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Character Edits, v5


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Gabriel: 12 PP to spend.

Edit: I have shifted the edit request somewhat. I lowered the expenditure on Reflex, and instead am looking to spend 1PP on Quick Change.

8PP on Defense, bringing it up to 10. Should now look like this:

Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed
2PP on Base Fort Save, bringing it up from +2 to +4 base, making it +7 overall:
Fortitude: +7 (+3 Con, +4 Base)
1PP on Base Reflex Save, bringing it up from +3 to +4 base, making it +6 overall:
Reflex: +6 (+2 Dex, +4 Base)

1PP to purchase 1 rank of the Quick Change feat.

And that will bring him up to date!

Doktor'd

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ok, giving the kid an overhaul. I've also revised his background info and such.

Combat

Attack: +10, +11 (melee, shuriken, smoke pellets, thrown knife), +12 (grapple gun, knife, nunchaku)

Grapple: +14

Defense: +10, +12 Dodge Focus (+5 flat-footed)

Knockback: -5 (-3 flat-footed)

Initiative: +12

This adds up to 40pp and his old Combat cost 24pp = [16pp]

Saves

Toughness: +10 (+6 flat-footed; +3 Con, +3 armored jumpsuit, +4 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+2 Wis, +6)

This adds up to 19pp and his old Saves cost 15pp = [4pp]

Skills

Acrobatics 16 (+20) [skill Mastery]

Computers 16 (+20) [skill Mastery]

Disable Device 16 (+20) [skill Mastery]

Gather Information 8 (+10)

Intimidate 8 (+10)

Investigate 4 (+8)

Knowledge (streetwise) 4 (+8)

Languages 2 (Base: English; Japanese, Russian)

Notice 8 (+10)

Profession (mercenary) 2 (+4)

Search 4 (+8)

Stealth 16 (+20) [skill Mastery]

This adds up to 26pp and his old Skills cost 32pp = [-6pp]

Feats

Attack Focus (melee)

Beginner's Luck

Defensive Roll 2

Dodge Focus 2

Elusive Target

Equipment 10

Evasion

Fearless

Hide In Plain Sight

Improved Initiative 2

Jack-of-All-Trades

Luck

Master Plan

Ninja Run

Power Attack

Precise Shot

Quick Draw

Skill Mastery (Acrobatics, Computers, Disable Device, Stealth)

Sneak Attack 4

Startle

Takedown Attack

Uncanny Dodge (auditory)

This adds up to 37pp and his old Feats cost 49pp = [-12pp]

Equipment

Headquarters

Size: Medium, Toughness: +15; Features: Communications, Computer, Concealed 2, Garage, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop [18ep]

Razorcycle

STR 20, SPD 5, DEF 10, TOU +10, SIZE: Medium; Features: Alarm 2, Masterwork, Subtle [16ep]

Utility Belt

caltrops, comlink, flashlight, gasmask, masterwork electronic tool kit, masterwork first aid kit, masterwork forensics kit, masterwork lockpick set, multi-tool, PDA, rebreather [8ep]

Weapon Array

Blast 1 (shuriken) (Extra: Autofire 1; Power Feat: Masterwork, Subtle)

Obscure 2 (smoke pellets) (Extra: Independent; Power Feat: Masterwork)

Strike 2 (knife) (Power Feat: Masterwork, Mighty, Thrown)

Strike 2 (nunchaku) (Power Feat: Masterwork, Mighty, Twin Strike) [8ep]

Powers

Device 2 (armored jumpsuit, hard to lose)

Communication 4 (radio) (encrypted commlink; technology; Power Feat: Subtle) [5dp]

Flight 2 (glider wings; technology; Flaw: Gliding; Drawback: Power Loss [if wings are immobilized, uncommon, minor]) [1dp]

Protection 3 (armored jumpsuit; technology; Drawback: Noticeable, Weak Point) [1dp]

Super-Senses 3 (darkvision, tracking [visual]) (heads-up display; technology)[3dp]

Device 1 (grapple gun, easy to lose)

Snare 5 (grapple gun; technology; Flaw: Limited [one target at a time]; Power Feat: Accurate, Alternate Power, Improved Throw, Reversible, Tether; Drawback: Reduced Range 2, Vulnerable [slashing damage, very common, minor)

-AP: Speed 1 (10mph) + Super-Movement 2 (Slow Fall, Swinging) (swing line; technology)

Leaping 1 (ninja leaping; training)[1pp]

Quickness 1 (ninja quickness; training) [1pp]

Speed 1 (ninja speed; training) [1pp]

This adds up to 14pp and his old Power set cost 12pp = [2pp]

Drawbacks

Nightmares (DC 10 check upon waking, fatigued if failed) [-3pp]

Vulnerable (electromagnetic energy/radiation, very common, minor) [-3pp]

This adds up to -6pp and his old Drawbacks cost -6pp = no change

Costs: Abilities (36) + Combat (40) + Saves (19) + Skills (26) + Feats (37) + Powers (14) - Drawbacks (6) = 166/166 pp

AND, because I'm a nice guy, I'll put this all in CODE for you so you can just cut and paste =]

[floatr][img=http://i482.photobucket.com/albums/rr184/lerciferus/nightwing113-2-1-1-1.jpg][/floatr][b][u]Characters Name[/u][/b]: Razorwing

[b][u]Power Level[/u][/b]: 11 (166/166PP)

[b][u]Trade-Offs[/u][/b]: +1 Attack for -1 Damage, +1 Defense for -1 Toughness

[b][u]Unspent PP[/u][/b]: 0

[b][u]Gold Status[/u][/b]: 16/30


[b][u]In Brief[/u][/b]: A ninja-commando trained for urban warfare.


[b][u]Alternate Identity[/u][/b]: Kristian Elliot Gerber

[b][u]Identity[/u][/b]: Secret

[b][u]Birthplace[/u][/b]: Freedom City, New Jersey

[b][u]Occupation[/u][/b]: none

[b][u]Affiliations[/u][/b]: Interceptors (reserve member)

[b][u]Family[/u][/b]: James Gerber (father, deceased), Cynthia Schwarz-Gerber (mother, deceased)


[b][u]Age[/u][/b]: 17 (born March 12, 1993)

[b][u]Gender[/u][/b]: Male

[b][u]Ethnicity[/u][/b]: Caucasian

[b][u]Height[/u][/b]: 5'9"

[b][u]Weight[/u][/b]: 160 lbs

[b][u]Eyes[/u][/b]: Blue

[b][u]Hair[/u][/b]: Black


[b][u]Description[/u][/b]: Kristian Gerber is in remarkable physical condition. His normal attire consists of BDU pants and combat boots accompanied by heavy metal t-shirts and a gray hoodie with a white skeletal stencil. As a note of interest, Krisitian and the dimensionally-displaced teen hero known as Elite share a strikingly similar appearance, so much so that a casual observer could mistake them for twin brothers.   


[b][u]History[/u][/b]: Some time during the 1970's, two extremely gifted teenagers thought to take up the war on crime. This dynamic duo, Cardinal (James Gerber) and Blackbird (Cynthia Schwartz), battled against the seedy underbelly of New York City for years at the side of the dark avenger Raven, eventually falling in love with. When the Moore Act was passed in the 1980's, James chose to leave New York to help the few remaining heroes of Freedom City battle against the scum and villainy that plagued the once proud city while Cynthia stayed in New York to finish college. Dropping his happy-go-lucky demeanor and his flamboyant costume, James crafted a new identity for himself; one more suited to the social, economic, and anti-heroic theme of the day. Based upon a myth from the fabled lands of Shangri-La, the vigilante known as Razorwing cut a swathe of justice through Freedom City. As an on-again, off-again member of the group ForceOps, James Gerber found himself falling deeply into the darkest places of his soul and questioning the terrible things he was doing in the name of peace and order. Unable to handle the pressure anymore, James hung up his costume and returned to New York City a broken man. If it weren't for the love and support of his former friend and confidant Cynthia, now a criminal psychologist, he would have remained a husk of the man he once was. After years of renewed friendship, the two became romantic once more, marrying, and moving out to Freedom City when Mayor Moore was exposed for the crook he really was. Soon Cynthia Schwartz-Gerber was with child, and she gave birth to a wonderful baby boy in the Spring of 1993. These were to be the happiest times of their lives, but Omega had other plans.


When the city was attacked, James did not hesitate to don the guise of Razorwing one last time to aid his fellow heroes in pushing back the extra-dimensional legions at Omega's command, and he gave his life so that so many others may live. In the aftermath of the Terminus Invasion, Cynthia became sick.  After years of battling a rare form of leukemia, she succumbed to her illness when her son was nearly six years old. Kristian became a dark and brooding introvert, bouncing from foster home to foster home and prone to violent outbursts. 


On the evening before his tenth birthday he was startled out of bed by a powerful hand gripping his mouth and a cold, emotionless voice whispering from the darkness of the room, "[b]I knew your old man, and his son deserves better than this. Come with me and you'll learn the truth[/b]."  The next six and a half years of his life are filled physical and mental conditioning, combat drills, obedience training, and survival tests all administered by a single figure clad in full body armor known to him only as "Ronin".


With his brutal yet thorough training nearly completed, Ronin gifted the young man with a suit of advanced combat armor resembling that of the original Razorwing's, an utility belt, and a custom motorcycle to aid him in his final test: infiltrate the Labyrinth and recover any data detailing the past of the mercenary group once known as Nemesis. To this end, Ronin used his connections to have the boy placed in Ev Prep, the front for the nefarious training camp known as the Shadow Academy.


Shortly after his arrival Razorwing set forth to complete his mission under the cover of night. Finding an entrance to a high-tech laboratory deep beneath the grounds of Ev Prep, Razorwing successfully retrieved the data he was sent to obtain, though not without tripping an alarm. Narrowly avoiding an all-out confrontation with the students and faculty of the Shadow Academy, he delivered his package at the predetermined drop-off point, only to be ambushed by Ronin! Ronin took the data-disc and left the battered and beaten Razorwing with one final message before he departed: "[b]Sorry kid, no loose ends[/b]." Cast out by his former mentor, he was all alone in a world he hardly understood. Razorwing must now come to terms with the latest raw deal that life has dealt him and strive to become his own man.


[b][u]Personality & Motivation[/u][/b]: Many would describe Kristian Gerber as a violent sociopath. His life before Ronin's tutelage was lacking in all the qualities that led to the healthy psychological development of a child, and his intense training at the hands of a gun-for-hire did little to reinforce what little positive influences Kristian had. He had always thought of himself as a weapon forged to do battle at the whims of the highest bidder, but now he feels he has a new purpose.  Razorwing has decided to use his skills and fighting abilities to combat the injustices of the world that he himself had once committed.


[b][u]Powers & Tactics[/u][/b]: A skilled martial artist and acrobat, Razorwing uses his utility belt's array of weaponry and  grapple gun to full advantage to even the playing field against his adversaries before going in close for the finish. His armored jumpsuit, crafted by his mentor Ronin, possesses a set of retractable glider wings that allow for aerial mobility and the cowl houses an advanced communication and sensor suite. The grapple gun is a prototype that was mothballed due to an unpractical cost and lack of demand, researched and developed by ASTRO Labs.  His subterranean headquarters, a forgotten fallout shelter from the days of the Cold War refitted to his personal taste and needs, is located a few miles southwest of the municipal landfill.


At the behest of the Seven Shadow's Path ninja clan, Kristian allowed himself to become host for a "spiritual egg" of the [i]Kageryu no Tachisukumu[/i], [i]Kamisorihane[/i] (Shadow Dragon of Fear, Razorwing), after besting the mythological being in spiritual combat.  It is prophecied that in a few short years, a grand tournament will be held between champions of the [i]kageryu[/i] and other pseudo-deities for control of Shangri-La.  


[b][u]Complications[/u][/b]:

[i]Enemies[/i]: Although Ronin is easily Razorwing's most powerful enemy, his rogue's gallery includes the Shadow Academy and a rogue faction of the Seven Shadow's Path ninja clan that believe he is unworthy of the honor placed upon him.

[i]Reputation[/i]: Although it isn't widely know, Razorwing was once the apprentice of one of the most feared assassin and mercenary in the world, Ronin.  Also, Razorwing's tactics and philosophy on fighting are simple: put them down, hard and fast. He has no compunction about maiming or crippling his opponents if the need arises.

[i]Temper[/i]: Go ahead, push his buttons (see above).


[b][u]Abilities[/u][/b]: 6+8+6+8+4+4 = 36pp

Str: 16 (+3)

Dex: 18 (+4)

Con: 16 (+3)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 14 (+2)


[u][b]Combat[/b][/u] 20+20 = 40pp

Initiative: +12

Attack: +10, +11 (melee, shuriken, smoke pellets, thrown knife), +12 (grapple gun, knife, nunchaku)

Grapple: +14

Defense: +10, +12 Dodge Focus (+5 flat-footed)

Knockback: -5 (-3 flat-footed)



[u][b]Saves[/b][/u] 7+6+6 = 19pp

Toughness: +10 (+6 flat-footed; +3 Con, +3 armored jumpsuit, +4 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+2 Wis, +6)


[u][b]Skills[/b][/u] 104r = 26pp

Acrobatics 16 (+20) [Skill Mastery]

Computers 16 (+20) [Skill Mastery]

Disable Device 16 (+20) [Skill Mastery]

Gather Information 8 (+10)

Intimidate 8 (+10)

Investigate 4 (+8)

Knowledge (streetwise) 4 (+8)

Languages 2 (Base: English; Japanese, Russian)

Notice 8 (+10)

Profession (mercenary) 2 (+4)

Search 4 (+8)

Stealth 16 (+20) [Skill Mastery]


[u][b]Feats[/b][/u] 37pp

Attack Focus (melee)

Beginner's Luck

Defensive Roll 2

Dodge Focus 2

Elusive Target

Equipment 10

Evasion

Fearless

Hide In Plain Sight

Improved Initiative 2

Jack-of-All-Trades

Luck

Master Plan

Ninja Run

Power Attack

Precise Shot

Quick Draw

Skill Mastery (Acrobatics, Computers, Disable Device, Stealth)

Sneak Attack 4

Startle

Takedown Attack

Uncanny Dodge (auditory)


[quote name="Equipment"]

[i][u]Headquarters[/u][/i]

[b]Size[/b]: Medium, [b]Toughness[/b]: +15; [i]Features[/i]: Communications, Computer, Concealed 2, Garage, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop [18ep]


[url=http://i482.photobucket.com/albums/rr184/lerciferus/b-king-concept.jpg][i][u]Razorcycle[/u][/i][/url]

[b]STR[/b] 20, [b]SPD[/b] 5, [b]DEF[/b] 10, [b]TOU[/b] +10, [b]SIZE[/b]: Medium; [i]Features[/i]: Alarm 2, Masterwork, Subtle [16ep]


[u][i]Utility Belt[/i][/u]

caltrops, comlink, flashlight, gasmask, masterwork electronic tool kit, masterwork first aid kit, masterwork forensics kit, masterwork lockpick set, multi-tool, PDA, rebreather [8ep]


[i][u]Weapon Array[/u][/i]

[b]Blast 1[/b] (shuriken) ([i]Extra[/i]: Autofire; [i]Power Feat[/i]: Masterwork, Subtle)

[b]Obscure 2[/b] (smoke pellets) ([i]Extra[/i]: Independent; [i]Power Feat[/i]: Masterwork)

[b]Strike 2[/b] (knife) ([i]Power Feat[/i]: Masterwork, Mighty, Thrown)

[b]Strike 2[/b] (nunchaku) ([i]Power Feat[/i]: Masterwork, Mighty, Twin Strike) [8ep][/quote]


[u][b]Powers[/b][/u]

[b]Device 2[/b] (armored jumpsuit, hard to lose) [8pp]

[quote name="armored jumpsuit"][b]Communication 4[/b] (radio) (encrypted commlink; technology) ([i]Power Feat[/i]: Subtle) [5dp]

[b]Flight 2[/b] (glider wings; technology; [i]Flaw[/i]: Gliding; [i]Drawback[/i]: Power Loss [if wings are immobilized, uncommon, minor]) [1dp]

[b]Protection 3[/b] (armored jumpsuit; technology; [i]Drawback[/i]: Noticeable, Weak Point) [1dp]

[b]Super-Senses 3[/b] (darkvision, tracking [visual]) (heads-up display; technology) [3dp][/quote]


[b]Device 1[/b] (grapple gun, easy to lose) [3pp]

[quote name="grapple gun"][b]Snare 5[/b] (grapple gun; technology; [i]Flaw[/i]: Limited [one target Snared at a time]; [i]Power Feat[/i]: Accurate, Alternate Power, Improved Throw, Reversible, Tether; [i]Drawback[/i]: Reduced Range 2, Vulnerable [slashing damage, very common, minor])

-AP: [b]Speed 1[/b] (10mph) + [b]Super-Movement 2[/b] (Slow Fall, Swinging) (swing line; technology)[/quote]


[b]Leaping 1[/b] (ninja leaping; training)[1pp]


[b]Quickness 1[/b] (ninja quickness; training) [1pp]


[b]Speed 1[/b] (ninja speed; training) [1pp]


[u][b]Drawbacks[/b][/u]

Nightmares (very common, minor) [-3pp]

Vulnerable (electromagnetic energy/radiation, very common, minor) [-3pp]


[b][u]DC Block[/u][/b]:

[code]

ATTACK      RANGE     SAVE                        EFFECT

Blast 1      Ranged    DC16 Toughness         Damage (Staged)

Snare 5      Ranged    DC15 Reflex            Entangled (Staged)

Strike 2     Ranged    DC20 Toughness         Damage (Staged)

Strike 2     Touch     DC20 Toughness         Damage (Staged)

Unarmed      Touch     DC18 Toughness         Damage (Staged)
Costs: Abilities (36) + Combat (40) + Saves (19) + Skills (26) + Feats (37) + Powers (14) - Drawbacks (6) = 166/166 pp

Doktor'd

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Please add 4 ranks of Knowledge (Arcane Lore) to KC's Skills, bringing his total up to 11 (+13), and then raise his Intelligence 2 points, bring that total up to +15. Sorry for not doing this on the last update.

Doktor'd, but raising his Int by 2 points only brings his Knowledge (Arcane) to +14, not +15.

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Edits for Grimalkin, using 8 pp:

6 pp to buy Protection 6. Grim has been way below caps in Toughness for far too long! Her body's continued faerie evolution has made her more resistant to damage.

2 pp to increase her Fortitude save up to +12. Still below caps, but better.

Edits for Gossamer, using 6 pp:

2 pp to increase Fortitude save to +10

4 pp to increase Will save to +10

Doktor'd, except +2 to Gossamer's Fort increased it to +8; it had added up to +6 but there was an error in there.

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Ok, with the three pp I got, I want to first off, pay off that silly drawback I had on Dyne's force field(it seemed like a good idea at the time...). Then, I want take a rank in Equipment to add a lab to Dyne's mansion, though I'm not sure of the proper formatting for that...

Partially Doktor'd -- Force Field update done, still working on HQ.

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October Character Edits for Momentum:

Spending September's 7pp on the following things:

  • Bumping Attack Bonus from +5 to +7 (4pp)

    Adding Alternate Power "Quickness 20 [Extras]; Flaws: Physical Tasks Only [-1]" (1pp)

    Taking "Takedown Attack 2" for Feats (2pp)

Other Amendment and Change Requests:

  • Would like to switch out "Equipment 1 (5ep)" for "Move-By Attack" purely on the grounds that I've yet to even really use any Equipment, and could seriously put that 1pp to better use by taking Move-By Attack instead.

    Would like to add "Flaw: Distracting [-1]" to Momentum's "Move Object" power, and bump its effective rank to 14.

    Corrected Momentum's Flat-Footed modifier to +2, when it was originally +4.

All of the above changes may be found mechanically implemented into the coded block below.

[b]Power Level:[/b] 7 (112/112PP)

[b]Trade-Offs:[/b] None

[b]Unspent PP:[/b] 0

[b]Gold Status:[/b] 7/30


[b]In Brief:[/b] The new Canadian super-kid on the block with a lot to prove as an up-and-coming hero-to-be.


[b]Character Name:[/b] Momentum

[b]Alternate Identities:[/b] Ashley Noah Childers

[b]Identity:[/b] Secret

[b]Birthplace:[/b] Bancroft, Ontario

[b]Occupation:[/b] High-School Student/Fledgling Hero

[b]Affiliations:[/b] Franklin D. Roosevelt High School

[b]Family:[/b] Dr. Daniel Childers (Father; Age 41), Sarah Childers (Mother; Age 39), Peter Childers (Younger Brother; Age 3 Months), Katelyn Childers (Older Sister; Age 18)


[b]Age:[/b] 16 (DoB: September 3rd, 1994)

[b]Apparent Age:[/b] 15 – 17ish

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Caucasian/French-Canadian

[b]Height:[/b] 5’6†(1.5m)

[b]Weight:[/b] 135 Lbs. (61kg)

[b]Eyes:[/b] Brown

[b]Hair:[/b] Brown


[u][b]Physical Description:[/b][/u]


Always having been a bit on the short end of the stick, Ashley has always been the quintessential little guy, lean and wiry in build; the latter likely due to his parentally-enforced vegan diet coupled with frequent but less-than-extreme physical activity. Suffice it to say that the French-Canadian isn’t exactly an intimidating figure, barely heavy enough to avoid being confused with a chronic bulimic. His young visage bears a smattering of slight freckles on the cheeks of his lightly sun-kissed face inset with muddy brown eyes, a full-head of short but forever-messy hair of a greasy, tussled persuasion crowning Noah’s precious little head in a style reminiscent of a traditional Caesar cut. While operating out-of-costume, Noah typically sports a very casual style of dress: practical tee-shirts of various styles, slacks or jeans, so on and so forth.


When out and about as Momentum, he becomes quite the spectacle. Lacking the actual talent to craft a truly befitting costume of a heroic nature on his own, the young Canadian hero-in-training simply opts for donning an outfit derived from pre-made garments: a hoodie adorned with thick red and white stripes over a white t-shirt, worn black jeans, and his red-and-white high-tops. He looks completely ridiculous, though to be fair he’s still fairly new to this whole superhero nonsense. His actual disguise isn’t much better, simply donning a pair of cheap steampunk-esque goggles from a Halloween now years passed and pulling the hood on his sweatshirt over his head.


[u][b]History (Abridged):[/b][/u]


Ashley Noah Childers lived the prototypical suburban teen life growing up in Ontario: his loving parents were outrageously lame, his older sister Katelyn was a self-centered raging prima donna, school was that strangely distinct amalgam of both suck and awesome, and all of his friends were just as awkward and immature as he was. It was a simple life for the Bancroft-born Canadian, and a good one that Noah reveled in. Things might not have always gone his way, but in the end they always worked themselves out. More importantly though was the fact that Noah was content with what he’d been given, taking both the good and bad aspects in stride with his go-getter, up-beat attitude.


Things got a little weirder when Noah was fourteen, and not in that classic teenage sort of way. Strange things began to happen around him; it was minor at first, occasionally having objects move just a few inches from his fingertips as Noah grasped for them, or having an unusual pep in his step during his morning trips to the bus stop, all of which Noah dismissed as little more than coincidence or flukes. It wasn’t long after these minor incidents, however, that these coincidences revealed they were anything but. After accidentally blasting a kitchen shelf full of canned goods in a gross display of raw kinetic energy at home, it became painfully obvious that Noah was no longer just a normal, boring, every-day teenager. In a flash, his life had gone from ordinary to extraordinary with the sudden emergence of latent powers, instilling an overwhelming sense of fear and uncertainty in the young man.


It was a gradual inundation over the next year, one which Noah took great pains to keep squirreled away from his loving parents and dearest friends, terrified of what they might think of him lest his powers manifest in front of them. As time passed and the young mutant discovered more and more of his abilities through random happenstance and earnest interest, they gradually became easier to obfuscated and control, affording him a sense of modest certainty at the least with which to keep his secret from flaring up and alarming the community. Beyond that though, it instilled in the boy thoughts of grandeur and dreams of being more than just an abnormal boy trying to feign normalcy. He’d seen them on the news numerous times; those dashing heroes and heroines who always saved the day, their altruistic sensibilities and desire to do the right thing resounding with conviction for each speech made. Using their unique abilities and talents, these individuals took it upon themselves to do more with what they’d been given or achieved for the community-at-large.


Inspired by the heroes he’d grown up watching from afar, Noah took the moniker Momentum for himself, even going so far as to hash together an impromptu costume to hide his identity as he took up the mantle of a hero. His initial success was denoted as bumbling at best; barely able to thwart lesser criminals though frequently failed to bring them fully to justice. With practice, however, Momentum steadily grew into his role as a vigilante for good. Through a careful balancing act of friends, family, school, and his newfound heroic antics, Noah had finally found himself in a nice niche, his life far more exciting and purposeful while still retaining some sense of normalcy in his day-to-day routine. It wasn’t perfect, but the fledgling superhero was content with how things had turned out for him so far, and wanted for nothing.


It was no secret to neither Noah nor his sister that their mother was pregnant with her third child, a fact quickly announced by their father when it was discovered. What Noah failed to notice, however, was how little space there was in his modest home to accommodate another person, let alone raise a child. As luck would have it, Noah’s father had been offered a job at ASTRO Labs in Freedom City, with an ample supplement for his currently modest salary. It was soon settled upon that accepting this offer was a necessary decision, and that the family would soon be relocating from their comfortable home on the tip of the Canadian Shield for the hustle-and-bustle of New Jersey.


Just like that, Noah’s life as he knew it came to a close. A month after Noah’s mother gave birth to Peter; the family began preparations to leave Bancroft behind for greener fields. Once Noah said his solemn good-byes to his closest comrades, he bade farewell to his home near the York River and its quaint charm with his parents, departing by plane for the superhero-flooded city of Freedom City.


Like every dark cloud, there’s always a silver lining, and this one was no exception. It’s only been a few weeks since the family arrived in Freedom City, taking up residency in the Midtown area, but the fledgling would-be hero has already taken a liking to what he’s seen thus far of what was once the center of the Terminus Invasion, not to mention the current home of the Freedom League. With his arrival in such a hero-centric locale, the opportunity to really put what little he’d learned dealing with minor criminals back home and put his mettle to the test.


A new school, a new city, and a whole new world from the one the young Canadian left behind: nothing Momentum can’t handle! Or so he hopes.


[u][b]Personality & Motivation:[/b][/u]


An optimistic and extroverted individual, Noah’s all for living in ‘the now’: trying new things, meeting new people and making friends. Neither particularly interested in nor dissuaded from academic pursuits, the young teenager much rather prefers to spend his free time doing what most kids his age do: trying to socialize, fit in, and indulging in his own personal hobbies, particularly in relation to the ever popular trends in social media such as music and film. Noah's also still got a lot of growing up to do, and with that comes its own problems; such as determining who he really is and what direction he wants his life to go in once he's out on his own. Immature and impatient, there's a lot in life that Ashley isn't emotionally or psychologically prepared for. Of note, Noah openly admits that he's not ready for an "intimate" relationship of any kind, the subject of which makes him highly uncomfortable if brought up in conversation.


On the heroic front, having been one of only a few ‘capes’ back home by comparison to Freedom City and dealing with equally as few members of the criminal element, Momentum didn’t exactly have a prime cut in the vigilante business; an occupation he’s taken a liking to ever since he discovered his unique powers about a year prior. Freedom City – being a proverbial hive of scum and villainy – now serves as the ultimate in training exercises, no doubt rife with potential experience for someone who’s eager to join the heroic scene. While Momentum might not fully comprehend the magnitude of what a ‘hero’ truly is beyond bashing criminals in the face for the greater good, he’s at least optimistic and makes an effort towards trying to discover what that means on his own whilst attempting at the very least to do his part, fighting the good fight out of a sense of personal obligation brought on with the manifestation of his powers. But there's always that fine degree of uncertainty: is this really a lifestyle Momentum wants to lead for the rest of his life, or simply a passing phase triggered by teenage dreams of grandeur?


[u][b]Powers & Tactics:[/b][/u]


While a proper wordsmith could probably elaborate more effectively in regards to the formulated tactics involved in using raw, kinetic force to thwart evil-doers, miscreants and ne’er-do-wells, the simplest form of explanation is to summarize Momentum as such: a one-trick pony with an easy to perform trick. With a variety of kinetic powers at his disposal, the most basic form of defeating evil in any of its incarnations is to – as Noah would so adequately state it – “… punch them from really far away until they stop getting up.†Granted, there’re more tricks up his sleeve and abilities at his disposal therein, but that’s about the basics of it. With only a smattering of experience in the (recently self-employed) field of crime-fighting, Noah lacks the distinct time in the field (and overall patience) necessary to truly formulate overarching, complex schemas in terms of his current power set, and thus rarely plans ahead, preferring to charge-in like some sort of semi-deranged action hero, slugging it out till’ either he’s down for the count or they are.


[u][b]Complications:[/b][/u]


What Do You Mean I’m Not Old Enough?! (Age): Being underage means that certain freedoms afforded to the general populace are, for all intents and purposes, barred to Noah due to his status as a minor. This makes it particularly daunting to enter certain facilities such as bars and clubs that have a minimum age requirement as well as other more mundane things such as admittance into certain venues, not to mention impossible to vote.


Homeroom at Eight O’Clock Sharp (Responsibility): As a teenager, Noah has a lot on his plate, not even counting his shenanigans as a superhero. Being a full-time student trying to fit in at Franklin D. Roosevelt High and generating some form of social life is hard enough as it is in a new town, and Noah has little time during the daylight hours to do much in the way of heroics. This isn’t to say he doesn’t try, but eventually his ‘sudden absences’ and ‘missed classes’ are no doubt eventually going to catch up with him.


You’re Grounded, Mister! (Responsibility): Being a teenager living with his parents is hard enough, but multiply that with Momentum’s own responsibilities as a hero and now you’ve got a real situation. While showing up late for dinner now and then is generally acceptable, sneaking out at night (even if it’s for the greater good!), breaking curfew and blatantly lying about where he’s been all day treads upon a dangerous line, especially when it paints him in a bad light. Getting caught could be problematic for numerous reasons, such as his parents discovering his double-life, or losing faith and trust in him if they discovered Noah was a mutant and had been keeping it a secret from them. With this in mind, Noah must frequently find ways to make time for not only school and heroics, but for his family as well, attending functions if necessary, lending a hand when it’s asked of him, so on and so forth lest he face the consequences of grumpy parental units... and potentially put them all in grave danger.


It’s a Secret To Everyone (Secret): As a superhero (in quintessential training), Momentum has certain obligations he has to attend to. Chief amongst these is maintaining his secret identity as Noah Childers, lest his enemies take advantage of his various vulnerabilities: friends, family, so on and so forth. Failure to do so could have disastrous consequences, though he’s thus far managed to hide his super-powers from both his aforementioned former friends and family at home.



[b][u]Abilities:[/u][/b] 0 + 0 + 2 + 0 + 0 + 4 = 6pp


Str 10 (+0)

Dex 10 (+0)

Con 12 (+1)

Int 10 (+0)

Wis 10 (+0)

Cha 14 (+2)



[b][u]Combat:[/u][/b] 14 + 8 = 22pp


Initiative: +8 (+0 Dexterity + 8 Improved Initiative)

Attack: +7

Grapple: +7 (+14 Move Object)

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -3



Saving Throws: 4 + 7 + 4 = 15pp


Toughness: +7*/+5 (+1 Con, +4 [Impervious Force Field 4], +2* [Defensive Roll 1])

Fortitude: +5 (+1 Con, +4)

Reflex: +7 (+0 Dex, +7)

Will: +4 (+0 Wis, +4)



Skills: 28r = 7pp


Bluff 4 (+6/+11 Cool)

Concentration 4 (+4)

Gather Information 5 (+7)

Knowledge [Popular Culture] 6 (+6)

Language 1 (English [Native], French)

Notice 4 (+4)

Perform [Percussion] 4 (+6/+11 Cool)



Feats: 17PP


Challenge (Fast Bluff Trick) 1 – Mastermind’s Manual, pg. 43

Cool 2 (Bluff, Perform) – Hero High, pg. 20

Defensive Roll 1

Diehard (Free)

Distract (Bluff) 1

Dodge Focus 2

Evasion 2

Improved Initiative 2

Move-By Attack

Takedown Attack 2

Teamwork 3



[b]Powers:[/b] 19 + 8 + 22 = 49PP


[b]Kinetic Control 7[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: None; [i]Flaws[/i]: None; [i]Power Feats[/i]: Alternate Power 5; [i]Drawbacks[/i]: None) [19pp]

[list][u]Alternate Power[/u]: [b]Boost [Movement] 7[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: Total Fade [+1]; [i]Flaws[/i]: Affects Others Only [-1]; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)

[u]Alternate Power[/u]: [b]Deflect [Slow & Fast Projectiles] 7[/b]  ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: None; [i]Flaws[/i]: None; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)

[u]Alternate Power[/u]: [b]Move Object 14[/b] ([i]Descriptors[/i]: Kinetic, Mutant; Maximum Load: 25,000 Tons; [i]Extras[/i]: None; [i]Flaws[/i]: Distracting [-1]; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)

[u]Alternate Power[/u]: [b]Nullify [Movement Powers][/b] 7 ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: None; [i]Flaws[/i]: None; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)[u

[u]Alternate Power[/u]: [b]Strike 7[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: Penetrating [+1]; [i]Flaws[/i]: None; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)[/list]



[b]Force Field 4[/b] (Descriptors: Kinetic, Mutant; Extras: Impervious [+1]; Flaws: None; Power Feats: None; Drawbacks: None) [8pp]



[b]Speed 10[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Maximum Speed:[/i] 10,000 MPH, 100,000’/Round; [i]Extras[/i]: Affects Others [+1]; [i]Flaws[/i]: None; [i]Power Feats[/i]: Alternate Power 2; [i]Drawbacks[/i]: None) [22pp]

[list][u]Alternate Power[/u]: [b]Leaping 20[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Maximum Distance[/i]:  12,000 Miles (Running Long Jump)/6,000 Miles (Standing Long Jump)/3,000 Miles (High Jump); [i]Extras[/i]: None; [i]Flaws[/i]: None; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)

[u]Alternate Power[/u]: [b]Quickness 20[/b] ([i]Descriptors[/i]: Kinetic, Mutant; [i]Extras[/i]: Affects Others [+1]; [i]Flaws[/i]: Physical Tasks Only [-1]; [i]Power Feats[/i]: None; [i]Drawbacks[/i]: None)[/list]



[b][u]Drawbacks:[/u][/b] Frequency 3 + Intensity 1 = 4pp*


Impatient (Taking 10/20 is treated as Taking 6/16 respectively; Frequency: Common; Intensity: Moderate) [-3pp]


*This calculation includes the Power Drawback "Full Power" associated with Momentum's Kinetic Control (M&M2E Rulebook, pg. 126).



[b][u]DC Block:[/u][/b]


[code]

ATTACK                        RANGE    SAVE                       EFFECT

Unarmed                       Touch    DC15 Toughness    Damage (Staged)

Kinetic Control               Ranged   DC22 Toughness    Damage (Staged)

Nullify [Movement Powers]     Ranged   DC17 Will                  Nullify

Strike                        Touch    DC22 Toughness    Damage (Staged)
Abilities (6) + Combat (22) + Saving Throws (15) + Skills (7) + Feats (17) + Powers (49) - Drawbacks (4) = 112/112pp

Doktor'd, with a few small changes in formatting.

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I'd like Acrobatic Bluff, Luck, and Move-By Action feats to be added. Also can someone please close the bold coding for the Weak Stomach complication.

Doktor'd. However, she is currently breaking her Attack/Damage caps -- +9 Attack w/ Strike, and Strike 8 (6 + 2 from Sneak Attack) is to much for a PL 8.

Per player request, traded Sneak Attack for Takedown Attack

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Give The Big Man Attractive 2

Why? -Dok

Ecalsneerg informed me that I would have to put in some description filler. Replace his description:

He is mountainesquely tall. His skin is a darker brown; not charred black, but darker than your regular skin. He is bald, even though he hasn't shaved in weeks, though somehow he retains his eyebrows and close cut goatee without them growing or receding. His eyes are brown, though it's hard to tell. They almost seem black. He is very muscular. Though his muscles are not outrageous, they are defined. He is not so much like a body builder, but a ripped soldier. He doesn't have clothes. All he has is a pair of black track pants with white stripes on the side and a pair of black track shoes. His scent carries something commanding about it. It is not overt, but there is something you can't put your finger on about him when He is very attractive. Everything about him seems to be put in the right place. From his statuesque build to his graceful and confident stride to his powerful voice. Everything about him looks and feels good. He also has an animal magnetism about him. There is something primal that speaks out to people. Whether it works depends on if they're attracted to males.

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RIght then, sixteen power points to play with for Supercape...

Apologies, this isn't going to be easy!

Firstly, his key power, the Radiation Control Array. I'm going to bring it up to what I had probably had envisaged for him originally!

Base Power:

Add an Extra: Secondary Effect (Afterglow!) as per UP. 10 PP

Add Variable descriptor feat. 1 PP (Variable Descriptor: Electomagnetic)

Add Precise feat: 1 PP

For a total of 56 PP

This gives APs 12 extra PP to play with...

The Blast Explosion becomes: Blast 10 (Extras: Area [Targetted, Burst, 50ft radius], Penetrating, Range [Perception], Feats: Affects Insubstantial 2, Incurable, Subtle, and Triggered 2).. The idea being he can set up an unstable molecule that might "explode" if someone walks past it, a power surge, a radio wave, etc. 56 PP. Effectively I am increasing rank to 10 and adding triggered 2

Create Object: Add Duration Extra (10 PP) and Propgression Size-2 (x5). This now becomes "Quantum Material" in description, a lattice of wavestring matter. 56PP

Dazzle explosion becomes: Dazzle 10 (Extras: Area [General, Burst], Range [Perception], Feats: Progression [Area] 3 [500ft radius], Subtle, and Triggered 2). Same trigger fluff as Blast explosion (As it is very similar, just different energy). Effectively increasing rank to 10 and addiding triggered 2.

Drain Toughness: I made a mistake here originally! It needs two ranks of range to bring it up to Perception, so if that could be added, plus the feat slow fade 1 (5 mins) and Insidious (people don't know their molecules are falling apart!). Brings it to 56 PP

Nauseate: Nauseate 10 (Extras: Contagious, Range 2 [Perception], Feats Affects Insubstantial 2, Reversible, Subtle). Cant think of anything else to add, so leaving at as 54PP.

FInally, adding one more AP to array, which is kind of what I had always had in mind, which is Atomic Rebonding: A Transform 4 effect - it can transform (inanimate) things between solid/liquid/gas states, effectively altering the level of atomic bonding in the object. It can't transmute from one element to another, or reshape things (other than by turning it to liquid, manually playing with it, and resetting it as solid). It could slightly alter the size of solids and liquids (as they expand and contract) and significantly alter the size of gas. Example uses would be to solidify the air round somebody (a snare effect), or turn a floor to gas (so they fall through it) or liquid (so they sink into it), or turn weapons/devices to gas/air. It could potentially cause suffocation in a small airtight room by solidifying all the oxygen in it. The selective feat represents the ability to distil or purify the target, by only transforming certain molecules (e.g. solidification of the nitrogen in the atmosphere, or C02 in seawater, etc), the precise feat means the degree of bonding between the molecules can be finely tuned, allowing exact degrees of expansion and contraction / solidification / etc.

On discussion in chat, this seemed like Transform 5 (any inanimate -> any inanimate) with limitations, so Transform 4.

This power would be: Transform 10 (Inanimate -> Inanimate, Solid/Liquid/Gas states only. Extras: Range [Perception], Feats: Precise (so could expand/contract liquids and gases, or even solids slightly), Subtle, Selective (Can transform only certain molecules in target). For 52 PP

Taking a deep breath

For final 3 PP.

1 PP: Increase Concentration skill by +4

1 PP: Increase Knowledge (Physical Sciences) by +4

1 PP: +1 to Force field

I realise this puts Supercape slightly below caps, but I am going for powers that suit him first I think.

Doktor has questions, and has PMed them to SC.

EDIT: Changed feats for the base power of radiation control as per discussion. Also, it may be worth adding that all powers have the Quantum descriptor, and his Atomic Force Array will also have the radiation descriptor. As transform power is a little complex in nature, if you could add the description in somewhere that would be helpful - I have edited the description of this power.

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Ironclad

:arrow: Lowered trade-offs to +1/-1 across the board.

:arrow: Added a line for Ethnicity, to bring it in line with the new sheet format.

[b][u]Ethnicity:[/b][/u] Northern European
:arrow: Bought 2 more ranks of Dodge Focus. :arrow: Changed Battlesuit from:
[b]Device 13[/b] (Battlesuit; Technology; Hard to Lose; [i]Feat:[/i] Accurate; 65 PP) [53 PP]

[device][u]BE:[/u] [b]Blast 9[/b] (Particle beams; [i]Feats:[/i] Ranged Disarm, Alternate Power 2) [21 PP]

[u]AP:[/u] [b]Enhanced Strength 18[/b] ([i]Feat:[/i] Improved Grab) [19 PP]

[u]AP:[/u] [b]Super-Strength 9[/b] (8 tons/16 tons/24 tons/48 tons; [i]Feat:[/i] Counter Punch) [19 PP]

[b]Feature 4[/b] (Computer; Library, communications, computers, holo-projector) [4 PP]

[b]Flight 5[/b] (Magnetic; 250 MPH; [i]Feats:[/i] Subtle) [11 PP]

[b]Immunity 9[/b] (Armor; ife Support, Critical Hits) [11 PP]

[b]Protection 9[/b] (Armor) [9 PP]

[b]Super-Movement 1[/b] (Magnetic; Slow fall) [2 PP]

[b]Super-Senses 5[/b] (Satellite link; Radius, darkvision, communication link [with Malcolm Dawes]; [i]Feat:[/i] Rapid 2 [Normal Vision; x100]) [7 PP][/device]
to:
[b]Device 13[/b] (Battlesuit; Technology; Hard to Lose; [i]Feat:[/i] Accurate 2; 65 PP) [54 PP]

[device][u]BE:[/u] [b]Blast 9[/b] (Particle beams; [i]Feats:[/i] Ranged Disarm, Alternate Power 2) [21 PP] -- [i]Wrist Blasters[/i]

[u]AP:[/u] [b]Strike 9[/b] ([i]Feat:[/i] Improved Critical; [i]Extra:[/i] Penetrating) [19 PP] -- [i]Monoblade[/i]

[u]AP:[/u] [b]Super-Strength 9[/b] (8 tons/16 tons/24 tons/48 tons; [i]Feat:[/i] Counter Punch) [19 PP] -- [i]Servos[/i]

[b]Feature 4[/b] (Computer; Library, communications, computers, holo-projector) [4 PP]

[b]Flight 5[/b] (Magnetic; 250 MPH; [i]Feats:[/i] Subtle) [11 PP] + [b]Super-Movement 1[/b] (Magnetic; Slow fall) [2 PP]

[b]Immunity 11[/b] (Armor; Life Support, Critical Hits) [11 PP]

[b]Protection 9[/b] (Armor) [9 PP]

[b]Super-Senses 3[/b] (Satellite link; Communication link [with Malcolm Dawes], time sense, direction sense) [3 PP]

[b]Super-Senses 2[/b] (Radius, darkvision) [2 PP][/device]

Her Att line should change accordingly.

:arrow: Bought Quickness 6 (Mutant; x100; Flaw: Limited [Mental actions only]) [3 PP]

The Doktor had done :science: to her

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Dynamo

I'd like to spend his 2 points to buy 8 ranks of Knowledge: Physical Sciences. I've had him know quite a bit about electricity in some of my posts, so I'm buying these ranks to show that he has done some research on the subject, and is at least knowledgeable enough to get the basics.

Atlas

A moderately large edit for Atlas here. I'll spend 4 points to completely buy off all his Drawbacks. As of the conclusion of the Grue Invasion, he is no longer part of the Grue Unity.

I'll then start working on getting him to caps by buying 2 ranks of Attack Focus Melee (bringing the total to 5). I'll also buy 2 ranks of Protection. So that takes care of all of my available power points.

But I'm not done, I'd like to take 10 of his points in Strength and move that to Enhanced Strength, and likewise with 14 points of Constitution.

I also modified his complications, cleaned up some formatting, and added a bit of stuff to various fluffy bits, as well as updated the DC block.

For ease of editing:

[img=http://www.freedomplaybypost.com/wiki/images/5/50/Atlas_2.jpg]



[u]Players Name[/u]: Geez3r

[u]Power Level[/u]: 13 (196/196PP)

[u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

[u]Unspent PP[/u]: 0

[u]Diamond Status[/u]: 46/90



[u]Characters Name[/u]:  Atlas

[u]Alternate Identity[/u]:  Samael Nitorvich

[u]Height[/u]:  3ft. - 6ft. - 10ft

[u]Weight[/u]: 50 - 200 - 2,500 lbs

[u]Hair[/u]: Brown

[u]Eyes[/u]: Brown

[u]Age:[/u] 37



[u]Description[/u]: Samael is a person of average height, and is quite stocky.  He is just built solid.  He's got that real "working man" look.  There's nothing fancy about him, just jeans and a T-Shirt.  He keeps his hair cut just a bit longer than a buzz cut.  He has a rather prominent jaw line as well.  His arms and hands have a few scars from a life of working with his hands.  Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size.  


As Atlas, Samael becomes one of the most muscle bound men on the planet.  He stands at a towering 10ft tall and tips the scale at over 2,500 pounds.  His skin changes color to a deep crimson.  He has also been known to change this appearance with cosmetic details, such as making his skin look like stone or metal.  He rarely stands at his full height in this form, as he often stoops or kneels to make himself seem less imposing around civilians.  



[u]History[/u]:  Samael is of Russian decent.  His parents were part of the cultural enrichment program, meaning they were sent away and never seen again.  With that sort of up brining, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing.  Although he disliked the regime, he was wise enough to keep his opinions to himself.  When the government crumbled, Samael got out of Russia.  He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America.  


While it wasn't everything he had hoped for, it was still a step up from where he had been.  Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills.  So he settled in the Fens district in Freedom City, it being about the only place he could afford.  He landed a job working at a local deli.  It was boring work, but it paid the bills and kept him fed.  But there was one thing that bothered him.  From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head.  He couldn't tolerate people who would steal or try to cheat the system.  


These criminals and thugs thought they had it tough; they didn't know the meaning of the word.  No matter how bad it was, Samael had never considered turning against the law.  If you worked real hard, things would get better.  America was the land of opportunity, he just had to help these thugs get back on the straight and narrow.  He dedicated himself to protecting his own little section of the street, and for a while, it worked.  But then the local gangs decided to teach this guy a lesson.  Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty.  As the life left his body... [i]something[/i] reached out to him.  He rose from the ground, to face his assailants, now something entirely different.  


With his new found gifts, Samael is expanding his territory, protecting more and more of the city.  



[u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy.  He's dutiful, loyal and very determined.  He favors the tough love approach.  He loathes criminals and those that would cheat the system.  He believes that they all have good in them and can succeed if only they had the chance.  Samael intends to give them that chance.  He's got a bit of a dry sense of humor, and is usually a man of few words.  The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles.


Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first.  



[u]Powers & Tactics[/u]: Samael pretty much has the ability to Hulk-out, and vastly increase in strength and durability for a limited time.  He'll avoid entering his new form until ths last possible minute because of its limited duration.  Once in his new form, he uses his superior strength and size to exploit every advantage he can.  Despite his outward appearance, Samael is very rational and clearheaded in his new form, and can shrug off effects that would ordinarily break his morale.  He tends to single out the biggest and toughest opponent preferring to leave the speedy ones to his allies who are more apt to handle them.  



[u]Complications[/u]:

 [i]Prejudice:[/i] Russian Immigrant, Lower class, 

[i]Responsibility:[/i]  Upholding the law, protecting his stretch of the city, Sprinkles (his cat)

[i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth.  He got better.  Public relations did not.  



[b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP

Str: 24/34/42 (+7/+12/+16)

Dex: 10 (+0)

Con: 24/38/42 (+14/+16)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)



[b][u]Combat:[/u][/b] 8+4=12PP

Attack: +4 Base (+3 Large AltForm, +5 Small AltForm), +9 melee (+8 w/Growth, +10 w/Shrinking)

Grapple: +16, +21 w/ Enhanced Strength, +29 w/Growth, +17 w/Shrinking (+11 to any with Full Super-Strength)

Defense: +6 (+2 Base, +4 Dodge Focus), +5 w/Growth, +7 w/Shrinking, +1 Flat-Footed

Knockback: -3 (no powers), -13 w/ Powers, -18 w/Growth, - 9 w/Shrinking

Initiative: +0



[u][b]Saves[/b][/u]: 0+5+8=13PP

Toughness: +18/+16/+14/+7 (+16/+14/+7 Con, +2 other) (Impervious 10/0)

Fortitude: +16/+14 (+16/+14 Con, +0)

Reflex: +5 (+0 Dex, +5)

Will: +8 (+0 Wis, +8)



[u][b]Skills:[/b][/u] 72r = 18PP

Diplomacy 8 (+10)

Disguise 0 (+2, +32 Morph)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 15 (+17, +15 w/Shrinking, +19 w/Growth)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 9 (+9)

Sense Motive 8 (+8)

Survival 7 (+7)



[u][b]Feats:[/b][/u] 21PP

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Takedown Attack 1

Ultimate Toughness



[b][u]Powers:[/u][/b] 13+10+14+2+12+1+31+17=100PP


[b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 4[/b] (Mental, 1 mile, [i]Extras:[/i] Two-Way) [8pp]

* [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp]


[b]Enhanced Strength 10[/b]  [10pp]


[b]Enhanced Constitution 14[/b]  [14pp]


[b]Immunity 2[/b] (critical hits)  [2PP]


[b]Protection 2[/b] [i]Extras:[/i] Impervious Toughness 10 [12pp]


[b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP]


[b] Protean Might Array 12 ([/b]24PP, [i]Feats:[/i] Alternate Power [Dynamic] 3, Dynamic 4[b])[/b] [31 pp]

* [u]BED[/u]: [b]Super-Strength 11[/b] ([i]PF[/i]: Freeze Breath [Cone Snare], Shockwave) {24}

Effective Lifting Strength 102 (Light: 5,700 tons, Medium: 11,300 tons, Heavy: 17,000 tons, Maximum: 34,000 tons, Push/Drag: 85,000 tons - Heavy Load example: cruiser, loaded freighter)

* [u]DAP[/u]: [b]Healing 11[/b] ([i]Feats:[/i] Persistent, Regrowth, [i]Extras:[/i] Total, [i]Flaws:[/i] Personal) {24}

* [u]DAP[/u]: [b]Leaping 24[/b] ([/b]x100,000,000, 20 rounds[b])[/b] {24}

* [u]DAP[/u]: [b]Morph 6[/b] (+30 Disguise, any form, [i]Extras:[/i] Duration [Continuous]) {24}


[b]Growth 4[/b] (Large; +8 Str, +4 Con; [i]Extras[/i]: Duration/Continuous) (PF: 1 Alternate Power) [17]

* [u]AP[/u]: [b]Shrinking 4[/b] (Small, +1 Attack, +1 Defense, -4 Grapple, +4 Knockback, -2 Intimidate, +4 Stealth, 3/4 Strength [Carry Capacity], [i]Feats:[/i]  Normal Movement, Normal Toughness, [i]Extras:[/i]  Duration [Continuous], Normal Strength)  [14PP]



[u][b]Drawbacks:[/b][/u] 0pp




DC Block:

[code]Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (Small/Medium size)------------ 27/Toughness--------------------------- Bludgeoning

Unarmed (Large Size) --------------------- 31/Toughness -------------------------- Bludgeoning

Shockwave (120ft cone) ------------------ 23/Reflex, 28 Toughness ------------- Bludgeoning

Freeze Breath (120ft cone) --------------- 23/Reflex, 28/Reflex ----------------- Snare
Costs: Abilities (32) + Combat (12) + Saves (13) + Skills (18) + Feats (21) + Powers (100) - Drawbacks (00) = 196/196 Power Points

Sandvich'd

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Gabriel

3PP to spend.

1PP in Base Reflex Save:

Reflex: +6 (+2 Dex, +4 Base)
becomes
Reflex: +7 (+2 Dex, +5 Base)

2PP spent on Sonic Control Array:

Revised entry should look like this:

Sonic Control 11 (22PP Array, Feats: Alternate Power 7) [29PP]

Base Power: Dazzle 11 (Audio Senses, Extras: Area [General, Burst]) [21PP]

Alternate Power: Blast 11 [22PP] (Sonic Blast)

Alternate Power: Communication 9 (Audio, 20,000 miles, Extras: Area, Feats: Selective, Subtle) [20PP] (Ventriliquism)

Alternate Power: Confuse 11 (Feats: Reversible) [12PP]

Alternate Power: Emotion Control 11 [22PP]

Alternate Power: Flight 10 (Rank 11, 25,000mph / 250,000ft per Move Action) [20PP]

Alternate Power: Nauseate 11 [22PP]

Alternate Power: Paralyze 11 [22PP]

Revised DC Block:

ATTACK              RANGE          SAVE                      EFFECT

    Unarmed             Touch          15 7Toughness (Staged)     Damage


    Weighted Gloves     Touch          17 Toughness (Staged)     Damage


    Blast               Ranged         26 Toughness (Staged)     Damage


    Confuse             Perception     21 Will                   Confused


    Dazzle              Ranged/Area    21 Reflex                 1/2 Effect

                                       21 Reflex

                                       21 Fortitude              Deafened


    Emotion Control     Perception     21 Will (Staged)          Emotion Control


    Nauseate            Touch          21 Fortitude (Staged)     Sickened/Nauseated/Helpless


    Paralyze            Touch          21 Will (Staged)          Slowed/Paralyzed

Also, change the in-profile picture to this picture.

Doktor'd

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Jack of all Blades

Gonna put all four points into Constitution, raising it to 16 (+3). Obviously, that puts his Fortitude at +7 and His Toughness at +9.

Midnight II

I'll buy two more ranks of Luck for him and bank the other two points for later.

Archeville notes that his treatments are working perfectly...

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On advice of the refs, I'm gonna swap out distracting for touch range flaw on Dyne's Gravity Control, and roll all improved range feats into progression area feats. In essence, he's able to produce a field of a altered gravity, radiating out a huge distance from his body, which I believe fits him better thematically.

Edit:also, since Profession is basically useless, I'll roll 6 of those ranks into Sense Motive, and pick up 4 ranks of bluff. Sceintist-y stuff can be covered with his Knowledge skills

Doktor'd

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