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Postby JoshuaDunlow » Fri Mar 28, 2008 6:34 pm

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"Space the final frontier, these are the voyages.. oh wait, wrong show. "

Dylan Hunt (PL 8 / 122 pp)
Real Name: Dylan Hunt, Race: Hybrid (Human/Paradine) Profession: High Guard Commander, Base of Operations: The Andromeda, Marital Status: Single, Place of Birth: Tarn Vedra,

Abilities [37pp]: Strength 15/18 (+4), Dexterity 16 (+3), Constitution 15 (+2), Intelligence 16 (+3), Wisdom 17 (+3), Charisma 18 (+4)
Saves [11pp]: Toughness +5, Fortitude 3 (+5), Reflexes 3 (+6/+8), Willpower 5 (+8)
Combat [26pp]: Base Attack +7 (+8 ranged), Base Defense +7 (+3 flatfooted), Initiative +7, Grapple +13, Knock back -2, Hero Points 5
Attack (dc): Unarmed +4, Force Lance (+6 bludgeon, or dc 16 Stun, or +6 Plasma Blast)
Skills [11pp]: Acrobatics 3 (+6), Bluff 2 (+6), Climb 5 (+9), Diplomacy 5 (+9), Knowledge (Civics) 2 (+5), Knowledge (History) 5 (+8), Piloting 7 (+10), Profession (High Guard) 8 (+11), Notice 7 (+10),
Feats [15pp]: All out Attack, Attack Focus (Ranged) 1, Attractive, Benefit (Status-High Guard) 1, Defensive Attack, Defensive Roll 3, Dodge Focus 1, Elusive Target, Equipment 1, Improved Block, Leadership, Power Attack, Take down Attack
Powers [12pp]:
Heavy Worlder Container 2 [Flaws: Limited (only on normal gravity)]
* Super Strength 2 [effective strength 28]
* Enhanced Strength +3
* Enhanced Reflexes +2
* Enhanced Feat [Improved Initiative] 1
Paradine Power Suite (4pp)
* This is essentially an X trait ability, that allows him to do just about anything. Though this isn’t even used till Season 5. So instead for these purposes, this grants 4 ranks of Luck.
Devices [21]:
The Force Lance 7[Easy to Remove; Restricted 2 (DNA pattern-Anyone attempting to pick up is electrically shocked)]
* Taser [Stun 6 (Extra: Ranged, 4 Alternate Powers] = 22dp
- Ap: Plasma Shots [Blast 6]
- Ap: Strike 2 [Power Feats: Mighty, Collapsible]
- Ap: Overload [Blast 6 (Extras: Explosion); Drawbacks: Destroys Force Lance (2)]
- Ap: Grappling Hook [Super Movement 1 (Swinging)]
* Effectors [Enhanced Feats: Accurate (to strike, taser, plasma shots)+ Deflect 5 [All ranged])] = 13dp
Equipment [4]: High Guard Uniform, High Guard Armor (+3 toughness)

Andromeda will be up next, its just proving to be a difficult and very time consuming task right now.
Last edited by JoshuaDunlow on Sat Mar 29, 2008 10:42 pm, edited 2 times in total.
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Postby JoshuaDunlow » Sat Mar 29, 2008 7:18 pm

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Andromeda Ascendant (Construct Character; PL 12/278pp)
Class: Glorious Heritage-Class Heavy Cruiser, Registry: XMC-10-284, Standard Crew Compliment: 4,132 crew members, Size: Awesome, AI personality: Romie

Abilities [-12pp]: Intelligence 24 (+7), Wisdom 16 (+3), Charisma 8 (-1)
Saves [5pp]: Toughness +15, Fortitude ~, Reflexes ~, Willpower 5 (+8)
Combat [20pp]: Base Attack +5, Base Defense - 7/+1 against missiles, Initiative +8,
Skills [7pp]: Computers 8 (+15), Piloting 8 (+8), Notice 6 (+9), Search 6 (+13)
Feats [45pp]: Attack Focus 5 (ranged), Improved Initiative 2, Sidekick 37 (Rommie)
HQ Features [7pp]: Communications, Isolated, Living Spaces, Gym, Hangar, Holding Cells, Power System,
Powers [234pp]:
Immunity 30 [Fortitude Checks] = 30
Growth 20 [Power Feats: Innate, Flaws: Permanent] = 41
Super Strength 25 [Effective Strength is 150 with growth added (for purposes of cargo)]
Flight 15 [Normal Speed] = 30pp
Slip Stream Drive 10 [Space Travel; Flaw: Requires Piloting Check; Drawbacks: Requires a Human Pilot (1; otherwise )] = 9 pp
-- A slip stream drive allows interstellar travel, failure on the piloting check does nothing except allow the pilot to travel at Slow Interplanetary speed, failing by more than 5 sends the ship in the wrong direction (randomly chosen by the GM). A successful check allows a person to travel at Medium Interstellar Travel, while succeeding by more than 5 allows you to move at Fast Interplanetary. Additional Rules, allow for the more frequently traveled routes become a lot easier. (so lower the DC in commonly used routes)
Hull [Protection 15] = 15pp
Life Support Systems [Immunity 9] = 9pp
Super Senses 18 [Blind Sight (4), Acute Accurate Extended Vision 9 (1,000,000 x)], Dark Vision (2), Distance Sense (1), Life Detection (ranged, extended), Communication Link (robots on ship)] = 19pp
Missile Launchers 12 [Extra: Auto fire, 2 Alternate Powers] = 38pp
-AP: Explosive Missiles 12 [Extra: Explosive]
-AP: AP Cannons [Disintegrate 7]
Point Defense Lasers & Radiating Counter Measure Generators [Shield 8] = 8pp
Quickness 10 [Flaws: Limited (mental tasks)]


The Robots of Andromeda

Multi Purpose Robots “Summoned“ (PL 2/20 pp)
Abilities [-24pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution ~, Intelligence 10 (+0), Wisdom 6 (-2), Charisma ~
Saves [0pp]: Toughness 2, Fortitude ~, Reflexes 0, Willpower 0
Combat [0pp]: Base Attack +0, Base Defense +0, Initiative +0, Grapple +2, Knock back -1
Attack (dc): Unarmed +0
Skills [4pp]: Craft (Electrical) 4 (+4), Craft (Mechanical) 4 (+4), Notice 4 (+2), Search 4 (+4)
Feats [1pp]: Jack of All Trades
Powers [41pp]: Immunity 30 [Fortitude], Super Strength 1, Protection 2, Healing 5 [PF: Persistant, Regrowth; Limited (healing the ship)]

General Utility Androids (PL 6/90pp)
Abilities [-6pp]: Strength 15 (+2), Dexterity 13 (+1), Constitution ~, Intelligence 13 (+1), Wisdom 13 (+1), Charisma ~
Saves [2pp]: Toughness 4, Fortitude ~, Reflexes 2 (+3), Willpower +1
Combat [32pp]: Base Attack +4, Base Defense +4 (+2 flatfooted), Initiative +1, Grapple +7, Knock back -2
Attack (Dc): Unarmed +2, Force Lance (dc 16 stun, Plasma Blast +6, or +4 Bludgeon)
Skills [3pp]: Notice 6 (+7), Search 6 (+7)
Feats [2pp]: Power Attack, Jack of All Trades
Powers [38pp]: Immunity 30 [Fortitude], Super Strength 2, Protection 4,
Devices [21pp]:
The Force Lance 7 [Easy to Remove; Restricted 2 (DNA pattern-Anyone attempting to pick up is electrically shocked)]
* Taser [Stun 6 (Extra: Ranged, 4 Alternate Powers] = 22dp
- Ap: Plasma Shots [Blast 6]
- Ap: Strike 2 [Power Feats: Mighty, Collapsible]
- Ap: Overload [Blast 6 (Extras: Explosion); Drawbacks: Destroys Force Lance (2)]
- Ap: Grappling Hook [Super Movement 1 (Swinging)]
* Effectors [Enhanced Feats: Accurate (to strike, taser, plasma shots)+ Deflect 5 [All ranged])] = 13dp


The only thing not listed here so far are the OE Bots (TwiddleDee, and Twiddledumb), and the Slip Fighters. They will be stated as equipment , save Twiddle Dee, and Twiddle Dumb will be constructs. I haven't decided if i want to do Rommie's Android Avatar, seperate either or a version of the Morph power. I'm thinking that i need to make Rommie's Android a Character, and make the ship a Minion of the Android?
Last edited by JoshuaDunlow on Sun Mar 30, 2008 1:48 am, edited 11 times in total.
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Postby Bravo » Sat Mar 29, 2008 8:56 pm

:shock: WOW :shock:

Ok personally I like the idea of the avatar being a character while the ship is a minion of the android - would make for an awesome NPC and HQ combo for a team of Supers. Looking forward to seeing more of this!
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Postby JoshuaDunlow » Sat Mar 29, 2008 9:11 pm

Bravo wrote::shock: WOW :shock:

Ok personally I like the idea of the avatar being a character while the ship is a minion of the android - would make for an awesome NPC and HQ combo for a team of Supers. Looking forward to seeing more of this!


Thanks Bravo, im still working on it and thinking. This is almost like the Farscape build, i did for Moyo. I made pilot the main character, and Moyo his minion basically. But this is pretty different though, cause the avatar is the extension of the ship. Not the other way around. So many Rommie should be a "Sidekick".
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Postby Bravo » Sat Mar 29, 2008 9:38 pm

JoshuaDunlow wrote:Thanks Bravo, im still working on it and thinking. This is almost like the Farscape build, i did for Moyo. I made pilot the main character, and Moyo his minion basically. But this is pretty different though, cause the avatar is the extension of the ship. Not the other way around. So many Rommie should be a "Sidekick".


Hummm Sidekick. That could explain Rommie's being able to adventure independently of the Ship and the ship's AI still being very much active onboard.

Yeah Farscape (another favorite of mine from Sci-fi) I didn't know you had made that build but I will go look at it asap. But I do like the Pilot main character/Moya a minion idea.... Hummm that also has sparked some interesting ideas for alien heroes who roam the 'verse inside their living ship!

EDIT: Ok checked out the Farsacpe stuff and wow... just wow! Excellent build there Josh.
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Postby JoshuaDunlow » Sat Mar 29, 2008 9:57 pm

Bravo wrote:Hummm Sidekick. That could explain Rommie's being able to adventure independently of the Ship and the ship's AI still being very much active onboard.

Yeah Farscape (another favorite of mine from Sci-fi) I didn't know you had made that build but I will go look at it asap. But I do like the Pilot main character/Moya a minion idea.... Hummm that also has sparked some interesting ideas for alien heroes who roam the 'verse inside their living ship!

EDIT: Ok checked out the Farsacpe stuff and wow... just wow! Excellent build there Josh.


Thanks Bravo, and now without further Ado. Rommie.


Image
"I am a warship, and I don't like walking away from a fight."


Rommie, Gynoid extension of Andromeda’s AI (PL 12/Sidekick 37/ 184 pp).
Real Name: Andromeda, Race: Gynoid, Family: Seamus Harper (Creator)

Abilities [28pp]: Strength 20 (+5), Dexterity 18 (+4), Constitution ~, Intelligence 24 (+7), Wisdom 16 (+3), Charisma 10 (+0)
Saves [10pp]: Toughness +6, Fortitude ~, Reflexes 5 (+9), Willpower 5 (+8)
Combat [30pp]: Base Attack +5 (+5 ranged), Base Defense +10 (+5 flatfooted), Initiative +12, Grapple +12, Knock back -3
Attack (dc): Unarmed +7, Gaus Gun (dc 20 fast projectile, 2 pts penetrating)
Skills [8pp]: Computers 8 (+15), Diplomacy 4 (+4/+8 when attractive), Notice 6 (+9), Piloting 8 (), Search 6 (+13)
Feats [13pp]: Attack Focus (ranged) 5, Attractive, Equipment 3, Improved Initiative 2, Jack of All Trades, Power Attack
Powers [95pp]:
Gynoid Physiology (54pp)
-Immunity 30 [Fortitude]
-Super Strength 4 [Effective Strength (45); Ap: Leaping] = 5pp
-Speed 2
-Strike 2 [PF: Mighty, Variable 1(Unarmed descriptor)] =4
-Protection 6
-Quickness 10 [Flaws: Limited (Mental tasks only)]
-Quickness 4 [Flaws: Limited (Physical tasks only)]
Sensory Capabilities (25pp)
-Super Senses 7 [Communication Link (Andromeda Ascendant), Detect Lies, Detect Injuries, Ship -Awareness (accurate, radius)] = 7pp
-Super Senses 18 [Blind Sight (4), Acute Accurate Extended Vision 9 (1,000,000 x)], Dark Vision (2), Distance Sense (1), Life Detection (ranged, extended); Flaws: Limited (medium-ship)] = 9pp
-Data Link 8 [Pf: Machine Control]
Environmental Controls (12pp)
-Gravity Manipulation 6 [Extra: Area (Shapeable), Flaws: Limited (On board Andromeda)]
Equipment [13 ep]:
Gauss Gun [Blast 5 (PF: Accurate, Extras: Penetrating 2)]
Last edited by JoshuaDunlow on Mon Apr 06, 2009 10:46 am, edited 4 times in total.
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Postby JoshuaDunlow » Sat Mar 29, 2008 11:43 pm

Nova Bomb
A nova bomb is a fictional weapon of mass destruction in the Andromeda series. It functions by briefly weakening, nullifying or inverting gravity in a large area, with the intended purpose of artificially inducing a supernova.

The destructive power of the nova bomb is not clearly defined, but there is an established upper limit - in the second episode, the Andromeda Ascendant's entire complement of 40 nova bombs was not powerful enough to destroy a relatively small black hole, although they did temporarily neutralize enough of its gravitational field to briefly turn the black hole into a white hole. However, since a main-sequence star consists of a large body of extremely energetic superheated gas, held under pressure by the gravitational field generated by its own mass, it is actually highly unstable – it would only be necessary to temporarily neutralize a relatively small proportion of a star’s gravitational field to drive it to go supernova. It is seen to be able to destroy a solar system filled with Magog by firing into the solar system's sun.

Consequently, while a nova bomb can easily destroy a star, its effect on planets or ships is less certain.

Notably, when used against the Magog world-ship, which is a superstructure made up of an artificial sun surrounded by several hollowed out planets, a nova bomb succeeded in driving the star to go supernova (although, virtually all of the energy released was absorbed by the Spirit of the Abyss), but apparently had no effect on the world-ship’s superstructure.

Although Dylan exhausted the ship's initial supply of nova bombs shortly after waking up from his three-hundred-year 'sleep', Dylan acquired a new one during a visit to an abandoned High Guard satellite base, which he subsequently used in a failed attempt to destroy the Magog world-ship during their first confrontation with it. Harper subsequently built a new bomb that he called 'Rosanne', which he claimed had the combined power of three nova bombs put together, and was subsequently used by the Eureka Maru to close a dimensional tear and destroy the over ten thousand ships that were travelling through it.

Retrieved from "http://en.wikipedia.org/wiki/Nova_bomb_%28Andromeda%29"


As it stands, a Nova Bomb is technically a X-trait device. And should be handled judiciously , since it can destory an entire solar system. However a Nova Bomb can be used against normal targets, and not a star. For this purposes a Nova Bomb is a Rank 22 Explosive Blast.

An AU (astronomical unit) is 93,000,000 miles. Which Equates to a 30 Rank progression to the Explosions Radius. (yes i really figured that out, :shock: ) So add 30 ranks of progression, to the Blast power when you toss this sucker into a star. Oh yes, and the damage increases to a Rank 40 Disintegrating effect. !

To put this into perspective the destructive blast of the Novabomb is enough to destroy almost every planet in our own solar system.

Jupiter is 5.2 AU's from the sun. (rank 35 effect)
Saturn is 9.5 AU's well within destructive range still. (Rank 30 effect)
Uranus is 20 AU's, (rank 20 effect)
Neptune 30 Au's (rank 10 effect)
Pluto 39 Au's (rank 1 effect)
Last edited by JoshuaDunlow on Fri Apr 11, 2008 6:40 pm, edited 4 times in total.
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Postby Mike5000us » Sun Mar 30, 2008 12:46 am

WOW...Nova bomb...WOW!!! I love Andromeda and I curious how your going to stat out the Sun Goddess.
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Postby JoshuaDunlow » Sun Mar 30, 2008 12:55 am

Mike5000us wrote:WOW...Nova bomb...WOW!!! I love Andromeda and I curious how your going to stat out the Sun Goddess.


LOL, one step at a time, lol. But thanks, :) I think i did a good job, equating a Nova Bomb out. And i am still tweaking Rommie and Andromeda as we speak.
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Postby Libra » Sun Mar 30, 2008 9:01 am

For a ship with such a pretty name Andromeda is rather homely, don't you think?

Keep up the good work Joshua. :D
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Postby JoshuaDunlow » Mon Mar 31, 2008 9:17 am

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Trance Gemini, Race: Avatar of a sun, Profession: Environmental/Life Support Officer, Power Level: 25 (339pp)

Abilities [77pp]: Strength 10 (+0), Dexterity 25 (+7), Constitution 15 (+2), Intelligence 30 (+10), Wisdom 40 (+15), Charisma 17 (+3)
Saves [13pp]: Toughness +8, Fortitude 3 (+5), Reflexes 5 (+12), Willpower 10 (+25)
Combat [22pp]: Base Attack +3, Base Defense +8 (+4 flatfooted), Initiative +7, Grapple +3, Knock back -1
Attack (dc): Unarmed +0
Skills [42pp]: Acrobatics 12 (+19), Bluff 5 (+8), Diplomacy 2 (+5), Escape Artist 4 (+11), Gambling 4 (+19), Gather Information 5 (+8), Knowledge (Physical Sciences) 5 (+15), Knowledge (Life Sciences) 6 (+21), Medicine 5 (+20), Notice 12 (+27), Search 10 (+20), Sleight of Hand 6 (+13), Stealth 12 (+19)
Feats [11pp]: Attack Focus (Ranged) 1, Attractive, Defensive Roll 4, Eidetic Memory, Equipment 3, Improved Trip, Jack of All Trades
Powers [164pp]:
Avatar of the Sun Physical Form (54pp)
* Protection 2 (2pp)
* Immunity 6 [Life Detection, Social Test] (6pp)
* Super Senses 5 [Precognition, Detect Time] (5pp)
* Probability Control 5 [Extra: Fortune, Jinx, Range] (40pp)
* Additional Limb 1 (Tail) (1pp)
Avatar of the Sun Energy Form (110pp)
* Immunity 30 [Fortitude Effects]
* Insubstantial 4
* Flight 20
* Space Flight 20
Going Nova (x-trait)
* Disintergrate 40 [Power Feats: Explosion Progression 30; Extras: Explosion, Flaws: Side Effect (Strike; affects Insubstantial)]

Equipment [13ep]: Guass Gun [+5 Blast, Accurate, Penetrating 2]

Here's that cute, rascally little alien that turned into a sun goddess. There's probably quite a few things im missing right now, but heck i wasn't sure what all could translate well enough. And i was iffy about giving her ressurection in her physical form. Since she is seen dying in the 2nd episode. But for all i know this could just be the Trance Feat too. I wasn't sure, cause i missed the very last episode of the 5th season. But i was pretty sure, if she goes Nova. She would pretty much die though.
Last edited by JoshuaDunlow on Thu Apr 10, 2008 1:09 pm, edited 2 times in total.
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Postby JoshuaDunlow » Mon Mar 31, 2008 9:28 pm

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Tyr Anasazi , Race: Nietzschean, Profession: Mercenary, Power Level: 8 (114pp)

Abilities [42pp]: Strength 20 (+5), Dexterity 17 (+3), Constitution 22 (+6), Intelligence 13 (+1), Wisdom 16 (+3), Charisma 14 (+2)
Saves [11pp]: Toughness +7, Fortitude 4 (+10), Reflexes 4 (+7), Willpower 3 (+6)
Combat [22pp]: Attack Bonus +6 (+8 with Gauss Rifle, Bone Blades), Defense Bonus +6 (+2 flatfooted), Initiative +3, Grapple +15, Knock back -3
Attack (dc): Unarmed +5, Bone Blades (+6 slashing), Gauss Rifle [+6 auto fire, +2 penetrating]
Skills [10pp]: Acrobatics 4 (+7), Bluff 4 (+6), Climb 5 (+10), Intimidate 8 (+10), Notice 7 (+10), Profession (Mercenary) 8 (+11), Search 4 (+5)
Feats [18pp]: All out Attack, Attractive, Attack Specialist (Bone Blades), Defensive Roll 1, Dodge Focus, Endurance 2, Equipment 5, Improved Grab, Leadership, Power Attack, Sneak Attack, Take down Attack, Taunt
Powers [11pp]:
Nietzschean Physiology 2 [Container; PF: Innate]
* Super Strength 2 [Effective Strength 30]
* Speed 2
* Immunity 2 [Poisons & Diseases]
* Bone Blades [Strike 1 (Mighty)]
Equipment [21ep]: Gauss Rifle [Blast +6, PF: Accurate, Extra: Auto fire, Penetrating 2]
Complications: Last of his Pride (Kodiak),. Reputation (Nietzschean)
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Postby JoshuaDunlow » Wed Apr 02, 2008 9:59 pm

I have been immersing myself in tons of episodes of Andromeda lately, so i thought i would include equipment that i come across in the series.

High Guard Bracers:
The High Guard Bracers emit a frequency that messes with the targeting of smart bullets, in essence this grants the shield power at Rank 2.
Cost: 2 ep/1pp
Wealth Cost: 12 dc, Requirements: Status (High guard) 1

Guass Gun:
The most common type of personal handgun is a gauss gun, which accelerates a smart bullet at supersonic speeds using electromagnetic forces.
Pistol: Blast 4 [Power Feats: Accurate; Extra: Penetrating 2]
Rifle: Blast 5 [Power Feats: Accurate; Extra: Autofire, Penetrating 2]


The Force Lance:
The Force Lance generally looks like a harmless metal rod approximately 1/3 of a meter in length which fires plasma shots, but can extended to almost 2 meters and be used as melee weapon. The Lance is keyed to its handlers DNA and can also be reprogrammed, a person will be electrically shocked when trying to use another's programmed Lance. It can also be used as a taser.
The Force Lance can launch a number of self-guided tiny attack drones (called “effectors”) that both target opponents and intercept incoming bullets and missiles. It has a grappling hook function, it can be placed in a stationary position to be set on auto fire, & finally it can be used as a plasma grenade by setting it to overload.

The Force Lance 7 [Easy to Remove; Restricted 2 (DNA pattern-Anyone attempting to pick up is electrically shocked)]
* Taser [Stun 6 (Extra: Ranged, 4 Alternate Powers] = 22dp
- Ap: Plasma Shots [Blast 6]
- Ap: Strike 2 [Power Feats: Mighty, Collapsible]
- Ap: Overload [Blast 6 (Extras: Explosion); Drawbacks: Destroys Force Lance (2)]
- Ap: Grappling Hook [Super Movement 1 (Swinging)]
* Effectors [Enhanced Feats: Accurate (to strike, taser, plasma shots)+ Deflect 5 [All ranged])] = 13dp


Mono-Molecular Lash
This appears to be nothing more than a small hand held device, but it produces a filament that can cut through anything. The problem with these things is they are hard to control, and are just as dangerous to the user as it is to anyone else around them. They will cut through anything with a substance toughness of 12 or less. And now for the ugly side, anyone attempting to use the lash with a attack bonus less than +5 can be hit by the lash 50 % of the time. Plus you need to take a weapon specialization in this weapon, otherwise the chance of failure is 100% of the time under +5. 50% of the time otherwise.

Disintegrate 12 [Power Feats: Extended Range 1 (10’), Flaws: Touch Range, Unreliable Side Effect (full flaw)] =25pp
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Postby JoshuaDunlow » Thu Apr 03, 2008 1:06 pm

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Seamus Zelazny Harper, Race: Human (native earther), Profession: Mechanic, Power Level: 6 (56pp), Place of Birth: Boston, Mass. Marital Status: Single

Abilities [11pp]: Strength 11 (+0), Dexterity 12 (+1), Constitution 9 (-1), Intelligence 18 (+4), Wisdom 9 (-1), Charisma 11 (+0)
Saves [5pp]: Toughness 0, Fortitude 1 (+0), Reflexes 3 (+4), Willpower 1 (+0)
Combat [12pp]: Base Attack +2 (+4 with ranged), Base Defense +4 (+6 with smart bullets/ +2 flatfooted), Initiative +1, Grapple +3, Knock back 0
Attack (dc): Unarmed (+0), Gauss Gun (Blast +4)
Skills [15pp]: Bluff 2 (+2), Computer 8 (+12), Craft (Mechanical) 6 (+10), Craft (Electrical) 6 (+10), Craft (Structural) 5 (+9), Knowledge (Physical Sciences) 6 (+10), Knowledge (Streetwise) 5 (+9), Notice 4 (-3), Search 4 (+8), Stealth 6 (+7), Surfing 8 (+9)
Feats [9pp]: Attack Focus (ranged) 2, Defensive Roll 1, Equipment 4, Luck 1, Taunt
Powers [4pp]:
Cerebral Port [Data Link 8 (Power Feats: Extended Reach 1 (cord), Flaws: Range [touch -3])] = 3pp
Quickness 1 [Flaws: Limited (Mental tasks)] = 1pp
Equipment [17ep]:
Gauss Gun Blast 4 [Power Feats: Accurate; Extra: Penetrating 2], High Guard Bracer (Shield 2)
Complications: Hatred for the Magog, and Drago-Kazov Nietzschean Pride
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Postby JoshuaDunlow » Fri Apr 04, 2008 10:16 am

I made my own jpg character sheet, that i can just insert information into. Tell me what you think.

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