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Character Edits, v5


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Phalanx Edits

13pp available

-2 Enhanced STR/Blast Array Total = 12 (Gain 4pp)

+1 Attack Total = 6 (Cost 2pp)

+2 luck Total = 4 (Cost 2pp)

+2 Dodge Focus Total = 4 (Cost 2pp)

+2 Con Total = 20/46 (Cost 2pp)

+6 Str Total = 18 (Cost = 6pp)

+2 Impervious toughness Total = 13 (Cost 2pp)

Net cost = 12 pp

Rework Enhanced STR/Energy vision array to:

Array 12 (24pp; Power Feat: Alternate Power 1) [25pp]

BE: Enhanced Strength 24

AP: Blast 8 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1)

Heres the updated code for ease of edits.

[b][u]Players Name:[/b][/u] angrydurf

[b][u]Power Level:[/b][/u] 13 (190/191)

[b][u]Trade-Offs:[/b][/u]  -3 Attack, +3 Save DC; -5 Defense, +5 Toughness;

[b][u]Unspent PP:[/b][/u] 1


[b][u]Characters Name:[/b][/u]  Michael Harris

[b][u]Alternate Identity:[/b][/u] Phalanx

[b][u]Height:[/b][/u] 6'6"

[b][u]Weight:[/b][/u] 260 lbs

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

[b][u]Eyes:[/b][/u] Green


[b][u]Description:[/b][/u] Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall.  He preffers baggy clothing still but given his most recent growth spurt he has difficulty finding anythign that isn't relitively tight.  He still preffers basic Jeans and t-shirt combos but has added some shirts with color or desighns to his formerly black on black wardrobe as he comes further out of his shell.  He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance.  In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days.  He moves with confidence much less uncertain and tentative then the boy who came to claremont a few short months ago.


In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders.


[b][u]History:[/b][/u]  If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life woudl have turned out very differently.  As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started.  A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place.  Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety.  They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well. 


 Much to Marvin and Melindas relife it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however.  He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interupted playtime.  His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do.  When Melinda confided in her friend rebecca she learned that little alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others.


When the children grew to school age it seemed as if the caution may have been overkill.  both children were carefull not to reveal that they were different even if they didn't fully understand why.  Of course this was more responsability than a young child really can be expected to bear.  It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall.  Mike was shocked and worried, and more than a little scared.  He didn't know what had happened to the boy but he saw the reaction from the other students and the adults.  When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing.  


The adults and his parents tried to tell him the boy woudl be fine but Alex had already given voice to their fears and he knew their comforting words to be lies.  When the government men came he thought for sure they were gong to take him to jail.  He didn't hear much of the conversation but Alex filled him in on the pertanent details.  They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect'


For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx.  They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers.  Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts teh children as wel as some others the unit had picked up were released to their parents once more and the obvious surveilance removed.  Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time.  He's uncertain about this Clairmont academy but happy to have a chance at something like normalcy.


Update:  Not long after begining his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball staduim full of spectators was held hostage.  After saving the day the groups nominal leader, and Mikes roomate, Edge declared them Young Freedom.  They have had several other encounters together and seperately with the cities criminal element and usually come out on top.  The school sees to it that they are prepared for the journey before them and Mike had florished under the training and comraderie of the team.


[b][u]Personality & Motivation:[/b][/u] Michael palys the part of the intorvert and loner though he does desire companionship he has trouble trusting, both others and himself.  He covers for this with acerbic humor and a generally sullen demeanor.  Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life.  Michael is acutely aware of the destruction he is capeable of, perhaps more so than even the testers are, and it terrifies him.  He is a good person that truely does want to try and better the world but lives in fear of his own body.  He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sulleness.  However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defensethough he won't lash out physically even then.  Mike steadfastly refuses to fight thus far, though he has yet to be truely tested in the real world. 


Update:  Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there.  He still is usually the serious one in the group but will laugh with the others at a well told joke.  this newfound comraderie has strengthed his already strong protective impulse and woe be it to anyone who would threaten his friends.


[b][u]Powers & Tactics:[/b][/u]  Mike is a physical powerhouse but usually holds himself back.  Since his training at claremont with Young Freedom his abilities have improved drastically from their untrained state.  He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed.  He is alway sstalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minumum.


[b][u]Complications:[/b][/u] Registered(full records of who mike is are available to those with sufficient clearace), 


Holding Back (When Mike uses extra effort it can sometimes be overkill, similar to the accident complication), 


Heroes Code (Fully embracing his powers has left mike with feeling a responsability to do so wisely and justly), 


Teenager (Just 16 and still in highschool Mike has all the troubles of youth)


Responsability (Alex, his girlfriend, and Zoe, his daughter from the future.  To a lesser extent all of young freedom)


[b][u]Stats:[/b][/u]  8+0+10+0+0+4 = 22pp

Str: 18/42 (+4/+16)

Dex: 10 (+0)

Con: 20/46 (+5/+18)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)


[b][u]Combat:[/b][/u]  12+8 = 20pp

Attack: +6 (+10 Melee, +18 Energy vision)

Grapple: +27 (Up to +36 with Super-Strength DAP)

Defense: +8 (+2 flat-footed)

Knockback: -15 (Up to -24 wih Unmoveable AP

Initiative: +0


[b][u]Saves:[/b][/u]  0+1+9 = 10pp

Toughness: +18, +13 Impervious (+18 Con, +0 other)

Fortitude: +18 (+18 Con, +0)

Reflex: +1 (+0 Dex, +1)

Will: +9 (+0 Wis, +9)


[b][u]Skills:[/b][/u]  12r = 3pp

Craft: Structural 1 (+1)

Medicine 2 (+2)

Notice 5 (+5)

Sense Motive 4 (+4)


[b][u]Feats:[/b][/u]  19pp

All-out Attack

Attack Focus: Melee 4

Dodge Focus 4

Equipment 1

Fearless

Interpose

Luck 4

Power Attack

Take Down Attack

Ultimate Toughness


[quote][b][u]Equipment[/b][/u]

YF Teleport Beacon/Comlink 1ep

 Cotribution to YF HQ 4ep[/quote]



[b][u]Powers:[/b][/u]  25+26+2+9+13+27+1+2+2+5+4 = 116pp


[b]Array 12[/b] (24pp; [i]Power Feat[/i]: Alternate Power 1) [25pp]

[u]BE[/u]: [b]Enhanced Strength 24[/b]

[u]AP[/u]: [b]Blast 8[/b] (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments)


[b]Enhanced Constitution 26[/b] [26pp]


[b]Flight 1[/b] [2pp]


[b]Immunity 9[/b] (Life Support) [9pp]


[b]Impervious Toughness 13[/b] [13pp]


[b]Paragon Array 9[/b] (18pp; [i]Power Feats:[/i] Alternate Power 4, Dynamic 5) [27pp]


[u]BE[/u]:  [b]Flight 9[/b]  

[u]AP[/u]:  [b]Quickness 9[/b] ([i]Extras:[/i] Linked [b]Speed 9[/b])

[u]AP[/u]:  [b]Space Travel 18[/b]

[u]AP[/u]:  [b]Super Strength 9[/b] 

[u]AP[/u]:  [b]Immovable 9[/b] ([i]Extras[/i]:  Unstoppable)


[b]Space Travel 1[/b] [1]


[b]Super Senses 2[/b] (Extended Hearing 2 [1000 ft]) [2pp]


[b]Super Senses 2[/b] (Communication Link 2 [Psyche, Zephyr]) [2pp]


[b]Array 2[/b] (4pp; [i]Power Feat[/i]: Alternate Power 1) [5pp]


[u]BE[/u]: [b]Super Senses 4[/b] (Vision Penetrates Concealment)

[u]AP[/u]: [b]Super Senses 4[/b] (Ultravision, Infravision, Extended Vision 2 [1000 ft])


[b]Super-Strength 1[/b] ([i]Power Feats[/i]:  Shockwave, Super-Breath) [4pp]


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


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


Unarmed  ------  31/Toughness  ------  Bruise/Injury

Energy Vision  ------  23/Toughness  ------  Bruise/Injury


[b][u]Costs: [/b][/u] Abilities (22) + Combat (20) + Saves (10) + Skills (3) + Feats (19) + Powers (116) - Drawbacks (00) = 190/191pp

DONE BY SHAENTHEBRAIN

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Drop Divine's attack down to 3

Bump her defense up to +6 (+3 flat-footed), +4 (+2 flat-footed)*

Add Attack Focus (melee) 5

Divine has 5PP free.

Dropping her Attack from +8 (16PP) to +3 (6PP) frees up 10PP. That's 15PP.

Increasing her Defense from +0 to +6 is 12PP. That's 3PP left.

Buying Attack Focus 5 would drop her to -2PP.

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Hate to be a bear, but I'd already like to make some edits to Valkyrie.

Can you add the complication:

- To The Last: In keeping with Norse philosophy, Valkyrie will keep fighting even under truly hopeless conditions when all others would retreat, until she is completely physically incapable.

Also, to reflect the fact that Most of her fighting skill comes as a gift from the gods, please lower her Attack from +8 to +4, and in the Powers section please add Enhanced Attack 4 [8pp]. No net change in costs.

DONE BY SHAENTHEBRAIN

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Nine points of my platinum reward are going to Stesha's HQ.

Size: Planetary (18EP), Toughness +20 (4)

Features:Isolated, Living Quarters, Personnel, Power System, Pool, Defense System, Holding Cells, Computer, Sealed, Animal Pens, Infirmary, Gym, Workshops, Think Tank, Self Repairing

Powers: ESP (3), Communications Link (1), Force Field (2)

ESP 9 (visual and auditory) (Extras: Duration [Continous], Simultaneous) (PFs: Rapidx10, Subtle)

Force Field 12 (Extras: Impervious)(PF:Selective)

Communications Link: Fleur

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Nine points of my platinum reward are going to Stesha's HQ.

Size: Planetary (18EP), Toughness +20 (4)

Features:Isolated, Living Quarters, Personnel, Power System, Pool, Defense System, Holding Cells, Computer, Sealed, Animal Pens, Infirmary, Gym, Workshops, Think Tank, Self Repairing

Powers: ESP (3), Communications Link (1), Force Field (2)

ESP 9 (visual and auditory) (Extras: Duration [Continous], Simultaneous) (PFs: Rapidx10, Subtle)

Force Field 12 (Extras: Impervious)(PF:Selective)

Communications Link: Fleur

HQs start at Toughness 5, so bumping it to Toughness 20 is only 3ep, not 4.

Also, I'm pretty sure you shouldn't buy Force Field (or Protection) as a Power for an HQ; if you could, there's no reason anyone PL 3+ would ever buy Toughness for their HQ (since they'd [2x their PL] in Protection for 1ep via Protection/Force Field). You could get Impervious for the HQ's Toughness, though, and have it be a Sustained Active effect, just like Force Field.

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Okay, I think this should fix it?

Size: Planetary (18EP), Toughness +20 (3)

Features:Isolated, Living Quarters, Personnel, Power System, Pool, Defense System, Holding Cells, Computer, Sealed, Animal Pens, Infirmary, Gym, Workshops, Think Tank, Self Repairing

Powers: ESP (3), Communications Link (1), Impervious Toughness (1)

ESP 9 (visual and auditory) (Extras: Duration [Continous], Simultaneous) (PFs: Rapidx10, Subtle)

Impervious Toughness 13 (Active/Sustained) [13PP]

Communications Link: Fleur

DONE BY SHAENTHEBRAIN

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If you judges have a free moment, can you add another complication to Valkyrie?

- A Worthy Opponent: When Valkyrie fights an opponent she thinks is weaker than her (and so many are) she will always give that opponent the chance to surrender, preferring to do battle with a worthy opponent. Valkyrie gets a hero point whenever she allows an evil-doer the chance to surrender rather than charging into battle.

Also, when I adjusted the costs in Mjollnir, I lowered the rank of the Paralyze effect in the Hammer Throw power. This never got fixed in the DC block. The first line should list the Paralyze DC for that power as 20 not 22.

DONE BY SHAENTHEBRAIN

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Bombshell edit request


[b]Players Name[/b]: alderwitch

[b]Power Level[/b]: 10 (150/150 pp)

[b]Trade-Offs[/b]: 0/0

[b]Unspent PP[/b]: 0


[b]Characters Name[/b]: Bombshell

[b]Alternate Identity[/b]: Natalya Browning (aka Rebecca Danvers)

[b]Height[/b]: 5' 6"

[b]Weight[/b]: 135 lbs

[b]Hair[/b]: Honey Blonde

[b]Eyes[/b]: Blue


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

A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the 40s she did femme fatale. In the 60s it was go-go boots and micro-minis. These days, while swinging from lines accross Freedom City, she favors a leather cat-suit and domino mask. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit.


[b][u]History[/u][/b]: 

Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her sheild her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protection. 


For Talya, she left the war and gave into her thrill-seeking ways, becoming a pre-eminant theif. She abandoned war-torn England for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the 60s, enjoying a special game of cat and mouse with the Scarab as her training helped her remain elusive to his senses. 


When her old 'friends' showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentance began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's been biding her time and using her disguise skills to look more fragile with the years. She's been paroled an elderly little old lady but no one realizes that Bombshell's about to break out on the scene of Freedom once again.


[b][u]Personality & Motivation[/u][/b]: Bombshell is chaotic, not evil. She'll steal and break most laws but lives by her own moral code. She might even end up working with a hero now and again if her morals align for the situation. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. She's still liberating British artifacts as its become something of her 'thing' now, but the years have mellowed her patriotic streak somewhat.


[b][u]Powers & Tactics[/u][/b]: Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, plus the magic that imbued her with immortality increases her hand to hand damage.


[b][u]Stats[/u][/b]: (0+14+4+4+6+14=42pp)

[b]Str[/b]: 10 (+0)

[b]Dex[/b]: 24 (+7)

[b]Con[/b]: 14 (+2)

[b]Int[/b]: 14 (+2)

[b]Wis[/b]: 16 (+3) 

[b]Cha[/b]: 24 (+7)


[b][u]Combat[/u][/b]: (10+10=20pp)

[b]Attack[/b]: +9 (+5, +4 Attack Focus)

[b]Grapple[/b]: +16 (+9 Attack Bonus, +7 Dex (Grappling Finesse)

[b]Defense[/b]: +9 (+5, Dodge Focus +4)

[b]Knockback[/b]: +0

[b]Initiative[/b]: +7


[b][u]Saves[/u][/b]: (1+5=6pp)

[b]Toughness[/b]: +10 (+2 Con, +3 Protection, +5 Defensive Roll)

[b]Fort[/b]: +2 (+0, +2 Con) 

[b]Reflex[/b]: +8 (+1, +7 Dex)

[b]Will[/b]: +8 (+5, +3 Wis)


[b][u]Skills[/u][/b]: (112r = 28pp)

Acrobatics 13 (+20)

Bluff 13 (+20)

Disable Device 11 (+15)

Disguise 13 (+20)

Escape Artist 13 (+20)

Gather Information 3 (+10)

Investigate 6 (+10)

Language 4 (German, French, Polish, Russian)

Notice 7 (+10)

Perform 5 (+12)

Search 6 (+10)

Sense Motive 7 (+10)

Slight of Hand 8 (+15)

Stealth 15 (+22)


[b][u]Feats[/u][/b]: (25 = 25 pp)

Attack Focus x 4 (Melee)

Defensive Roll x 5

Dodge Focus x 4

Beginner's Luck

Blindfight

Evasion

Fascinate (Bluff)

Grappling Finnesse

Hide in Plain Sight

Jack of All Trades

Quick Change x 2

Second Chance (Stealth)

Skill Mastery x 2 (Stealth, Disable Device, Notice, Search, Escape Artist, Gather Information, Disguise, Acrobatics)

Sneak Attack 

Uncanny Dodge


[b][u]Powers[/u][/b]: (27 pp)

[b]Concealment 2[/b] (ESP, Mental Senses; PF: Selective) [5 PP]

[b]Immunity[/b] (Aging, Mental (half, selective)) [7 PP] 

[b]Strike 8[/b] [8 PP]

[b]Protection 3[/b] [3 PP]

[b]Slow Fall[/b] (Super Movement) [2 PP]

[b]Swinging [/b][2 PP]


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

[u][b]ATTACKS: SAVE DC: DAMAGE TYPE:[/b][/u]

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed ------ 23/Toughness ------ Bruise/Staged

Sneak Attack - 25/Toughness ------ Bruise/Staged




DONE BY SHAENTHEBRAIN

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The descriptor for all of Mark's powers is magic, given his genetic heritage.

I'm keeping the Fortune Control and Area Blast intact in Mark's reality warping array, since they're his 'signature ' abilities.

Please replace his other ranks as follows.

Blast 13 (Extras: Autofire (2)) (PFs: Improved Crit, Power Attack, Precise, Reversible) (56 pp)

Create Object 13 (Extras: Duration-[Continous], Moveable) (PFs: Innate, Precise, Progression, Subtle) (56 pp)

Move Object 13 (Heavy Load: 100 tons) (Extras: Damaging, Perception Range) (PFs: Indirectx3, Subtle) (56 pp)

Transform 9 (inanimate to inanimate) (500 lbs) (Extra: Duration-[Continous]) (PFs: Innate, Reversible) (56 pp)

His "Move Object" is actually a reworking of Attack Teleport/Create Object, producing similar effects.

In addition, I'd like for the following edits to be performed with Edge's ability scores:

Reduce his Wisdom to 8, because it's Mark.

This frees up six points. Spend an additional three points on his Will save to raise it to +7. (3 pp)

Spend 2 PP on his INT, raising it to 12.

Spend the point that frees up on Mark's Notice, raising it to 8 (+7)

DONE BY SHAENTHEBRAIN

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Some quick re-balancing on some of Gaian Knight's powers I fortunately haven't used yet:

Dropping Blast 10 (pretty redundant with an autofire Blast 9 right below it...) from the array.

Use the free point to add Burrowing 1 outside the array. Only gets you ~9' in a round, but sometimes 9' is enough.

Additional change to Obscure: Moving this to a full-fledged sandstorm, 4pp/rank, obscures all senses, plus an immunity to the same.

All totals should remain the same. The following replaces the array on the character sheet:

[b]Earthshaping Array 15[/b] (30pp array/earth, magic; [i]Power Feats[/i]: Accurate 2, Alternate Power 7) 39pp

[u]BP:[/u] [b]Create Object 13[/b] ([i]Extra[/i]s: Duration/Continuous; [i]Flaws[/i]: Action/Full; [i]Power Feats[/i]: Precise, Stationary, Progression 2) [30/30pp]

[u]AP:[/u] [b]Earth Control 15[/b] ([i]Extras[/i]: Range/Perception; [i]Flaws[/i]: Limited Material/Earth) [30/30pp]

[u]AP:[/u] [b]Shape Matter 7[/b] ([i]Extras[/i]: Duration/Continuous; [i]Flaws[/i]: Limited Material/Earth; [i]Power Feats[/i]: Precise) [29/30pp]

[u]AP:[/u] [b]Blast 9[/b] ([i]Extras[/i]: Autofire; [i]Power Feats[/i]: Indirect 2, Variable Descriptor (piercing, bludgeoning)) [30/30pp]

[u]AP:[/u] [b]Blast 9[/b] ([i]Extras[/i]: Area/General, Shapeable; [i]Power Feats[/i]: Indirect 2, Variable Descriptor (piercing, bludgeoning)) [30/30pp]

[u]AP:[/u] [b]Snare 10[/b] (anchored; [i]Power Feats[/i]: Indirect 2, Reversible) [23/30pp]

[u]AP:[/u] [b]Obscure 7[/b] (all senses, sandstorm), [b]Immunity 1[/b] (sandstorm effects) [29/30pp]

[u]AP:[/u] [b]Burrowing 10[/b] ([i]Extras[/i]: Area; [i]Power Feats[/i]: Subtle, Reverse Progression 9) [30/30pp]


[b]Burrowing 1[/b] (earth, magic) 1pp

The first Blast will need to be removed from the DC Block, too.

Done by Sandman XI

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Alright gonna pull the x-ray vision out of the super senses array.

Dropping the AP gives me 3pp to spend total so I'll add the 'not through Lead' drawback to the penetrates concealment effect. which should drop it to a 3pp cost.

Final product looks like:

Super Senses 8 (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp]


[b]Super Senses 8[/b]  (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp]

DONE BY SHAENTHEBRAIN

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It seems I must add another complication to Valkyrie's sheet:

- Liar, Liar: Sometimes Vivian just can't help but lie. Especially when she gets carried away in stressful situations. This problem is further compounded by the fact that she is good at lying.

DONE BY SHAENTHEBRAIN

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Whut I Done:

2pp = Intelligence +2

3pp = Adding three ranks of Pentration of Strike, plus adding Innate and two levels of Progression to Create Object

3pp = Adding two ranks to Super-Senses (Accurate to Smell and Danger Sense)

[img=http://i89.photobucket.com/albums/k240/Heritage367/024ydmedcrop.jpg]


[b]Character Name:[/b] Grimalkin

[b]Power Level:[/b] 14 (203/211pp)

[b]Tradeoffs:[/b] None

[b]Unspent PP:[/b] 0

[b]Total Ps Earned:[/b] 73 (90 -> 122, then Gold bump w/ 15 rollover, +46 more)


[b]Alternate Identity:[/b] Lynn Epstein

[b]Height:[/b] 5'3"

[b]Weight:[/b] 116 lb

[b]Hair:[/b] Brown, worn short and a bit spiky

[b]Eyes:[/b] Dark brown


[b]Description:[/b] A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually [i]much[/i] stronger than she looks.


[b]History:[/b] A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life.


[b]Personality & Motivation:[/b] Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more.


As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow.


[b]Powers & Tactics:[/b]

Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually ambient glamour), which she uses as props, furniture or just her own amusement.


In combat, Grim prefers the stealthy strike to take better advantage of her razor-sharp claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field.


[b]Complications:[/b]

Prejudice (the Wealthy) - Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do


Sensitivity to Taunting - She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin.


Prejudice (Vampires) - While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all.


Short Fuse - Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly.


Secret Identity - While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field.


[u][b]Abilities[/b][/u] [44PP]

Strength 20 (+5)

Dexterity 26 (+8)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 30/16 (+10/+3)


[u][b]Combat[/b][/u] [24PP]

Initiative +12

Attack +6 Base, +10 Melee, +12 Claws

Defense +12 (+6 Base, +6 Dodge Focus], +3 Flat-Footed

Damage +5 Unarmed (+7 Sneak Attack), +10 Claws (+12 Sneak Attack)

Grapple +18

Knockback 4, 2 Flat-Footed


[u][b]Saving Throws[/b][/u] [19PP]

Toughness +9, +5 Flat-Footed

Fortitude +10 (+4 CON, 6PP)

Reflex +12 (+8 DEX, 4PP)

Will +10 (+1 WIS, 9PP)


[u][b]Skills[/b][/u] [29PP = 116 Ranks]

Acrobat 15 (+23) (Skill Mastery)

Bluff 15 (+25/+18) (Skill Mastery)

Climb 7 (+17)

Diplomacy 5 (+15/+8) (Skill Mastery)

Disguise 0 (+3, +38 Morph)

Gather Information 5 (+15/+8) (Skill Mastery)

Knowledge (Arcane Lore) 4 (+6)

Knowledge (Pop Culture) 4 (+6)

Knowledge (Streetwise) 9 (+11)

Notice 14 (+15) (Skill Mastery)

Perform (Dancing) 2 (+12/+5)

Search 14 (+16) (Skill Mastery)

Sleight of Hand 7 (+15) (Skill Mastery)

Stealth 15 (+23) (Skill Mastery)


[u][b]Feats[/b][/u] [42PP]

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus (Melee) 4

Attack Specialization (Claws)

Connected

Contacts

Defensive Attack

Defensive Roll 4

Distract (Bluff)

Dodge Focus 6

Elusive Target

Equipment 2

Evasion 2

Grapple Finesse

Improved Initiative

Move-By Action

Luck 2

Power Attack

Setup

Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth)

Sneak Attack

Takedown Attack 2

Taunt

Uncanny Dodge 2 (Audio, Olfactory)


[u][b]Powers[/b][/u] [53PP]


[b]Comprehend 2[/b] (Languages: Understand all, Languages: Speak any one at a time) [4PP]


[b]Immunity 2 ([/b]Aging, Cold[b])[/b] [2PP]


[b]Glamour 7 ([/b]14PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [19PP]

[quote][b][u]Base Power:[/u] Morph 7 ([/b]Any Humanoid, +35 Disguise[b])[/b] [14PP]

[b][u]Alternate Power:[/u] Concealment 6 ([/b]All Visual and Audio Senses, [i]Feats:[/i] Close Range, Selective, [i]Extras:[/i] Affects Others, Flaws: Blending[b])[/b] [14PP]

[b][u]Alternate Power[/u]: Elongation 5 ([/b]100ft[b]) + Insubstantial 1 ([/b]Liquid[b]) + Super-Movement 2 ([/b]Slithering, Water-Walking[b])[/b] [14PP]

[b][u]Alternate Power:[/u] Emotion Control 13 ([/b][i]Extras:[/i] Area, [i]Flaws:[/i] Limited [Fear], Sense-Dependent [Vision][b])[/b] [13PP]

[b][u]Alternate Power:[/u] Enhanced Charisma 14[/b] [14PP]

[b][u]Alternate Power:[/u] Flight 2 ([/b]25mph, [i]Drawbacks:[/i] Power Loss [Wings][b]) + Shrinking 8 ([/b]Tiny, [i]Feats:[/i] Normal Movement, Normal Strength, Normal Toughness[b])[/b] [14PP][/quote]


[b]Leaping 2 ([/b]x5[b])[/b] [2PP]


[b]Morph 2[/b] (Glamour) [4pp]


[b]Strike 5 ([/b]Claws, [i]Extras:[/i] Penetration 3 [i]Feats:[/i] Alternate Power, Improved Critical 2, Incurable, Mighty[b])[/b] [13PP]

[quote][b][u]Alternate Power:[/u] Create Object 5 ([/b][i]Feats:[/i] Innate, Precise, Progression 2, Subtle, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Range [Touch][b]; [i]Drawbacks:[/i]  Power loss: Contact with cold Iron)[/b] [7PP][/quote]


[b]Super-Movement 2 ([/b]Slow Fall, Wall-Crawling[b])[/b] [4PP]


[b]Super-Senses 10 ([/b]Normal Hearing [[i]Extras:[/i] Accurate 2, Extended], Normal Olfactory [[i]Extras:[/i] Accurate, Acute, Extended, Tracking], Normal Vision [[i]Extras:[/i] Counters Obscure 2 {"Darkness"}], Danger Sense [Olfactory][b])[/b] [11PP]


[u][b]Drawbacks[/b][/u] [-8PP]


[b]Vulnerability ([/b]Iron, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Major [+50% DC][b])[/b] [-2PP]


[b]Weakness ([/b]Iron, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate, -1 CON / minute [10 rounds][b])[/b] [-6PP]


DC Block

Unarmed -- DC 22/Toughness (24 w/ Sneak Attack) -- Damage

Claws -- DC 25/Toughness (27 w/ Sneak Attack) -- Damage



[b]Abilities 46 + Combat 24 + Saving Throws 19 + Skills 29 + Feats 42 + Powers 59- Drawbacks 8 = 211/211 Power Points[/b]



[u][b]Equipment[/b][/u]


[quote name="Equipment"][i]Shared Equipment - Contributing 4ep[/i]


[b][u]Interceptors HQ[/u][/b]: [21ep]


[i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmary, Power 2, Power System, Security System 2, Workshop


[b][u]Defense System 1:[/u][/b] [b]Snare 10[/b]

[b][u]Power 1:[/u][/b] [b]Healing 9[/b] ([i]PFs:[/i] Persistent, Regrowth) [20pp]

[b][u]Power 2:[/u][/b] [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Search) [3pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Notice) [3pp]


[b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [13ep]


[b]Size[/b]: Huge [2ep]

[b]Strength[/b]: 35 [1ep]

[b]Speed[/b]: 5 [5ep]

[b]Toughness[/b]: 10 [1ep]

[b]Defense[/b]: 8 [0ep]

[b]Features[/b]: 4 [4ep]


Features: Alarm, Caltrops, Remote Control, Smokescreen [/quote]

DONE BY SHAENTHEBRAIN

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Alright gonna pull the x-ray vision out of the super senses array.

Dropping the AP gives me 3pp to spend total so I'll add the 'not through Lead' drawback to the penetrates concealment effect. which should drop it to a 3pp cost.

Final product looks like:

Super Senses 8 (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp]


[b]Super Senses 8[/b]  (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp]

DONE BY SHAENTHEBRAIN

Just to make sure you're aware, right now, he's paying 2PP for 2 ranks of Extended, so it only applies to one specific Visual sense (I'm guessing his default Normal Vision). If he wants it to apply to all his Visual senses, he needs to pay double for it (so 2PP for Extended 1 and 4PP for Extended 2).

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I have 22 points (yeesh) on Phantom. I have updates to use 21 of those. Code below.

1 more rank of equipment for the HQ (1pp)

+2 ranks of attack (4pp)

+1 rank of defense (2pp)

+6 PP into the array (6pp)

+4 PP to add affect others on intangible and additional ranks of force field on the AP (4PP)

+3 more APs on the magic array (3pp)

+1 for immunity sleep on the immunities powerset (1pp)

Total: 21

Powers as below and code in the quote box:

Stats: (0+0+10+8+10+4=32pp)

Str: 10 (+0)

Dex: 10 (+0)

Con: 20 (+5)

Int: 18 (+4)

Wis: 20 (+5)

Cha: 14 (+2)

Combat: (20+10=30pp)

Attack: +10, +12 Blast/Stun, +12 Telekinesis

Grapple: +10, +24 Telekinesis

Defense: +5/+8, +2 Flat-Footed

Knockback: -0, -16 Force Field

Initiative: +0

Saves: (2+0+4=6pp)

Toughness: +19 (Impervious 12), +5 w/o Force Field

Fort: +7 (+5 Con, +2)

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

Will: +10 (+5 Wis, +4)

Skills: (60r = 15pp)

Concentration 10 (+15)

Intimidate 2 (+4)

Knowledge (Arcane Lore) 16 (+20)

Knowledge (History) 6 (+10)

Notice 10 (+15)

Search 11 (+15)

Sense Motive 5 (+10)

Feats: (12pp)

Benefit (Wealth)

Defensive Roll x 3

Equipment 4 (Points in joint HQ w/ Avenger)

Fearless

Quick Change 2

Ritualist

Powers: (3+29+12+54+7+3+9=117pp)

Comprehend 3 (Training, Languages (Speak One/Understand All/Read & Write), Drawback: Only Earth Languages, Power Feat: Innate) [3]

Insubstantial 4 (Affected by Fire; Extra: Action: Reactive, Affect Others) (PF: Alternate Power) [29pp]

AP: Force Field 14 (Extra: Impervious 12, PF: Selective, Subtle) {28}

Immunity 12 (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp]

Array 18 (Magic; 42 pp; PF: Alternate Power x 12) [54 pp]

BE: Blast 13 (Eldritch Blast; Extra: Affects Corporeal, PF: Accurate 1, Affect Insubstantial x 2) {42}

AP: Comprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area/Burst) {40}

AP: Concealment 10 (Extra: Affects Others, Area; Power Feat: Selective, Close Range) {42}

AP: Damage 13 (Eldritch Burst; Extra: Affects Corporeal, Area/Burst [General], Selective; Flaw:Action/Full; Power Feat: Affect Insubstantial 2) {41}

AP: Super Senses (Detect Magic: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5), Link: Penetrates Concealment, Counters Concealment), Detect Dimensional: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5) link: Penetrates Concealment, Counters Concealment )) {42}

AP: Dimensional Pocket 6 (250 million lbs; Extra: Continuous, PF: Progression x 14) {42}

AP: ESP 11 (2,000,000 miles, Sight/Hearing; Extra: Duration/Sustained, Flaw: Standard Action; PF: Dimensional, Rapid x7, Subtle) {42}

AP: Heal 10 (Extra: Total, Affects Objects; Power Feat: Regrowth, Persistent)

AP: Nullify Field 10 (40 Feet) (All Powers; Extra: Area: General: Burst, Duration/Concentration; Flaws:Range: Touch; Drawbacks: Only Magical and Dimensional Descriptors -1) {39}

AP: Stun 13 (Extras: Affects Corporeal, Ranged; Flaws: Action/Full; PF: Accurate x 1, Affect Insubstantial x 2) {42}

AP: Super Movement 3 (Dimensional; Any plane, Extra: Portal (+2); Power Feat: Progression)

Teleport 7 (Extra: Portal (+2), Power Feat: Progression) {42}

AP: Telekinesis 18 (Str 80; PF: Accurate, Precise, Indirect, Subtle, Affects Insubstantial x 2) {42}

AP: Teleport 12 (20,000,000 miles; Extra: Accurate PF: Change Velocity, Easy, Progression x 4 [x20 mass] {42}

Super Movement 3 (Dimensional 3) (PF: Alternate Power) [7 pp]

AP: Flight 3 (50 MPH) [6pp]

Super Senses 3 (Dimensional Awareness, Magical Awareness) [3 pp]

Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week (unless burned)) (PFs: Regrowth) [9 pp]

Drawbacks: (+3pp)

Vulnerable (moderate/uncommon: fire) (+3pp)

DC Block:

ATTACK --- RANGE --- SAVE --- TYPE

Unarmed --- Melee --- DC15/Toughness (Staged) --- Bruise/Injury

(Magic) Blast 13 --- 28/Toughness (Staged) --- Bruise/Injury

Dimensional Pocket 6 --- Melee --- 16/Reflex --- Special

Nullify (Dimensional) 10 --- Melee/Area Burst --- 20/Will --- Special

Stun 13 --- Ranged --- 23/Will (Staged) --- Daze/Stun/Unconscious

Telekinesis (Thrown Object) 18 --- 33/Toughness (Staged) --- Bruise/Injury

Costs: Abilities (32) + Combat (30) + Saves (6) + Skills (15) + Feats (12) + Powers (117) - Drawbacks (+3) = 209/210 PP

[b][u]Stats[/b][/u]: (0+0+10+8+10+4=32pp)

[b]Str[/b]: 10 (+0)

[b]Dex[/b]: 10 (+0)

[b]Con[/b]: 20 (+5)

[b]Int[/b]: 18 (+4)

[b]Wis[/b]: 20 (+5) 

[b]Cha[/b]: 14 (+2)


[b][u]Combat[/b][/u]: (20+10=30pp)

[b]Attack[/b]: +10, +12 Blast/Stun, +12 Telekinesis

[b]Grapple[/b]: +10, +24 Telekinesis

[b]Defense[/b]: +5/+8, +2 Flat-Footed

[b]Knockback[/b]: -0, -16 Force Field 

[b]Initiative[/b]: +0


[b][u]Saves[/b][/u]: (2+0+4=6pp)

[b]Toughness[/b]: +19 (Impervious 12), +5 w/o Force Field

[b]Fort[/b]: +7 (+5 Con, +2) 

[b]Reflex[/b]: +0 (+0 Dex, +0)

[b]Will[/b]: +10 (+5 Wis, +4)


[b][u]Skills[/b][/u]: (60r = 15pp)

Concentration 10 (+15)

Intimidate 2 (+4)

Knowledge (Arcane Lore) 16 (+20)

Knowledge (History) 6 (+10)

Notice 10 (+15)

Search 11 (+15)

Sense Motive 5 (+10)


[b][u]Feats[/b][/u]: (12pp)

Benefit (Wealth)

Defensive Roll x 3

Equipment 4 (Points in joint HQ w/ Avenger)

Fearless

Quick Change 2

Ritualist


[b][u]Powers[/b][/u]: (3+29+12+54+7+3+9=117pp)


[b]Comprehend 3[/b] (Training, Languages (Speak One/Understand All/Read & Write), Drawback: Only Earth Languages, Power Feat: Innate) [3]


[b]Insubstantial 4[/b] (Affected by Fire; Extra: Action: Reactive, Affect Others) (PF: Alternate Power) [29pp]

[b][u]AP[/b][/u]: [b]Force Field 14[/b] (Extra: Impervious 12, PF: Selective, Subtle) {28}


[b]Immunity 12[/b] (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp] 


[b]Array 18[/b] (Magic; 42 pp; PF: Alternate Power x 12) [54 pp]

[b][u]BE[/b][/u]: [b]Blast 13[/b] (Eldritch Blast; Extra: Affects Corporeal, PF: Accurate 1, Affect Insubstantial x 2) {42}

[b][u]AP[/b][/u]: [b]Comprehend 8[/b] (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area/Burst) {40}

[b][u]AP[/b][/u]: [b]Concealment 10[/b] (Extra: Affects Others, Area; Power Feat: Selective, Close Range) {42}

[b][u]AP[/b][/u]: [b]Damage 13[/b] (Eldritch Burst; Extra: Affects Corporeal, Area/Burst [General], Selective; Flaw:Action/Full; Power Feat: Affect Insubstantial 2) {41}

[b][u]AP[/b][/u]: [b]Super Senses[/b] (Detect Magic: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5), Link: Penetrates Concealment, Counters Concealment), Detect Dimensional: Ranged, (Acute, Analytical, Accurate, Radius, Tracking (3), Extended (5) link: Penetrates Concealment, Counters Concealment )) {42}

[b][u]AP[/b][/u]: [b]Dimensional Pocket 6[/b] (250 million lbs; Extra: Continuous, PF: Progression x 14) {42}

[b][u]AP[/b][/u]: [b]ESP 11[/b] (2,000,000 miles, Sight/Hearing; Extra: Duration/Sustained, Flaw: Standard Action; PF: Dimensional, Rapid x7, Subtle) {42}

[b][u]AP[/b][/u]: [b]Heal 10[/b] (Extra: Total, Affects Objects; Power Feat: Regrowth, Persistent)

[b][u]AP[/b][/u]: [b]Nullify Field 10[/b] (40 Feet) (All Powers; Extra: Area: General: Burst, Duration/Concentration; Flaws:Range: Touch; Drawbacks: Only Magical and Dimensional Descriptors -1) {39}

[b][u]AP[/b][/u]: [b]Stun 13[/b] (Extras: Affects Corporeal, Ranged; Flaws: Action/Full; PF: Accurate x 1, Affect Insubstantial x 2) {42}

[b][u]AP[/b][/u]: [b]Super Movement 3[/b] (Dimensional; Any plane, Extra: Portal (+2); Power Feat: Progression) 

[b]Teleport 7[/b] (Extra: Portal (+2), Power Feat: Progression) {42}

[b][u]AP[/b][/u]: [b]Telekinesis 18[/b] (Str 80; PF: Accurate, Precise, Indirect, Subtle, Affects Insubstantial x 2) {42}

[b][u]AP[/b][/u]: [b]Teleport 12[/b] (20,000,000 miles; Extra: Accurate PF: Change Velocity, Easy, Progression x 4 [x20 mass] {42}



[b]Super Movement 3[/b] (Dimensional 3) (PF: Alternate Power) [7 pp] 

[b][u]AP[/b][/u]: [b]Flight 3[/b] (50 MPH) [6pp] 


[b]Super Senses 3[/b] (Dimensional Awareness, Magical Awareness) [3 pp]


[b]Regeneration 12[/b] (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week (unless burned)) (PFs: Regrowth) [9 pp]


[b][u]Drawbacks[/b][/u]: (+3pp)

Vulnerable (moderate/uncommon: fire) (+3pp)


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

ATTACK --- RANGE --- SAVE --- TYPE

Unarmed --- Melee --- DC15/Toughness (Staged) --- Bruise/Injury

(Magic) Blast 13 --- 28/Toughness (Staged) --- Bruise/Injury

Dimensional Pocket 6 --- Melee --- 16/Reflex --- Special

Nullify (Dimensional) 10 --- Melee/Area Burst --- 20/Will --- Special

Stun 13 --- Ranged --- 23/Will (Staged) --- Daze/Stun/Unconscious

Telekinesis (Thrown Object) 18 --- 33/Toughness (Staged) --- Bruise/Injury


[b][u]Costs:[/b][/u] Abilities (32) + Combat (30) + Saves (6) + Skills (15) + Feats (12) + Powers (117) - Drawbacks (+3) = 209/210 PP

DONE BY SHAENTHEBRAIN

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The Scarab

Please add 4PP to her Psionics array, increasing it to rank 21 (42PP). Here's the code:

[b]Psionics 21 ([/b]42PP Array, [i]Feats:[/i] Alternate Power 3, Dynamic Alternate Power 6[b])[/b] [57PP]


[list][b][u]Base Power:[/u] Damage 13 ([/b][i]Feats:[/i] Subtle, [i]Extras:[/i] Alternate Save [Will], Mental, Range 2 [Perception], [i]Flaws:[/i] Action [Full][b])[/b] [40PP]


[b][u]Alternate Power (Dynamic):[/u] Communication 20 ([/b]Mental, "Anywhere In The Universe," [i]Feats:[/i] Subtle, [i]Extras:[/i] Two-Way[b])[/b] [41PP]


[b][u]Alternate Power (Dynamic):[/u] Concealment 10 ([/b]All Senses, [i]Feats:[/i] Close Range, Selective, [i]Flaws:[/i] Phantasm[b])[/b] [12PP]


[b][u]Alternate Power:[/u] Emotion Control 13 ([/b][i]Feats:[/i] Progression [Area] 1 [1,300ft Radius], Subtle, [i]Extras:[/i] Area [General, Burst, Attached], Mental, Selective, [i]Flaws:[/i] Action [Full][b])[/b] [41PP]


[b][u]Alternate Power (Dynamic):[/u] ESP 11 ([/b]All Senses, 2,000,000 miles, [i]Feats:[/i] Rapid 6 [x1,000,000], Subtle, [i]Extras:[/i] Duration [Sustained], [i]Flaws:[/i] Action 2 [Full][b])[/b] [40PP]


[b][u]Alternate Power (Dynamic):[/u] Flight 19 ([/b]Rank 20, "Near Light-Speed"[b])[/b] [38PP]


[b][u]Alternate Power:[/u] Mind Control 13 ([/b][i]Feats:[/i] Mental Link, Subtle, [i]Extras:[/i] Conscious, Instant Command, [i]Flaws:[/i] Action [Full][b])[/b] [41PP]


[b][u]Alternate Power (Dynamic):[/u] Mind Reading 13 ([/b][i]Feats:[/i] Subtle, [i]Extras:[/i] Action [Free/Full][b])[/b] [27PP]


[b][u]Alternate Power (Dynamic):[/u] Telekinesis 16 ([/b]STR 80, [i]Feats:[/i] Accurate 3, Improved Range 3 [1 1,600ft Range Increment], Indirect, Precise 2, Subtle[b])[/b] [42PP]


[b][u]Alternate Power:[/u] Transform 13 ([/b]Memory Alteration, [i]Feats:[/i] Subtle, [i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full][b])[/b] [40PP][/list]

Zephyr

Please spend 2PP to increase her base Attack from +5 to +6, which will increase her Melee Attack from +15 to +16.

Please spend 2PP to increase her base Defense from +5 to +6, which will increase her total Defense bonus from +15 to +16, and her Flat-Footed Defense bonus from +2 to +3.

Done by Angrydurf

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Psyche:

2PP in Feats: Skill Mastery (Computers, Notice, Search, Sense Motive), and Jack of All Trades

9 PP in skills as below

1 PP to remove the flaw from Protection.

[b][u]Skills[/b][/u]: (84r = 21pp)

Concentration 8 (+19)

Gather Information 7 (+11) 

Knowledge (Behavioral Sciences) 4 (+15)

Knowledge (Civics) 4 (+15)

Knowledge (Physical Sciences) 4 (+15)

Knowledge (Technology) 4 (+15)

Language 2 (Spanish, French, native: English)

Notice 17 (+28) 

Search 17 (+28)

Sense Motive 17 (+28) 


[b][u]Feats[/b][/u]: (18pp)

Benefit 5 (CEO of AEON, Fame, Wealth 3)

Dodge Focus x 2

Equipment 6 (30EP)

Eidetic Memory

Jack of All Trades

Master Plan

Skill Mastery (Computers, Notice, Search, Sense Motive)

Well Informed

DONE BY SHAENTHEBRAIN

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Avenger's edits: spending 5 pp

[b]Immunity 2[/b] (Bluff skills) (Flaw: Limited: Not In Combat) 
=1 pp spent here -Because he's a vampire, and I've been playing him as increasingly difficult for humans who don't know him to read, as well as having trouble interacting with normal humans most of the time.
[b]+2 to Dexterity for a total of 26[/b]
=2 pp
[b]Grappling Block[/b]
=1 pp -Because caps have gotsta be met! Will meet caps next month 2 pp here-1 from the array slot I'm dropping=1 pp spent here
Terrifying Vampiric Array of the Undead 15pp + 8 APs=23pp
BE: [b]Concealment 10[/b] (all senses) ([i]PFs[/i]: Close Range, Selective) ([u]Flaws[/u]: Phantasm); [u]Extra[/u]: Linked [b]Flight 1[/b] [10 MPH]: [b]PFs[/b]: Subtle] and [b]Leaping 1[/b] (x2), [Drawback] [15 pp]]
AP: [b]Vampiric on Unarmed Damage 8[/b] (Bite) ([i]PFs[/i]: Improved Critical 2, Incurable, Precise, Reversible, Sedation, Subtle) [15pp]
AP: [b]Insubstantial 2[/b] (gaseous; ([i]PF[/i]: Selective]; [u]Extra[/u]: Linked[b] Flight 2[/b] [[25 mph] [i]PF[/i]: Subtle; Drawback: Not during daylight]) [15 pp]
AP: [b]Drain Constitution 4[/b] [u]Extra[/u]: Insidious, Flaws: Requires Grapple ([i]PFs[/i]: Precise) LINKED [b]Emotion Control 15[/b] Extras: Duration [Continuous], Insidious, [u]Flaws[/u]: Limited to love, Range 2 [touch], Requires Grapple) ([i]PFs[/i]: Mind Blank, Subtle) [14pp]
AP: [b]Drain Constitution 5[/b] (Extras: Insidious, Flaws: Requires Grapple) ([i]PFs[/i]: Precise) LINKED [b]Mind Reading 15[/b] ([u]Extra[/u]: Sensory Link)([u]Flaws[/u]: Range 2 [Touch], Requires Grapple) ([i]PF: Subtle[/i]) LINKED [b]Super-Senses 4[/b] ([Postcognition, [u]Flaws[/u]: Medium [Blood]) [14 PP]
AP: [b]Drain Constitution 15[/b] (blood drain, [u]Flaws[/u]: Requires Grapple) ([[i]PFs[/i]] Improved Crit, Reversible, Precise, Slow Fadex4 (1 hour), [15pp]
AP: [b]Mind Control 15[/b] ([i]PFs[/i]: Mental Link, Precise, Subtle), [u]Extras[/u]: Conscious, Duration [Sustained], [u]Flaws[/u]: Action [Full], Distracting, Sense-Dependent [Auditory]), Unreliable [5 uses a day] [11 pp]
AP: [b]Concealment 8[/b] (All Visual/Auditory/Olfactory/Mental/Radio Senses, ([i]PF[/i]: Close Range) [u]Flaws[/u]: Limited [While Moving]; [5PP] and [b]Speed 10 [/b] ([i]PF:[i]Subtle), ([i]Drawback[/i]: Not during daylight) [10PP])- Speed of the Dead [15pp]
AP: [b]Obscure 4[/b] (Summoned Bat/Rat Swarm, 1 mile, All Senses, [i]PF[/i]: Slow Fade [1PP/one minutes], [i]Drawbacks[/i]: [Not during daylight hours], [u]Extras[/u]: Independent, Total Fade, Flaws: Action [Full], Range [Touch]) and [b]Immunity 1[/b] (own powers) ([u]Extra:[/u] Affects Others, Ranged) [15 pp]

-Because caps have gotsta be met!

Done by Angrydurf

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Ok, time for me to finally start spending points.

Dynamo, I'm going to spend all 14 of these bad boys.

First, buy a rank of Enhanced Dodge Focus, then convert 4 ranks of the Enhanced Dodge Focus into Enhanced Defense, braining the total Enhanced Defense Value to 8. [5pp]

Next, convert 4 ranks of Enhanced Defense into normal Defense and likewise with 3 ranks of Enhanced Attack, 4 points of Enhanced Reflex save, and 4 points of Enhanced Constitution. [No point expenditure]

Then, chuck 6 more points into the Ultimate Dynamo Array (7 really, but getting rid of one of the AP's). Retooling the "Go Fast" mode, slapping an extra in all the Speed powers and a bunch of PF's on all the electrical ones. [6pp]

Buy 1 more rank of Reflex save.

Finally, buy 2 more ranks in Luck.

These edits are basically Eli becoming less dependent on his powers, while finding new and unique uses for the powers he does have. Ie: the reason for the extra rank of Autofire is because he's a better fighter now and can attack more accurately.

The Crunchy bits should now look like:

[b][u]Stats[/u][/b]: 0 + 4 + 8 + 0 + 4 + 4 = 20pp

Str: 10 (+0)

Dex: 14 (+2)

Con: 18/24 (+2/+7)

Int: 10 (+0)

Wis: 14 (+2)

Cha: 14 (+2)


[b][u]Combat[/u][/b]: 18 + 20 = 38pp

Attack: +9, +11 with Electric powers, + 17 with Speed based powers

Grapple: +6, +11 with powers

Defense: +10/+18 with powers (+5 flat-footed, +7 with powers)

Knockback: -2, -3 with powers

Initiative: +2, + 22 with powers


[b][u]Saves[/u][/b]: 0 + 10 + 5 = 15pp

Toughness: +4/+7 (+4/+7 Con, +0 other)

Fortitude: +4/+7 (+4/+7 Con, +0)

Reflex: +12/+18 (+2 Dex, +10/+16)

Will: +7 (+2 Wis, +5)


[b][u]Skills[/u][/b]: 60r = 15pp

Acrobatics 15 (+17)

Bluff 8 (+10, +14 w/Attractive)

Diplomacy 8 (+10, +14 w/Attractive)

Notice 15 (+17)

Sense Motive 14 (+16)


[b][u]Feats[/u][/b]: 11pp

Attractive

Defensive Attack

Evasion

Jack of All Trades

Luck 4

Power Attack

Set Up

Skill Mastery (Acrobatics, Bluff, Diplomacy, Notice)


[b][u]Powers[/u][/b]: 4 + 8 + 11 + 6 + 6 + 13 + 12 + 3 + 4 + 37 = 104pp


[b]Enhanced Attack 2[/b] [4pp]

[b]Enhanced Defense 4[/b] [8pp]

[b]Enhanced Feats 11[/b] (Dodge Focus 4, Improved Initiative 5, Evasion, Move-By Action) [11pp]

[b]Enhanced Reflex Save 6[/b] [6pp]

[b]Enhanced Constitution 6[/b] [6pp]

[b]Speed 12[/b] (50,000mph) [i]PF[/i]:  Moving Feint [13pp]

[b]Quickness 12[/b] (x10,000 speed) [12pp]

[b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp]

[b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp]


[b]Ultimate Dynamo Array 16.5[/b] (33 power points, PFs: 4 Alternate Powers) [37pp]

* [u]BE[/u]: [b]Super Movement 7[/b] (Surefooted 4, Permeate 3), [b]Speed 8[/b] (25,000,000mph total), [b]Quickness 8[/b] (x5,000,00 speed), [b]Enhanced Feats 3[/b] (Ninja Run 3) [33pp]  - [i]MOAR GO FAST[/i]

* [u]AP[/u]: [b]Blast 13[/b] (Lightning) [i]PF[/i]:  Indirect 3, Homing 2, Improved Critical 2 [33pp] - [i]Kamehameha [/i]

* [u]AP[/u]: [b]Damage 7[/b] [i]Extras:[/i] Autofire x3 [i]PF's[/i]:  Accurate 3, Improved Critical 2 [33pp] - [i]Virbopunch[/i]

* [u]AP[/u]: [b]Damage 7[/b] [i]Extras:[/i] Targeted Area Burst, Selective, Secondary Effect [i]PF's[/i]:  Accurate 3, Progression 2 (175ft radius) [33pp] - [i]Whirling Attack[/i]

* [u]AP[/u]: [b]Paralyze 13[/b] (Electrical, [i]Extras[/i]: Alternative Save [Fortitude])   [i]PF[/i]:  Improved Critical 2, Extended Reach 5 (30ft) [33pp]  - [i]Tazer [/i]


[b][u]Drawbacks[/u][/b]: -3 + -3 = -6 pp

Vulnerability: Visual Dazzles (Common, moderate +50% DC) [-3pp]

Vulnerability: Bluff and Diplomacy checks by women (Common, moderate +50% DC) [-3pp]



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

With the exception of unarmed and whirling attack, all attacks have Improved Critical 2

Unarmed --- 15/ Toughness --- Bruised, Staged

Vibrofist* --- 22/Toughness, Autofire x3 (1:1, max +7) --- Bruised, Staged

Kamehameha** --- 28/Toughness --- Bruised, Staged - Indirect 3

Whirling Attack* --- 22/Toughness (175ft radius) --- Bruised, Staged

Tazer** --23/Fortitude --- Paralyze, Staged


*  Speed Based Power

** Electricity Based Power


[b][u]Costs[/u][/b]: Abilities (20) + Combat (38) + Saves (15) + Skills (15) + Feats (11) + Powers (104) - Drawbacks (06) = 197pp/197pp

DONE BY SHAENTHEBRAIN

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Midnight II

Add Jack-of-All-Trades, Skill Mastery (Gather Information, Medicine, Notice, Sense Motive) and Well Informed for 3PP.

Drop his 1 rank in Disguise and 2 ranks in Sleight of Hand to free up 3 skill points, then add four more for 1PP. Put them into +5 Gather Information and Language (ASL, French)

Add the final PP to his midnight mist power, changing it to:

[b]Obscure 3[/b] (Midnight Mist [Gaseous Cloud, Mutant]; Visual Senses, 25ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch]) [9pp]

DONE BY SHAENTHEBRAIN

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Dragonfly - 1pp to spend. Tossing it into equipment, and using those ep to get two masterwork instruments (fluff, woo!) and some upgrades to the warehouse HQ (computer, defense system, laboratory).

I'm also bumping her height up an inch. I initially set it with normal peoples', not superheroes', heights in mind.

[b][u]Characters Name[/u][/b]: Dragonfly

[b][u]Power Level[/u][/b]: 7 (106/106)

[b][u]Trade-Offs[/u][/b]: +1 Defense / -1 Toughness

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


[b][u]Alternate Identity[/u][/b]: Mara Hallomen

[b][u]Age[/u][/b]: 18 (born December 1991)

[b][u]Gender[/u][/b]: female

[b][u]Height[/u][/b]: 5'4"

[b][u]Weight[/u][/b]: "I can build death rays, you know."

[b][u]Eyes[/u][/b]: dark blue

[b][u]Hair[/u][/b]: dirty blonde


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

On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn’t sleep well (which she doesn’t) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Very often what she’s wearing hasn’t been washed recently. Makeup is practically a foreign concept.


When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has an opaque blue visor over her upper face. She prefers boots with a little bit of heel to them – they’re not very practical, but she’s self-conscious about her height (especially when confronting criminals or working with your standard 6’ bombshell heroine).


[b][u]History[/u][/b]:

In certain parts of the underworld you don’t buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got ‘lost’ on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who’ve dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – ‘hollow’ – rooms. What customers only very rarely know is where most of the new and custom items came from. 


Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother’s ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother died (something he calmly claims he had nothing to do with, of course) she fell into his care.


Little Mara Hallomen indeed was predicted to be brilliant when she grew older but that simply wouldn’t be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her ‘education’, and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of ‘vitamins’ and ‘medicine’, supplied with a never-ending stream of knowledge and information, her only human contact a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways science could not. Even this was cold comfort, however: anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallowmen made money hand over fist. 


Kept docile, driven, and borderline insane as an intended side-effect of her constant  ‘health treatments’, the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn’t even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father’s own personal bank account. She’s managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


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

Mara’s more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she’s energized and almost manic as her brain kicks into gear to solve the task at hand. She’s very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of assorted substances that are even now still washing out of her system) can make her snide and irate.


Given her life so far, she has a fairly intense dislike of criminals. She’s softer at heart than she’d ever admit, having an especially strong drive to aid children, but by and large she’s more driven by the victimizers than their victims. It’s occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism’s just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


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

Mara dabbles in many areas of technology but most of her combat tech is based on spacial distortions, something she developed under her father’s thumb but didn’t work the kinks out of until she’d escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide a number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she’ll have the upper hand and analyzing the situation for any advantage.


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

Enemy: When she left she dealt a huge (if sadly not completely crippling) blow to her father’s business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she’s alive and her head’s in one piece.

Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

Hatred: People taking advantage of children, anyone using the things she thought up, and to a lesser extent organized crime or high-end weapons dealers.


[b][u]In Brief[/u][/b]:

Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else’s.


[b][u]Stats[/u][/b]: 0+4+0+12+2+2 = 20pp

Str: 10 (+0)

Dex: 14 (+2)

Con: 10 (+0)

Int: 22 (+6)

Wis: 12 (+1)

Cha: 12 (+1)


[b][u]Combat[/u][/b]: 10+8 = 18pp

Attack: +5 (+7 Gauntlets)

Grapple: +5

Defense: +4/+8** (+2 flat-footed, +8 shield)

Knockback: -0/-3*

Initiative: +6


[b][u]Saves[/u][/b]: 4+4+6 = 14pp

Toughness: +0/+6* (+0 Con, +6 force field)

Fortitude: +4 (+0 Con, +4)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)


[size=85]* with force field

** with shield[/size]


[b][u]Skills[/u][/b]: 64r = 16pp

Computers 9 (+15)

Concentration 4 (+5)

Craft (electronic) 9 (+15)

Craft (mechanical) 9 (+15)

Knowledge (physical sciences) 9 (+15)

Knowledge (technology) 9 (+15)

Language (Japanese)

Language (Russian)

Notice 4 (+5)

Perform (stringed instruments) 9 (+10)


[b][u]Feats[/u][/b]: 10pp

Ambidexterity

Benefit (wealth)

Eidetic Memory

Equipment 3

Fearless

Inventor

Master Plan

Speed of Thought


[quote name="Equipment"]Multitool [1ep]


Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Warehouse HQ [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size/Medium

Toughness/10

Concealed

Computer

Defense System

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System

Workshop[/device][/quote]


[b][u]Powers[/u][/b]: 2+6+2+18 = 28pp

[b]Datalink 2[/b] (mental) 2pp


[b]Immunity 10[/b] (mental; [i]Flaws[/i]: Limited/Half; [i]Power Feats[/i]: Innate) 6pp


[b]Quickness 4[/b] (mental; [i]Flaws[/i]: One Type/Mental) 2pp


[b]Device 4[/b] (Device/technology, hard to lose; [i]Power Feats[/i]: Accurate, Restricted/Datalink) 18pp

[device][i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require the Datalink power to use properly.[/i]

[b]Blast 6[/b] (spacial) 12pp

[b]Shield 4[/b] (spacial) 4pp

[b]Force Field 6[/b] (spacial; [i]Flaws[/i]: Ablative; [i]Power Feats[/i]: Selective) 4pp[/device]


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

[code]Blast                    21 DC/Toughness                        nonlethal/lethal damage
Costs: Abilities (20) + Combat (18) + Saves (14) + Skills (16) + Feats (10) + Powers (28) - Drawbacks (0) = 106pp

DONE BY SHAENTHEBRAIN

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