The Great Jefepato wrote:Apocrypha is probably the greatest thing I've ever seen on these boards.
Seconded! If nothing else, the clever uses of acronyms makes her backstory fun to read
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The Great Jefepato wrote:Apocrypha is probably the greatest thing I've ever seen on these boards.









Kreuzritter wrote:well, a copy of thanos (see the latest she-hulk for evidence on it being a copy)






Taliesin wrote:Kreuzritter wrote:well, a copy of thanos (see the latest she-hulk for evidence on it being a copy)
Gosh, darn it, the Watcher Uatu got it wrong, then!



Vorokoth wrote:Taliesin wrote:Kreuzritter wrote:well, a copy of thanos (see the latest she-hulk for evidence on it being a copy)
Gosh, darn it, the Watcher Uatu got it wrong, then!
Maybe it was a copy of The Watcher, then?
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Oh, thank you! That is so cool. Luck Control -> Power Stunt -> Power Control!![]()


Kreuzritter wrote:Vorokoth wrote:Taliesin wrote:Kreuzritter wrote:well, a copy of thanos (see the latest she-hulk for evidence on it being a copy)
Gosh, darn it, the Watcher Uatu got it wrong, then!
Maybe it was a copy of The Watcher, then?
![]()
Oh, thank you! That is so cool. Luck Control -> Power Stunt -> Power Control!![]()
according to what i've heard, this copy was specifily designed to fool cosmic beings like the watcher


Taliesin wrote:I modeled Squirrel Girl’s uncanny ability to take down much more powerful opponents with a Luck Control Linked to Power Control. She can use Luck Control without using Power Control, though its use is Uncontrolled. However, when she uses it in conjunction with Power Control, Squirrel Girl can spend a Hero Point on an opponent’s behalf, providing a Power Stunt on one of his powers. The Power Stunt is an Alternate Power that has a host of Power Drawbacks, usually Power Loss [against Squirrel Girl], Vulnerable [against Squirrel Girl], and Weak Point. This allows Squirrel Girl to either bypass the power completely, inflict double the Save DC with her attacks, or overcome a protective power with a critical hit. Power Control then allows Squirrel Girl to force the opponent to switch powers in his array to this new, very unimproved, alternate power. This effect is Insidious, meaning that the opponent is completely unaware of it. This power’s use is really in the control of the GM, as the power is Uncontrolled. The No Save Extra can be added if this doesn’t already sound over-the-top.


Taliesin wrote:
I don't need luck. I eat nuts.
Squirrel Girl
Power Level: 8 (150pp)
Abilities: STR: 10 [18] (+4), DEX: 10 [18] (+4), CON: 10 [18] (+4), INT: 12 (+1), WIS: 12 (+1), CHA: 18 (+4)
Skills: Acrobatics 12 (+16), Handle Animal 12 (+16), Pilot 2 (+6), Stealth 4 (+8), Survival 10 (+11)
Feats: Acrobatic Bluff, Animal Empathy, Attack Focus [Melee] 2, Defensive Roll 2, Dodge Focus 6, Equipment, Sidekick 8 (Tippy-Toe), Sneak Attack 4, Uncanny Dodge [Olfactory]
Powers:
Additional Limb 1 (prehensile tail; 1pp)
Comprehend 2 (Animals 2 [speak and understand]; Flaw: Limited [squirrels only; -2]; 1pp)
Enhanced Strength 8 (8pp)
Enhanced Dexterity 8 (8pp)
Enhanced Constitution 8 (8pp)
Leaping 4 (x25; 4pp)
Luck Control 1 (spend on another’s behalf; Extras: Insidious [+1], Linked [+1]; Flaw: Uncontrolled [-1]; Power Feat: Luck 8; 12pp)
Linked Power: Power Control 8 (Extra: Insidious [+1]; Flaw: Limited [to changing array’s configuration; -1]; 16pp)
Strike 1 (Extra: Penetrating [+1]; Power Feat: Improved Critical, Mighty 4; 7pp)
Summon Minion 1 (Squirrels; Extra: Horde [+1]; Power Feat: Progression 8 [500 minions]; 10pp)
Super-Movement 2 (Slow Fall, Wall-Crawling; 4pp)
Super-Senses 2 (Low-Light Vision, Scent; 2pp)
Equipment: Nut-sacks (1ep)
Vehicle “Squirrel-a-gig” (4ep)
Strength: 10, Speed: Flight 2, Toughness: 5, Defense: 10, Size: Medium; Powers: Flight 2
Combat: Attack +4 / +6 (Melee); Damage +5 (Strike, Penetrating, 19-20 Crit) // +5 (Sneak Attack); Defense +10 (+2 flat-footed); Initiative +4
Saves: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +8, Will +2
Drawbacks: Weakness (lack of nuts; Uncommon, Moderate [-1 Constitution], potentially lethal, every hour; -2pp)
Abilities 12 + Skills 10 (40 ranks) + Feats 26 + Powers 81 + Combat 16 + Saves 7 – Drawbacks 2 = 150I modeled Squirrel Girl’s uncanny ability to take down much more powerful opponents with a Luck Control Linked to Power Control. She can use Luck Control without using Power Control, though its use is Uncontrolled. However, when she uses it in conjunction with Power Control, Squirrel Girl can spend a Hero Point on an opponent’s behalf, providing a Power Stunt on one of his powers. The Power Stunt is an Alternate Power that has a host of Power Drawbacks, usually Power Loss [against Squirrel Girl], Vulnerable [against Squirrel Girl], and Weak Point. This allows Squirrel Girl to either bypass the power completely, inflict double the Save DC with her attacks, or overcome a protective power with a critical hit. Power Control then allows Squirrel Girl to force the opponent to switch powers in his array to this new, very unimproved, alternate power. This effect is Insidious, meaning that the opponent is completely unaware of it. This power’s use is really in the control of the GM, as the power is Uncontrolled. The No Save Extra can be added if this doesn’t already sound over-the-top.
Squirrel Girl’s sidekick is Tippy-Toe, successor to Monkey Joe, both smarter than your average squirrel.
What, behind the squirrel?
It is the squirrel!
You silly sod! You got us all worked up!
Well, that's no ordinary squirrel. That's the most foul, cruel, and bad-tempered rodent you ever set eyes on.
Tippy-Toe
Power Level: 1 (40pp)
Abilities: STR: 10 [2] (-4), DEX: 14 (+2), CON: 10 (+0), INT: 10 (+0), WIS: 12 (+1), CHA: 2 (-4)
Skills: Acrobatics 8 (+10), Climb 12 (+8), Stealth 8 (+10), Swim 12 (+8)
Feats: Acrobatic Bluff, Set-Up, Teamwork 2
Powers:
Leaping 4 (x25; 4pp)
Shrinking 8 (Extras: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 9pp)
Super-Movement 2 (Slow Fall, Wall-Crawling; 4pp)
Super-Senses 2 (Low-Light Vision, Scent; 2pp)
Combat: Attack +4 // +2 (size); Damage -4 (Unarmed); Defense +2 (+1 flat-footed) // +2 (size); Initiative +3
Saves: Toughness -2, Fortitude +2, Reflex +5, Will +1
Drawbacks: Disability (Mute; Very Common, Moderate; -4pp), Disability (No Hands; Very Common, Moderate; -4pp)
Abilities -2 + Skills 10 (40 ranks) + Feats 4 + Powers 19 + Combat 12 + Saves 5 – Drawbacks 8 = 40


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