgiveness.  Chris ran.  


That was when the Voice started, his glorious purpose, his destiny, his fate.  And Chris couldn't run from the Voice.  His mother thought his moodiness was shock from the near shooting, or maybe drugs.  She told him to tell her when he was ready.  He doesn't know if he ever will be.  But he does know he stopped something terrible that day, and times since.  He of course has a choice, everyone does, but not helping is hardly any choice at all.  So he swore a designer he knew to secrecy and got a disguise, a costume, and now he tries to make the world a little less frightening.


Personality & Motivation:  Chris is young and a little scared.  He still is trying to figure out what he wants to be when he grows up and he has a voice in his head telling him he about duty, destiny, and hinting at dark futures he may have to stop.  As he puts it, "It's, Alot."  The worst of it is that Chris won't walk away.  He knows he can help, and that if he doesn't it won't get done or worse fall to another to help, possibly at greater cost.  He's not certain if he's losing his mind, and not sure if fixing that would take his powers.  He's not sure if he might want that.  So he lives his life full out with a certain heedless abandon where tomorrow is not promised and does what he can to make the world a better place in the meantime.  He's given to private crises, but outwardly is gregarious, flirty, and carefree.  


Powers & Tactics:  Still ingrained in his methods is his mothers teaching of how many problems are solved by violence (zero).  Chris is at the core a pacifist.  And his powers lend themselves to this.  He speaks with divine mandate and the world obeys his commands.  He can disable, disarm, and command weaker minds and overwhelm even strong ones.  He usually keeps his commands simple and short, 'Stop!', 'Sleep!', 'Freeze!' etc. will stop many in their tracks at least long enough for them to be restrained.  More complex commands can be used in less strenuous circumstance of course and he has been known to march those bound to the Voice into a police station to turn themselves in.  A situation the police accept with dubious care, where mind controlling supers fall on the spectrum of fourth, or fifth amendment rights is sufficiently unclear to make such tactics questionable.    When facing foes not affected by the Voice directly he'll concentrate on defending innocents and doing what he can to aid or bolster allies. 


Power Descriptions: Much of Chris' powers are internal, the advice and warnings of the Voice can reveal much when it's in a talkative mood and will warn him of dangers.  As well his existence is to put it tritely, blessed, fate bends to the will of the Divine and the Divine wishes him intact.  His active powers consist mostly of the Voice of the Divine overwhelming the weak minded.  His commands must be obeyed when he puts the power of the Voice behind them.   Beyond the ethereal presence of the Voice and it's direct effects it is difficult to notice, people simply obey his command.  When used with subtlety it can go unnoticed entirely while shouting short commands as in most fights are a more obvious use mostly due to the immediate reactions.  Chris is also able to peer into the psyche of an enemy and force upon them visions of how their actions harm others or similar regrets of ill lived lives.  Such revelation can be overwhelming.  Lastly he can perform miracles, manna from heaven, heal the sick, mend the broken, even if it is so willed raise the recently fallen.  Performing such miracles even on a small scale is not subtle invoking a divine glow at the very least and manifesting a blinding halo, or even the chorus celestial upon grander use.


The Voice: There is a Voice, God, Angel, or madness Chris doesn't examine too closely.  It speaks of his duty and the needs of the world as well as some future fate.  The Voice may demand action or inaction of Chris listening to it may earn HP, the voice may also be distraction either with demands or overwhelming him at key moments earning Chris HP for such setbacks.

Pacifism:  Though he's willing to use his powers to stop people he draws a line at harm.  When the situation calls for direct violence and his refusal limits his options chris will earn HP.

The Covenant:  The self styled Covenant of the Blood believes that it has a sacred duty to guide and preserve the lineage of Christ and that Chris is a scion of this august line.  Attracting their attention could become problematic in many ways. 

Pure of Heart:  Those who have committed no wrongs upon others may be immune to the visions he conjures with Empathic Visions earning him HP.

Abilities: 4 + 8 + 10 + 4 + 20 + 10 = 56PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution:  20 (+5)
Intelligence: 14 (+2)
Wisdom: 30 (+10)
Charisma: 20 (+5)

Combat: 0 + 10 = 10PP
Initiative: +4
Attack: +0/+4 Melee, +0/+4 Ranged 
Defense: +5/+15 (+5/+10 Base, +0/+5 Dodge Focus), +5 Flat-Footed

Grapple: +4
Knockback: -2

Saving Throws: 0  + 6 + 5  = 11PP
Toughness: +5 (+5 Con, +0)
Fortitude: +5 (+5 Con, +0)
Reflex: +10 (+4 Dex, +6)
Will: +15 (+10 Wis, +5)

Skills: 80R = 20PP

Acrobatics 6 (+10)

Bluff 5 (+10)

Concentration 5 (+15)

Diplomacy 10 (+15)

Gather Information 5 (+10)

Intimidate 5 (+10)

Knowledge: Current Events 3 (+5)

Knowledge: Pop Culture 3 (+5)

Knowledge: Streetwise 3 (+5)

Knowledge: Theology and Philosophy 3 (+5)

Language 2 (Spanish:Native, Latin, English)

Notice 10 (+20)

Perform: Percussion 5 (+10)

Perform: Keyboards 5 (+10)

Sense Motive 10 (+20)

Feats: 12PP




Luck 2

Quick Change

Skill Mastery (Diplomacy, Gather information, Notice, Sense Motive)

Inspire 5

Powers: 23 + 1 + 2 + 4 + 4 + 37 = 71PP

Enhanced Traits 15 (Guardian Angel; Base Attack 4, Base Defense 5, Dodge Focus 5[23PP] (Divine, Fate)

Enhanced Traits 2 (Voice of the Divine; Well Informed(1), Gather Information 4(1);Flaws: Uncontrolled[1PP] (Divine, Inspiration)

Super Senses 2 (Voice of the Divine; Danger sense(mental)(1), Uncanny Dodge(mental)(1)[2PP] (Divine, Inspiration)

Super Senses 8 (Voice of the Divine; Postcognition, Precognition;  Flaws: Uncontrolled[4PP] (Divine, Inspiration)

Variable Pool 1 (5 PP Pool, 1 Power(Alteration, Miracle) at a time; Miracles;[4PP] (Divine, Miracle)


Healing 2 (Extras: Total; Flaws: Limited to Others, Feats: Regrowth[5PP]

Healing 10 (Extras: Resurrection, Flaws: Limited to Others, Tiring;[5PP]

Healing 1 (Extras: Area(general, burst, 25' radius) Action(standard), Flaws: Limited to Others, Limited Stabilize only; Feats: Stabilize, Progression 2[5PP]

Create Object 1 (Extras: Duration(Continuous); Flaws: Duration(permanent) Feats: Innate, Precise, Subtle[5PP]

Transform 1 (Anything to Anything; Flaws: Limited: Willing Targets[5PP]

Environmental Control 5(Light(sunlight)100' radius;  Flaws: Range(Touch)[5PP]


The Voice 16 (32 PP Array; Feats: Alternate Power 5)[37PP] (Divine)

  • Base PowerMind Control 10 (Voice of Command; Extras: Duration(sustained), Effortless; Flaws: Sense Dependant(Auditory); Feats: subtle 2) {32/32} (command)
  • Alternate PowerDeflect 15 (Deus Ex; Projectiles(fast and slow); Extras: Area; Flaws: Distracting; Feats: Selective, Subtle) {32/32} (Fate)
  • Alternate PowerEmotion Control 10 (Inspiring Command; Extras: Area(General, Perception-Auditory), Duration(continuous-lasting), Selective Attack; Flaws: Range(touch) -2; Feats: Reversible, Subtle) {32/32} (oration)
  • Alternate PowerNauseate 10 (Empathic Visions; Extras: Alternate Save(Will)+0, Mental +0, Range(perception)+2; Flaws: Sense Dependant(Visual); Feats: Reversible) {31/32} (Regret, Despair)
  • Alternate PowerParalyze 10 (Halting Command; Extras: Range(perception)+2, Mental +0; Flaws: Sense Dependant(Auditory); Feats: Reversible) {31/32} (command)
  • Alternate PowerStun 10 (Sedating Command; Extras: Alternate Save(Will)+0, Mental +0, Range(perception)+2; Flaws: Sense Dependant(Auditory); Feats: Reversible, Sedation) {32/array cost} (command)

Drawbacks:  -0PP

DC Block







DC17 Toughness (Staged)

Damage (Physical)

Inspiring Command


DC20 Will (Staged)

Emotion Control

Empathic Visions


DC20 Will (Staged)


Halting Command


DC20 Will (Staged)


Sedating Command


DC20 Will (Staged)



Totals: Abilities (56) + Combat (10) + Saving Throws (11) + Skills (20) + Feats (12) + Powers (71) - Drawbacks (0) = 180/180 Power Points

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