quotemyname Posted July 29, 2009 Share Posted July 29, 2009 In order to hit PL11 caps with Captain Knievel, I bought two points of strength. But the strength came from steroids, not from his usual training methods. Would there be any way that I could get these last two points turned into Enhanced Strength 2 (steroids) There would be no overall change in his PP expenditure. Edits done by Geez3r. Link to comment
Nyrath Posted July 29, 2009 Share Posted July 29, 2009 Noticed that Mongrel Angel breaks the current House Rule regarding Impervious Toughness. Could I have it lowered from 7 to 6? With the pp that frees up, and the point from last month, I would like to purchase the following: - The Ritualist feat - Knowledge (arcane lore) 8 (+9) (up from 6 (+7)) and Knowledge (theology & philosophy) 2 (+3) Edits done by Geez3r. Link to comment
Moira Morley Posted July 31, 2009 Share Posted July 31, 2009 I would like to take Fascinate, Distract, Inspire, Leadership, Setup, and Skill Mastery off of Divine's sheet. Also make contacts Greek Pantheon instead of Mortals Link to comment
N/A Posted July 31, 2009 Share Posted July 31, 2009 I would like to take Fascinate, Distract, Inspire, Leadership, Setup, and Skill Mastery off of Divine's sheet. I can understand most of this. Generally, someone as strong and tough as Divine is going to contribute more to a battle by hitting/grappling foes than by distracting them. But I'd think twice before ditching Skill Mastery. Being able to take 10 even when threatened or rushed is a big deal. Link to comment
quotemyname Posted July 31, 2009 Share Posted July 31, 2009 I can understand most of this. Generally, someone as strong and tough as Divine is going to contribute more to a battle by hitting/grappling foes than by distracting them. But I'd think twice before ditching Skill Mastery. Being able to take 10 even when threatened or rushed is a big deal. The man speaks the truth. Inspire is also an awesome feat. Its great in a pinch once in a while. I would think twice about ditching that one as well. Link to comment
angrydurf Posted August 3, 2009 Share Posted August 3, 2009 Aces DC block is wrong Normal unarmed should be DC 19, Sneak attack should be DC 23 Edits Done by Geez3r Link to comment
Avalon Posted August 3, 2009 Share Posted August 3, 2009 I'd like to add Ritualist to The Vestige Edits done by Geez3r Link to comment
Dr Archeville Posted August 3, 2009 Author Share Posted August 3, 2009 Dr. Archeville has 12 unspent pp! 4 points to bump Int from 20/+5 to 24/+7. 4 points to bump his Gravimetric Belt from Device 9 to Device 10. 4 points to bump his Pseudonaturally Enhanced Mind Array from 5 to 7. Which would result in him looking like this Stats Int: 24/38 (+7/+14) Wis: 20/34 (+5/+12) Cha: 10/24 (+0/+7) Combat Knockback: -14; -8 "Cloaked"; -4 just w/ Labcoat; -0 w/ nothing; Belt can give an additional -12 from Immovability Saves Toughness: +15 (Imp 13); +13 (Imp 4) when "Cloaked"; +4 (Imp 4) just w/ Labcoat; +0 w/ nothing Will: +8 / +15* (+5 Wis, +3; *+12 Wis, +3 w/ Enhanced Wis) Skills: 144r = 36pp Bluff 5 (+5, +9 w/ Attractive; +12/+16 w/ Enhanced Cha; +4 more w/ Wealth) Computers 8 (+15, +21 at HQ or with Electromagnetic Screwdriver; +22/+28 w/ Enhanced Int) Craft (chemical) 12 (+19, +25 at HQ or with E.S.; +26/+32 w/ Enhanced Int) Craft (electronics) 12 (+19, +25 at HQ or with E.S.; +26/+32 w/ Enhanced Int) Craft (mechanical) 12 (+19, +25 at HQ or with E.S.; +26/+32 w/ Enhanced Int) Diplomacy 5 (+5, +9 w/ Attractive; +12/+16 w/ Enhanced Cha; +4 more w/ Wealth) Disable Device 11 (+18, +24 at HQ or with E.S.; +26/+32 w/ Enhanced Int) Investigate 4 (+11, +17 at HQ or with E.S.; +18/+24 w/ Enhanced Int) Knowledge (behavioral sciences) 5 (+12, +18 at HQ or with E.S.; +19/+25 w/ Enhanced Int) Knowledge (business) 2 (+9; +16 w/ Enhanced Int) Knowledge (civics) 2 (+9, +15 at HQ or with E.S.; +16/+22 w/ Enhanced Int) Knowledge (earth sciences) 5 (+12, +18 at HQ or with E.S.; +19/+25 w/ Enhanced Int) Knowledge (life sciences) 8 (+15, +21 at HQ or with E.S.; +22/+28 w/ Enhanced Int) Knowledge (physical sciences) 11 (+18, +24 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (technology) 12 (+19, +25 at HQ or with E.S.; +26/+32 w/ Enhanced Int) Language 10 (Arabic, English, French, Hindi, Japanese, Mandarin Chinese, Portuguese, Russian, Spanish, Urdu; German is native) Medicine 3 (+8, +14 at HQ or with Electromagnetic Screwdriver; +15/+25 w/ Enhanced Wis) Notice 5 (+10; +17 w/ Enhanced Wis) Perform (Oratory) 7 (+7; +14 w/ Enhanced Cha) Sense Motive 5 (+10; +17 w/ Enhanced Wis) Powers Device 10 (Gravimetric Belt; hard to lose; 50 points; PF: Restricted - Only usable by those with a +10 or better Knowledge/Technology modifier) [41pp] Pseudonaturally Enhanced Mind 7 (Array, 14 point powers; PF: 2 Alternate Powers; Drawbacks: Action 3/Full round to switch between settings) [11pp] BE: Enhanced Intelligence 14 (to 38/+14) AP: Enhanced Wisdom 14 (to 34/+12) AP: Enhanced Charisma 14 (to 24/+7) Devices Device 10 (gravimetric belt; hard to lose; 50 points; PF: Restricted - Only usable by those with a +10 or better Knowledge/Technology modifier). 41pp. Enhanced Feats 3 (Environmental Adaptation [low-gravity, high-gravity, zero gravity]) [3] Flight 5 (250 mph; PFs: 2 Alternate Powers, Instant Up, Move-By Action) [14] AP: Sustained Immovability 12 AP: Enhanced Teleport 5 (to Teleport 6 [600 ft./20 miles; PFs: Change Direction, Change Velocity) Force Field 11 (Extras: Impervious 9; PFs: 1 Alternate Power, Selective) [22] AP: Force Field 9 (Extras: Linked Concealment 8 [all auditory, radio and visual; PF: Close Range; Flaw: Blending]; PFs: Selective, Subtle) Immunity 9 (life support; Flaw: Limited to half effect for diseases and poisons) [8] Space Flight 1 (1c) [1] Teleport 1 (100 ft.) [2] Costs: Abilities (27) + Combat (32) + Saves (12) + Skills (36) + Feats (21) + Powers (74) - Drawbacks (00) = 202/202 Total Cost Edits done by Geez3r Link to comment
quotemyname Posted August 3, 2009 Share Posted August 3, 2009 July edits for Captain Knievel: 6pp to spend Yay PL12! -1 Attack Focus Melee [-1pp] -1 Improved Grab [-1pp] (It does not work the same way under this site's house rules as it does in the core book.) -1 Attractive [-1pp] No longer really the spirit of this character, and pretty much useless without bluff or diplomacy. 9pp to spend Attack Specialization (Adrenaline Cannon) [1pp] 8pp to spend From the Adrenaline Cannon, please change this: Device 3 (Hard To Lose, "Adrenaline Cannon", 15pp) [12pp] to this: Device 5 (Hard To Lose, "Adrenaline Cannon", 25pp) [20pp] This: Strike 10 (Extras: 100-ft. Line Area, Flaws: Distracting, Feats: Affects Insubstantial 1, 4 Alternate Powers) Becomes This: Strike 11 (Extras: 100-ft. Line Area; Feats: 3 Alternate Powers){25pp} And Remove AP: Drain Constitution 8 (Feats: Extended Reach 3) Vitality-draining cables As I never seem to use it. Final Draft for Adrenaline Cannon Device: Adrenaline Cannon Mark III: Strike 11 (Main Cannon; Extras: 100-ft. Line Area; Feats: 3 Alternate Powers) {25pp} AP: Elongation 5 (Laser Whip 100 feet; Extras: Projection, Linked(+0); PF: Improved Pin, Grappling Finesse){12pp} Linked: Super Strength 5 (Hydraulic Assisted Lifting){10pp} AP: Strike 9 (Punching/Kicking with fire/ice/electricity etc.; Feats: Extended Reach 3, Variable Descriptor 2 [any technological], Improved Critical 2, Penetrating 3, Precise, Split Attack 2){22pp} AP: Strike 9 (Pressure Point Punch; Extras: Alternate Save - Fort; Feats: Extended Reach 2, Improved Critical, Precise){22pp} "The Adrenaline Cannon Mark 2 includes hydraulic tubing that runs from the gauntlet on Captain Knievel's right arm to the armor on his back. From his armor, the tubes stretch down the sides of his legs and open up at his boots. These tubes allow Captain Knievel to project the special attacks generated by his Adrenaline Cannon from his feet as well as his right arm. This allows him to deliver flaming kicks, etc..." "The Adrenaline Cannon Mark 3 includes more powerful striking capabilities, and faster response time, as well as a reduced kick from the main cannon. The hydraulic tubing has also been adapted to assist in lifting." 0pp unspent THANKS! Edits done by Geez3r Link to comment
quotemyname Posted August 3, 2009 Share Posted August 3, 2009 Please update Breakdown's Information section to include: DOB: 6/15/1992 Please update Breakdown's Play List to read: Rock: Animal I Have Become - Three Days Grace You're Gonna Go Far Kid - The Offspring Bulls on Parade - Rage Against the Machine Reign of the Hammer - Hammerfall Fatal Tragedy - Dream Theater Breakdown - Plain White T's Disciplined Breakdown - Collective Soul Trashed and Scattered - Avenged Sevenfold Out of Control - Hoobistank The Distance - Cake Revolver - Rage Against the Machine Paralyzer - Finger Eleven We're All to Blame - Sum 41 Separate Ways - Journey Thank You For The Venom - My Chemical Romance Burn Burn - Lost Prophets Woman - Wolfmother The Night - Disturbed Prayer of the Refugee - Rise Against Rooftops - Lost Prophets Jazz: Mario Takes a Walk - Jesse Cook (borders on Latin, but hey...) Blue Train - John Coletrane It Don't Seem To Far - Frank Viele Unwell - Matchbox Twenty Standing Room in Heaven - That Handsome Devil Searching - INXS Sultans of Swing - Dire Straits Aeroplane - Red Hot Chili Peppers I Still Believe - Tim Capello Temperature - Aerosmith Ska: Trendy - Reel Big Fish Impression That I Get - Might Mighty Bosstones Skanking Fool - The Uptones Plastic Cup Politics - Less Than Jake Magnetic North - Less Than Jake Danny Says - Less Than Jake Time Bomb - Rancid Dancing Shoes - Arctic Monkeys Flo - Reel Big Fish Daly City Train - Rancid Thimbledrome - Pain Lying Awake - Authority Zero Trance: The Gathering - Infected Mushroom Around the World - Daft Punk Sandstorm - Darude Nemesis - VNV Nation Masters of the Universe - Juno Reactor Want You More - Duran Duran The Farthest Star - VNV Nation Faster Life - Funker Vogt Electronaut - VNV Nation Dance: Apache - Fatboy Slim Paralyzer - Finger Eleven Losing You - Eiffel 65 Us Against The World [Jason Nevins Remix] Don't Trust Me - 3OH!3 Tubthumping - Chumbawamba The Reflex (Dance Remix) - Duran Duran Soft/Alt Rock: Embers and Ashes - Mae Ruled by Secrecy - Muse Into the Ocean - Blue October FLCL Opening - The Pillows Follow Me - Eiffel 65 The Everglow - Mae Brown Eyed Girl - Van Morrison Metal: Fuel - Metallica The Game - Disturbed Click Click Boom - Saliva Rectifier - RA Almost Easy - Avenged Sevenfold Raggae: I'll Do anything - Jason Mraz Buffalo Soldier - Bob Marley 4 pps from July +1 Fortitude [1pp] +4 Notice [1pp] +3 Bluff [.75pp] +1 Diplomacy [.25pp] All Out Attack [1pp] As per the Baseball thread, and him wanting to act more responsible with his powers, please add the following: Complications: Secret: Identity Edits done by Geez3r Link to comment
N/A Posted August 3, 2009 Share Posted August 3, 2009 I would like to spend The Scarab's 5PP as follows: :arrow: Increase Charisma from 16 (+3) to 18 (+4), for 2PP. This will change the "All CHA Skills" entry under Skills from +3 to +4. :arrow: Add the following Power: Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] This will reduce by half the total skill bonus of any attempt to influence her with Interaction Skills (Bluff, Diplomacy, Intimidate), or with feats based directly on those skills (Distract, Fascinate, etc.). It will also reduce by half the bonus to the DC of any Fear effect (defined at the 1PP level as "Intimidate, Fearsome Presence, and Emotion Control [Fear]"). Examples: Bluff +30 becomes Bluff +15. Fearsome Presence 12 becomes Fearsome Presence 6. This should increase points spent on Abilities from 22PP to 24PP, and Powers from 77PP to 80PP. :arrow: Please remove the rank in Profession and transfer it to Diplomacy. This will add "Diplomacy 1 (+5)" to the Skill list. Since Profession doesn't affect Wealth anymore, and she already has Diplomacy and Knowledge (Civics), I don't see anything Profession (Lawyer) does for me. :arrow: Please drop Knowledge (History) from her Skill Mastery feat and replace it with Diplomacy. Edits Done by Geez3r Link to comment
angrydurf Posted August 3, 2009 Share Posted August 3, 2009 Ace Danger 4PP spent as follows Feats: Set-up, Inspire 3 Deliciously simply edit Done by Geez3r Link to comment
Electra Posted August 3, 2009 Share Posted August 3, 2009 Erin has 5pp to spend this month, including her unspent one from last time. I would like to add the following feats: Protection x2 (Extra: Impervious) (increasing toughness to 12, Impervious to 10) Luck 1 (increasing total luck to 2) Stesha has 5pp to spend as well. I also want to add the following Drawbacks to her: Power Loss, uncommon, minor: (-1pp) Having her hair cut to a length of less than six average inches (shave head, chop off braid, stylish summer cut) will remove her ability to photosynthesize (immunity to starvation and thirst, immunity to sleep) and regenerate until it regrows. Regrowing to useful length takes 72 hours, including 24 total hours of sleep if hair is partially removed, or 168 hours with 56 hours of sleep if totally shaved. Without sufficient rest, growth will be delayed. Weakness, uncommon, minor: (-1pp) The last six inches of Stesha's hair are dead and inactive cells, like normal hair, and can be trimmed normally. The rest of her hair is much more alive than normal hair, and hurts if it is damaged. Cutting or burning her hair invokes toughness saves as though her body had been attacked. With a total of seven points, I would like to give her Immortality (5pp), which is immunity to aging, disease, and poison, with one rank of true resurrection. I would also like to add two points to her Snare, replaced Plant Control with Corrosion, and restructure the array accordingly: Snare 9 [entangling vines] (PFs: 7 alternate powers) [25pp] AP: ESP 4 (one mile, sight and hearing; Extras: No Conduit, Simultaneous; Flaw: Medium/Plants) AP: Healing 8 (Extra: 35-ft. Burst Area; Flaw: Plants only; PFs: Regrowth, Stabilize) AP: Corrosion 6 (Flaw: Plant materials only) AP: Plant Growth 9 (Growth 9, Affects Others, Limited to Plants) AP: Stun 5 (pollen burst; Extras: Range/Ranged, Sleep; Power Feat: Accurate) AP: Transmit 5 (five miles, via plants; Extra: Accurate, Progression x2) AP: Dimensional Pocket 3 (Continuous, Ranged) (PF: Progression x4)(cap. 5000lbs) I'd also like to remove the complication Unsponsored, and add two new complications: Responsibility: Helping her new friends Divine, Dark Star and Phantom if they ask Phobia: Jack Faretti. Whenever he's anywhere she is, she wants to leave immediately. This raises problems in "ally of my ally" situations. Edits done by Geez3r Link to comment
alderwitch Posted August 3, 2009 Share Posted August 3, 2009 I'm going to sink 4 PP into Psyche's Telepathic Array for the following: Telepathic Array 12 (28pp powers; PFs: Alternate Power x 6) [34pp] BE: Blast 7 (psionic) (Extra: Alternate Save (Will), Range (perception)) {28} AP: Telepathy 10 (Linked: Communication 10 [Mental, 200,000 miles] + Mind Reading 7 [ Extra: Action {Free/Full}], Feats: Rapid [x10], Subtle) {27} AP: Concealment 8 (vision, hearing, scent) (PF: Close Range, Selective, Extra: Affects Others, Area, Flaw: Phantasms) {27} AP: Emotion Control 7 (PF: Subtle, Selective Extra: Area) {23} AP: ESP 9 (20,000 miles, Sight/Vision, PF: Rapid 1 (x10)) {28} AP: Mind Control 6 (PF: Subtle, Mental Link, Extra: Sustained, Conscious) {26} AP: Mental Transform 7 (Extras: Duration: Continuous, Range: Perception) {28} Edits done by Geez3r Link to comment
alderwitch Posted August 3, 2009 Share Posted August 3, 2009 For Phantom, I'd just like to get Regen at the following: Bruised Recovery + 1, Injured Recovery + 4, Resurrection (Unles Burned) 1 [6 pp] Edits done by Geez3r Link to comment
Avenger Assembled Posted August 3, 2009 Share Posted August 3, 2009 I'm going to be reworking Avenger's sheet quite a bit this month to reflect the many changes in the character since I launched him. Powers-wise, I'm reshuffling his Drains, Insubstantial+Flight, and Strike to allow for a vampire array. Note that the flaw on the main power array below only applies to the base power of the array itself, not to every power in the array. These represent the increase in power he's gained as his undead nature develops, as well as what he absorbed from Melinda's death. His complications change to: Enemy (other vampires who object to his modus operandi) Hatred (is the undead) Reputation (crazy vigilante) Responsibility (Friend: Scarab, Team: Knights of Freedom, protecting own humanity, Keeping Freedom City's vampires on the straight and narrow) Rivalry (Fleur de Joie) Secret (is the undead, Power Behind the Throne of Freedom City's vampires) "Terrifying Vampiric Array of the Undead" 10pp+ 5 APs=15 pp Insubstantial 2 (gaseous; Extra: Linked Flight 1 [10 mph] PF: Subtle Flaws: Limited/night-time) [10 pp] AP: Drain Constitution 2 Extras: Insidious, Flaws: Requires Grapple LINKED Emotion Control 12 Extras: Insidious, Flaws: Limited to love, Range 2 [touch], Requires Grapple PF Subtle [10 pp] AP: Drain Constitution 2 (Extras: Insidious, Flaws: Requires Grapple) LINKED Mind Reading 12 PFSubtle (Flaws: Limited [Probe], Range 2 [Touch], Requires Grapple) LINKED Super-Senses 4 (Postcognition, Flaws: Medium [blood]) = 9PP AP: Drain Constitution 10 (blood drain, Flaws Requires Grapple) [PFs] Precise, Slow Fadex4 (1 hour), [10 pp] AP: Mind Control 12 (Feats: Mental Link, Subtle), Extras: Conscious, Duration [sustained], Flaws: Action [Full], Distracting, Limited [Night], Sense-Dependent [Visual]) [8 pp] AP: Strike 2 (claws and teeth, PFs Affects Insubstantial, Improved Crit, Incurable, Mighty) LINKED Enhanced Feats Fearsome Presence 4 [10 pp] I would like to change his Regeneration to a +9 total recovery bonus with Injured 1 (20 minutes) with the usual Medium: Blood flaw. Drawback: Power Loss (Mind Control) (vs. vampires) (uncommon, minor) (-1 pp) I would like to spend his five unspent PP on Benefit: King of the Vampires! Connected Equipment (2) "Jack's Midtown Lair" Size: Small; Toughness: 15 (Concealedx2, Defense Systemx2 (Suffocate 12 (Burst Area); air pumps), Fire Prevention System, Library, Living Space, Security System) I would like to drop Fearsome Presence 2 and Stunning Attack and use those three points+the one left to buy Concealment 4 (all visual) (Flaws: Limited; Machines only) Edits done by Geez3r Link to comment
Avenger Assembled Posted August 3, 2009 Share Posted August 3, 2009 For Edge, I would like to buy another rank of Luck Control for three PP. This will raise him to Luck Control 3. I would like to buy the Luck Control rank that allows (You can spend one of your hero points to negate someone else’s use of a hero point or a use of Gamemaster fiat (see Gamemaster Fiat, M&M, page 124). This also eliminates the setback of the fiat, so no hero points are awarded for it.) I would like to spend his other 2 PP on Beginner's Luck and Ultimate Save (Toughness) Edits done by Geez3r Link to comment
angrydurf Posted August 3, 2009 Share Posted August 3, 2009 Changes for Phalanx Change trade offs too: -4 Defense, +4 Toughness; -4 Attack, +4 Save DC Add 4 to Strength - Total 14 - Cost 4 Add 2 to Constitution - Total 12 - Cost 2 Add 1 more rank Impervious Toughness - Total 7 - Cost 1 Add 1 more rank Protection - Total 4 - Cost 1 Add Feat Takedown Attack 1 - Cost 1 Add Feat Luck 2 - Cost 2 Turn Flight 4, 8pp, and super strength 2, 5pp, powers into a dynamic array of rank 7, 16pp - Cost 3 Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Flight 7 AP: Super-Strength 6 (PFs:Dynamic, Bracing) Total Cost 14 Revised Sheet as follows Stats: 14pp Str: 14/32 (+2/+11) Dex: 10 (+0) Con: 12/24 (+1/+7) Int: 12 (+1) Wis: 12 (+1) Cha: 14 (+2) Combat: 2pp Attack: +1 (+3 Unarmed) Grapple: +14 (+Super-Strength up to +6 for a +20) Defense: +3 (+1 Flat-Footed) Knockback: -9 (-20 Bracing) Initiative: +0 Saves: 4pp Toughness: +11 (7 Impervious) (+7 Con, +4 Protection) Fortitude: +7 (+7 Con, +0) Reflex: +2 (+0 Dex, +2) Will: +3 (+1 Wis, +2) Skills: 12r = 3pp Computer 1 (+2) Craft: Structural 1 (+2) Knowledge: Art 1 (+2) Knowledge: Current Events 1 (+2) Knowlege: Pop Culture 1 (+2) Medicine 1 (+2) Notice 3 (+4) Sense Motive 3 (+4) Feats: 9pp Attack specialization: unarmed 1 Diehard Dodge Focus 1 Fearless Interpose Take-Down Attack Luck 2 Ultimate Save: Toughness Powers: 72pp Enhanced Attribute: Strength 18 [18] Enhanced Attribute: Constitution 12 [12] Enhanced Trait: Defense 2 [4] Immunity 9 (Life Support) [9] Impervious Toughness 7 [7] Protection 4 [4] Speed 1 (10 MPH) [1] Super Senses 1 (Comunication Link {Psyche}) [1] Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Super-Strength 6 (PFs:Dynamic, Bracing) AP: Flight 6 (PFs: Dynamic, Subtle) Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Unarmed ------ 26/toughness ------ Bruise/staged Costs: Abilities (14) + Combat (02) + Saves (4) + Skills (03) + Feats (09) + Powers (72) - Drawbacks (00) = 104/104 Total Cost Edits done by Geez3r Link to comment
Kavos Posted August 3, 2009 Share Posted August 3, 2009 Minor Correction to Ember, He has 3pp left to spend not 2 I think the ` button was accedently pushed last month instead of 1 Edit done by Geez3r Link to comment
quotemyname Posted August 3, 2009 Share Posted August 3, 2009 It shames me that I forgot to list this in my edits for Breakdown last night. (And I thank Geez3r for being so attentive!) But here is one last very simple update. Go ahead and take your time with adding Complication: Responsibility (Team: Young Freedom) To Breakdown's Character Sheet. THANKS! Edits done by Geez3r Link to comment
Moira Morley Posted August 3, 2009 Share Posted August 3, 2009 -2 Attack +4 Strength That is all Approved by your Friendly Neighbourhood Geckoman Link to comment
Sandman XI Posted August 3, 2009 Share Posted August 3, 2009 Take off the Quark Tech PDA, add two ranks of Gadgets. Also: Vulnerability (demonic powers, x2 DC; uncommon, major; -3) Edits done by Geez3r Link to comment
Dr Archeville Posted August 3, 2009 Author Share Posted August 3, 2009 "Sell Your Souls!" *ahem* Geez3r, I believe you left a off the edit for Doc's sheet. Also, Belphegor's now PL 11. Edits done by Geez3r because they were very easy Link to comment
Ecalsneerg Posted August 3, 2009 Share Posted August 3, 2009 DO NOT EDIT, SEE PAGE 20 I am going to make Geez3r cry now. Arrowhawk has big edits, as the trade-off rules finally let him actually have an archery attack bonus which reflects being more active and for longer than the current Bowman! That, and he got blown up. It sucked. Add the following drawback: Disability (Bad leg, uncommon, minor, -1pp) Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn’t hurt under most circumstances, if he moves all-out on foot, make a Fortitude Save (DC 15) each round. Failure means you loses his move action that round. Also, reallocate his skills as follows. No change in cost: Acrobatics -2 ranks, Intimidate +2 ranks, Knowledge [streetwise] +1 rank: Acrobatics 2 (+7) Intimidate 13 (+15) Knowledge [streetwise] 14 (+16) Ok, next bit. Change his trade-off for -5 DC for +5 Attack. Increase his Attack by 2, for Attack +11 base, +14 ranged, +16 bows Then drop his Device from rank 6 to rank 5, with the following change to the array: Bow & Trick Arrows Array 9 (18pp powers; PFs: 7 alternate Powers) BE: Snare 6 (Extras: Constricting) AP: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) AP: Blast 3 (Extras: Autofire; Flaws: Distracting; PFs: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) AP: Blast 3 (Extras: Penetrating 6; PFs: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range]) AP: Dazzle 6 (visual, Extras: Area - Burst) AP: Fatigue 6 (Extras: Ranged) AP: Nullify 6 (technology descriptor, all at once) AP: Obscure 6 (visual, 250' radius; Extras: Independent) Add the Jack of all Trades feat. Increase his Will by 1 pp, for Will +7 (+3 Wis, +4) Add one rank in Equipment, and add the following: Increase Protection 3 [subtle] -> Protection 4 Add cape array (4 ep): Flight 2 (Flaws: Gliding) AP: Shield 1 AP: Deflect Slow Projectiles 2 Add night vision goggles (1 ep) Equipment (33/35 ep worth) Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle [collapses]) (5 ep) Arrowhawk armour: Protection 4 (4 ep) Arrowhawk cowl: Commlink, flash goggles, night vision goggles (2 ep) Cape array (4 ep): Flight 2 (Flaws: Gliding) AP: Shield 1 AP: Deflect Slow Projectiles 2 Motorcycle – Features: Alarm, Hidden Compartment (11 ep) Grappling Gun (Super-Movement 1 [swinging]) (2ep) Binoculars, cell phone, handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep) Also, to reflect his updated armour, his description needs tweaked. Description: Arrowhawk is a tall, menacing figure, broad-shouldered and muscled. He is aclad in a solid-looking black armour, made of many interlocking plates for maximum flexibility. A cape flows down from the shoulders to about knee level, concealing a longbow and quiver clipped to the back of the armour. His face is hidden by a sleek cowl, leaving only his mouth exposed. The eye-slits are covered by red flare-resistant lenses, which can glow in the night if Arrowhawk so chooses. Across his chest is emblazoned the stylised logo of a white hawk in flight. As noticeable in his civilian identity, John Fraser is visibly aged, beginning to grey and heavily scarred ‘from sports’. However, he takes great pains to be less of an imposing figure to conceal his identity. Due to an 'incident' in a supervillain's HQ, he walks with a visible limp. Link to comment
Dr Archeville Posted August 3, 2009 Author Share Posted August 3, 2009 I'm a tad leery of the Flying/Shielding/Deflecting cape. The character wears a cape allowing him to glide on air currents. Device. Link to comment
Recommended Posts