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The Many Facets Of Mag-Might


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Big Em 

(PL10, 150PP)

 

In Brief: No-nonsense Magmin cop in the Emerald City Police Department, dedicated to protecting the mixed Cryptid and human inhabitants from threats from on high or far below.

 

Description: A green crystalline humanoid, Big Em(or "Officer Smaragdine") usually wears the dark green and dark blue uniform of the ECPD, lacking the gloves and boots as her legs end in toeless stumps and her four-fingered hands are far too large and clumsy.

 

Complications:

Code: The importance of other's lives is far higher than her own.

Hazard: Big Em is a walking demolition team, prone to walking through exactly the wrong wall. crashing through floors and collapsing exits and entryways.

Pure Cut: Big Em is made from a solid slab of green viridian, whose life-giving and life-altering powers can activate at the worst times and the worst ways.

Responsibility(Cryptids):   The non-human people of the Emerald Cities are her especial charge.

Trouble Magnet: With her history of wrecking things and causing random phenomena around the city, Big Em can be counted on to have things pile on at the worst possible time.

Weak Points: As a living crystal, Big Em doesn't have normal physiological vulnerabilities, but she has stress points and sections crucial to power flow that can be harmed.

 

Abilities: 30 + 0 + 30 - 2 - 2 + 6 = 62pp
STR 40 (+15)
DEX 10 (+0)
CON 40 (+15)
INT 8 (-1)
WIS 8 (-1)
CHA 16 (+3)


Combat: 6 + 4 = 10pp
ATK: +3 (+5 Unarmed, Blast)
DEF: +5 (2 Base, +3 Dodge Bonus, +1 flat-footed)
Init: +8
Grapple: +20/ +30 w/S-STR


Saves: 0 + 7 + 6 = 13 pp
TOU +15 (+15 Con, +7/+0 Impervious)
FORT +15 (+15 Con, +0)
REF +7 (+0 Dex, +7)
WILL +5 (-1 Wis, +6)


Skills: 11pp = 44r
Intimidate 12 (+15)

Knowledge(Civics) 6 (+5)
Language 3(American ASL, English, Igneous, Sub-Terran(native))
Notice 6 (+5)
Sense Motive 6 (+5)

Survival 11 (+10)

 

Feats: 9pp
Attack Focus (Melee) 2
Dodge Focus 3
Improved Initiative 2
Second Chance (Intimidate checks)

Startle

 


Powers: 1 + 1 + 7 + 10  + 2 + 2 + 7 + 23 = 53 pp

 

Burrowing 1 (1MPH) [1PP] (Earth/Rock)

 

Environmental Control 2 (10ft radius, Light, Flaws: Range [Touch]) [1PP] (Fire/Heat)

 

Immunity 7 (All Suffocation, Hot, High-Pressure, Radioactive Environments, Disease, Poison) [7pp] (Earth/Rock)

 

Immunity 10 (Fire Damage, Heat Damage) [10PP] (Earth/Rock)

 

Regeneration 4 (Bruised 3 [No Action], Resurrection 1 [1 Week]; Power Feats: Regrowth; Flaws: Source [stone]) [2PP] (Earth/Rock)

 

Speed 2 (50MPH)[2PP]

 

Super-Senses 7 (Infravision(Acute, Analytical, Tracking), Tremorsense) [2pp] (Earth/Rock)

 

Mantle Array 10 (20PP Array, Feats: Alternate Power 3)[23PP]

BP: Damage 10 (Extras: Autofire) [20PP]( Fire/Heat)
AP: Damage 10 (Extras: Area [Cone]) [20PP] (Fire/Heat)

AP: Super-Movement 3 (Wall-Crawling 3) [6/20PP] (Claws/Slashing) + Enhanced Burrowing 7 (to Burrowing 10(1000MPH); Extras: Penetrating) [14/20PP] (Earth/Rock/Slashing)

AP: Super-Strength 10 (+50, 90 (+effective STR; Flaws: Duration [Sustained]; Feats: Groundstrike [50ft radius], Shockwave [50ft max range, DC20 TOU]) [12PP] (Earth/Rock) + Leaping 8 (x500 jump distance (12,500ft long-run/6250ft long-stand/3125ft vertical) [8PP](Earth/Rock)

 


Drawback: -4 pp
Disability (Cannot Speak) (Very Common, Moderate) [-4]
Vulnerable (Cold) (Common, Major(x2 DMG rank)) [-4 pp]

 

Cost:

abilities 62 + combat 10 + saves 13 + skills 11 + feats 9 + powers 53 - drawback 8 = 150/150PP

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