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marcoasalazarm wrote:Robert Neville, from 'I Am Legend'.


scc wrote:Hey Thorp nice Blob build. I like the Blob too. Not sure why they depowered him. Anyway shouldn't he have some lind of snare power when people punch him in the stomach there hand gets stuck.

Thursdaze wrote:Not to make a pest of myself but I would love to see your take on Hawk & Dove
marcoasalazarm wrote:Another request, if it's at all possible:
Robert Neville, from 'I Am Legend'.
And, well, I thank you all for the Chigurh write-up. As befits him, he's a street-level monster.
Roman Virtue wrote:marcoasalazarm wrote:Robert Neville, from 'I Am Legend'.
Hey, what about Aaron Neville?


WONG
PL: 7 (90 pp) – OPL: 7; DPL: 7
ABILITIES: STR: 14 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (0)
SKILLS: Acrobatics 7 (+12), Climb (+2), Concentration 8 (+11), Diplomacy 6 (+6), Escape Artist (+5), Knowledge [Arcane Lore] 7 (+8) [Ritualist], Notice 7 (+10), Profession [Manservant] 5 (+8), Search (+1), Sense Motive 5 (+8), Stealth 3 (+8), Survival (+3), Swim (+2)
FEATS: Accurate Attack, Attack Focus (Melee) (6), Defensive Roll (2), Dodge Focus (4), Grappling Finesse, Improved Block (1), Improved Critical (2) [Unarmed x2], Interpose, Power Attack, Ritualist, Set-Up, Takedown Attack (1), Teamwork (1)
POWERS:
None
COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +13 [Unarmed +2, 18-20 Critical (Bruise)]; Defense 20 (13 flat-footed); Init +5; Knockback -2
SAVES: Toughness +4 (+2 flat-footed), Fortitude +5, Reflex +7, Will +5
DRAWBACKS:
Abilities 26 + Skills 12 (48 ranks) + Feats 23 + Powers 0 + Combat 22 + Saves 7 – Drawbacks 0 = 90 / 90

Thorpacolypse wrote:Another item in our Mystics line hits the Aisle 1 shelves.
For Nabu's sake, turn down that stereo!!!
DR. FATE
PL: 14 (210 pp) - OPL: 14; DPL: 14
ABILITIES: STR: 30 [12] (+10/+1) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 26 [20] (+8/+5) CHA: 14 (+2)
SKILLS: Bluff (+2), Climb (+10), Concentration 11 (+19), Diplomacy 10 (+12) [Connected], Disguise (+2), Escape Artist (+1), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate (+2), Knowledge [Arcane Lore] 19 (+22) [Ritualist], Notice 4 (+12), Search (+3), Sense Motive (+8), Stealth (+1), Survival (+8), Swim (+10)
FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (2) [Magic Array], Connected, Contacts, Dodge Focus (2), Improved Initiative (1), Ritualist, Trance, Well-Informed
POWERS:
Helm of Nabu Endowment (Container [100pp]) [20]
Enhanced Strength (18pp) [18]
Enhanced Wisdom (6pp) [6]
Immunity (Aging [1pp]) [1]
Flight (8pp) [4]
Enhanced Feats: Luck x2 (2pp) [2]
Magic Array (Dynamic Array [48pp])
Mystic Blast (Extra: Penetrating [1pp]) [16] - DC:31:tough
DAP: Mystic Force Field (Extra: Affects Others, Impervious [2pp]) [16]
DAP: Telekinesis (Extra: Perception Range, PF: Precise [2pp]) [14]
DAP: Create Object (Extra: Movable, PF: Affects Insubstantial, Selective, Precise, Subtle, Tether [2pp]) [14]
DAP: Dazzle (Visual, Extra: Area Burst, Selective [2pp]) [12] - DC:22:ref
DAP: Snare (Extra: Targeted Shapeable Area, PF: Tether, Reversible [2pp]) [14] - DC:24:ref
DAP: Illusion (All Senses [2pp]) [12] - DC:22:will
DAP: Astral Form (2pp) [8]
AP: Transform (Anything into Anything [1pp]) [8] - DC:18:fort
AP: Teleport (Extra: Accurate, Affects Others, Selective Attack, Flaw: Long Range, PF: Selective, Progression x5 [1pp]) [14]
Amulet of Anubis (Device, Hard to Lose [20pp traits]; 16pp) [4]
Super Senses (Aura Reading, Detect Magic, Cosmic Awareness, True Sight, PF: Dimensional [20pp])
COMBAT: Base Attack +8, Melee +8, Ranged +8, Unarmed +10, Magic Array +12, Grapple +18 [Unarmed +10 (Bruise), Mystic Blast +18 (Bruise)]; Defense 20 (14 flat-footed); Init +5; Knockback -1 (-17 with Force Field)
SAVES: Toughness +2 (+2 flat-footed, +18 with Force Field, +18 flat-footed with Force Field, +16 Impervious with Force Field), Fortitude +5, Reflex +4, Will +12
DRAWBACKS:
Abilities 28 + Skills 13 (52 ranks) + Feats 11 + Powers 116 + Combat 32 + Saves 10 – Drawbacks 0 = 210 / 210
Comments: My take on Dr. Fate, the Kent Nelson version. I haven’t been following 52 (but I hear I really should just for Black Adam) so I don’t know anything about his successor yet, if there is one. Last thing I saw, Ralph Dibny was wearing the helm and I hope they really don’t make him Doctor Fate! Mystical and stretchy? Too much…
I’ve been a fan of the good Doctor since I started reading comics back in the Golden Age (well, Silver anyway) and he has continually been a force to be reckoned with ever since. I know that Kent Nelson has actual magic abilities, but for ease of the build and its use, I put all the powers into his devices. With the helm actually allowing Nabu to possess him, it seemed like a fair way to handle those abilities. That Variable Power with magic can do a lot of damage or bail his allies out of just about any situation.
Clean Up 9/25/08: An update of Doctor Fate to a more playable version. Still has recommended starting playable PP for his level, but I refined his Nabu abilities and made his magic an array instead of Variable Power (which I LOATHE for PCs).

Thorpacolypse wrote:Tonight is a special night! This is posted build 100 (from me, anyway, actually Joshua posted the actual 100th build on my thread, lucky dog)!!! Thanks to all of you who have shopped J-Mart so far! Our next hundred should be even more mediocre, I mean even more spectacular!!!
Just because you're paranoid, doesn't mean everyone isn't actually out to get you...
THE QUESTION PC
PL: 9 (135 pp) – OPL: 9; DPL: 9
ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 14 (+2)
SKILLS: Acrobatics 6 (+8), Bluff 10 (+12) [Skill Mastery, Taunt], Climb (+2), Computers 4 (+8), Concentration (+4), Diplomacy 6 (+8), Disguise 8 (+10), Drive 4 (+6), Escape Artist (+2), Gather Info 10 (+12) [Contacts, Discreet Inquiry, Skill Mastery, Well-Informed], Handle Animal (+2), Intimidate (+2), Investigate 10 (+14), Knowledge [Popular Culture] 4 (+8), Knowledge [Streetwise] 8 (+12), Notice 8 (+12), Profession [Investigative Reporter] 6 (+10), Search (+4), Sense Motive 6 (+10) [Assessment, Skill Mastery], Sleight of Hand 8 (+10), Stealth 10 (+12) [Skill Mastery], Survival (+4), Swim (+2)
FEATS: Assessment, Attack Focus (Melee) (4), Benefit (1) [Alternate ID], Challenges (1) [Discreet Inquiry], Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (3), Equipment (5), Favored Environment (2) [+1 Attack and Dodge in Cities], Improved Critical (1) [Unarmed], Improved Initiative (1), Luck (1), Master Plan, Skill Mastery (1) [Bluff, Gather Information, Sense Motive, Stealth], Sneak Attack (1), Speed of Thought, Takedown Attack (1), Taunt, Uncanny Dodge [Auditory], Well-Informed
POWERS:
None
EQUIPMENT:
(25ep)
Leather Jacket (Protection, Subtle [2ep]) [1]
Question Mask (Quick Change [1ep])
Vehicle:
Question Car (Mid Size Car Archetype (8ep)
Utility Coat (Array [14ep]):
Sleep Gas (12ep) [4] - DC:14:fort
Smoke Bombs (Obscure [1ep])
1ep free as needed for situation,
COMBAT: Base Attack +8, Melee +12, Ranged +8, City Melee +13, City Ranged +9, Grapple +14, City Grapple +15 [Unarmed +2, 19-20 Critical (Bruise)]; Defense 21 (14 flat-footed, 22 in Cities); Init +6; Knockback -3 (-2 flat-footed)
SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7, Will +7
DRAWBACKS:
Abilities 34 + Skills 27 (108 ranks) + Feats 32 + Powers 0 + Combat 32 + Saves 10 – Drawbacks 0 = 135 / 135
Comments: My 100th posted build and it's a definite J-Mart favorite: the scene stealer from Season 1 of JLU, The Question. He's another character I didn't know a lot about until recently, but after the aforementioned JLU season where he and Huntress hooked up, he immediately became a favorite, apparently along with just about everybody elses.
Q is meant to investigate and sneak around, not really to fight, but he's OK in a pinch against street level types. Against most super powered heroes and villains, though, he's in over his head.
Clean Up 9/25/08: Moved this PC version of The Question to where my original build was since I didn't really see me using both. The original remains for reference.THE QUESTION
PL: 8 (135 pp) - OPL: 8; DPL: 8
ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 16 (+3)
SKILLS: Acrobatics 6 (+8), Bluff 9 (+12) [Skill Mastery, Taunt], Climb (+2), Computers 10 (+13) [Skill Mastery], Concentration (+4), Diplomacy 4 (+7), Disguise 10 (+13), Drive 4 (+6), Escape Artist (+2), Gather Info 9 (+12) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 5 (+8), Investigate 12 (+15) [Skill Mastery], Knowledge [Popular Culture] 6 (+9), Knowledge [Streetwise] 8 (+11), Notice 8 (+12), Profession [Reporter] 6 (+10), Search (+3), Sense Motive 6 (+10) [Assessment, Skill Mastery], Sleight of Hand 8 (+10), Stealth 9 (+11), Survival (+4), Swim (+2)
FEATS: Attack Focus (Melee) (1), Assessment, Benefit (1) [Alternate Identity: Vic Sage], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (4), Equipment (5), Favored Environment (2) [Urban], Master Plan, Power Attack, Skill Mastery (1) [Bluff, Computers, Investigate, Sense Motive], Sneak Attack (1), Speed of Thought, Takedown Attack (1), Taunt, Trance, Uncanny Dodge [Auditory], Well-Informed
POWERS:
None
EQUIPMENT:
(25ep)
Leather Jacket (Protection [1ep]) [1]
Question Mask (Quick Change [1ep])
Vehicle:
Question Ride (Mid Size Car Archetype (8ep)
Utility Coat (Array [15ep])
Sleep Gas (12ep) [4] - DC:14:fort
Smoke Bombs (1ep)
2ep free as needed for situation,
COMBAT: Base Attack +10, Melee +11, Ranged +10, City Melee +12, City Ranged +11, Grapple +14 [Unarmed +2 (Bruise)]; Defense 20 (13 flat-footed, 21 in Cities); Init +3; Knockback -2
SAVES: Toughness +5 (+4 flat-footed), Fortitude +6, Reflex +7, Will +8
DRAWBACKS:
Abilities 34 + Skills 30 (120 ranks) + Feats 27 + Powers 0 + Combat 32 + Saves 12 – Drawbacks 0 = 135 / 135

Thorpacolypse wrote:HOUSE RULES
A few variations and just FYI's for gaming in the Thorpacoverse. In no particular order, just as I think of them:
Split Attack with Dual Weapons - When a character has two weapons they can take Split Attack as an additional ep or pp cost depending on if the weapons are equipment of devices. The ranks of the weapons do not stack, but you can get the rull ranks of each as a Split Attack, which any applicable offhand penalties incurred, if applicable.
Example: Vigilante is using two heavy pistols, +4 damage each and has paid for two pistols with his EP. He does not get a combined +8 in a single attack, just +4. If he is facing two opponents, he can use Split Attack to get +4 damage to each attack instead of +2 to each.
A two-bladed item or natural weapons, like Wolverine's claws still split damage with a Split Attack.
Rage - One rank of the Rage feat will not be assessed against PL limits due to the offensive/defensive tradeoff inherent in the feat. Any subsequent ranks for duration or increase of power are assessed against the caps.
Sneak Attack - One point of the first of the Sneak Attack feat will not count against PL cap limits.
Example: A PL10 Nightwing has an attack bonus of +13 and a damage bonus of +6 and he has the Sneak Attack feat. He gets a surprise attack on an opponent and hits so he can add the full +2 to his attack. If he had +7 damage, he could only take +1 damage onto his attack with Sneak Attack.
Combat Feat Cap Reduction: Combat feats that you bend your caps like All-Out Attack, Accurate Attack, Defensive Attack, Power Attack and any of the martial arts feats from the Mastermind Manual are capped at 3 ranks instead of their listed caps in the books.
Example: Batman goes to Power Attack The Joker. Normally he could take up -5 on his attack bonus and add +5 to damage. Under the Thorpacolypse House Rules, he can only take -3 off his attack and +3 to his damage.
Taking 10 with Combat Feats: This may already be legal, but just to note it, I am allowing PCs to take 10 and use combat feats like Power Attack when dealing with minions.
Batgirl's Variant Cape Rules. If you haven't read this, READ IT shortly. Genius stuff from her as usual. Expect some Bat-Family updates with some of this stuff in the near future.
Batgirl III's Guide to Capes

Cloak (PL7/105pp)
Real Name: Tyrone Johnson, Occupation: Vigilante, Identity: Secret, Place of Birth: South Boston, Massachusetts, Marital Status: Single, Known Relatives: None, Base of Operations: The Holy Ghost Church, NYC, Height: 5’9”, Weight: 155 lbs, Eyes: Brown, Hair: Black; Trade Offs: -3 Attack/+3 DC
Abilities [21pp]: Strength 17 (+3), Dexterity 12 (+1), Constitution 20 (+5), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1)
Saves [7pp]: Toughness +5, Fortitude 0 (+7), Reflexes 3 (+4), Willpower 4 (+6)
Combat [16pp]: Base Attack +4, Base Defense +4 (+2 flat), Initiative +1, Grapple +6, Knock Back -2, Hero Points 1
Attack (dc): Unarmed +3, Spirit Vampirism (dc20 vampiric strike), Obscure (dc 18 darkness), Dimensional Pocket (dc 25)
Skills [4pp]: Intimidate 4 (+3), Knowledge: Streetwise 6 (+6), Notice 6 (+8)
Feats [2pp]: Quick Change 2 (His cloak of dark force)
Powers [59pp]:
Intangibility (11pp)
- Insubstantial 2 [Extra: Continuous; Flaws: Permanent; Drawback: Power loss (Light Powers of Rank 6 or higher, Or Environmental Control [sunlight]), Drawback: Regain Physical Form (Requires a Dc 15 will save, to regain physical form for 1 hour by which he beats it)]
- Concealment 4 [All Visual; Power Feats: Close Range; Flaws: Blending, Limited (shadows, darkness)]
Dark Force Generation 12 [Array; Power Feats: 3 Alternate Powers] (27pp)
- Base: Obscure 8 [Visual; Extra: Area (Shapeable)]
- AP: Dimensional Pocket 10 [Power Feats: Affects Insubstantial; Extra: Shapeable Area +1]
- AP: Teleport 4 [Power Feats: Easy, Progression (mass) 13 , Extra: Affects Others (+1), Attack (+1)]
- AP: Super Movement 1 [Dimensional (dark dimension); Power Feats: Progression (13) , Extra: Portal]
Spirit Vampirism (21pp)
- Damage 5 [Power Feats: Affects Insubstantial; Extra: Alternate Save (will), Perception Ranged (+2), Vampiric; Flaws: Limited (to targets within a Dimensional Pocket)]
Drawbacks [4pp]: Spirit Vampirism* [Must make a Willpower test against a DC 15 attack, or take damage every hour]
Complication: Spirit Vampirism (Compelled to Seek out the life force of others, and send them into Dark Dimension)
Notes:
The focus of Cloak's power, is the representation of his Cloak. Most of his affects center or originate from this point.
Dagger (PL 7/105pp)
Aka Tandy Bowen, Occupation: Vigilante, Place of Birth: Shaker Heights, Ohio, Marital Status: Single, Known Relatives: Melissa (mother), Unnamed Father, Phillip Carlisle (step father), Father Michael Bowen (Uncle), Base of Operations: Holy Ghost Church, Height: 5’5”, Weight: 115 lbs, Eyes: Blue, Hair: Blonde, Trade Off: -3 Toughness, +3 Defense
Abilities [20pp]: Strength 10 (+0), Dexterity 14 (+2), Constitution 18 (+4), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 14 (+2)
Saves [6pp]: Toughness +4, Fortitude 0 (+4), Reflexes 2 (+4), Willpower 4 (+5)
Combat [20pp]: Base Attack +4 (+6 with light daggers), Base Defense +6/+10 with Blinding Aura (+3 flat), Initiative +2, Grapple +4, Knock Back -2, Hero Points 1
Attack (dc): Unarmed +0, Light Dazzle (dc 17), Stunning Light (dc 16 stun), Light Daggers (dc 20 attack, 5 pts penetrating + dc 15 sleep stun), Light Purge and Repentance (see below)
Skills [5pp]: Acrobatics 4 (+6), Bluff 2 (+4/+8 when attractive), Knowledge: Streetwise 4 (+5), Notice 4 (+5), Perform: Dancing 6 (+8)
Feats [5pp]: Acrobatic Bluff, Attack Specialist (light daggers), Attractive
Powers [50pp]:
Light Generation 9 [Power Feats: Dynamic, 3 Dynamic AP‘s] = 25pp
- Base: Environmental Manipulation [light, sunlight (dc 10)]
- DAP: Dazzle 7 [Sight]
- DAP: Stun 6 [Ranged]
- DAP: “Blinding aura” Shield
Light Daggers (25pp)
- Damage 5 [Power Feats: 2 Alternate Power, Split Attack, Homing, Thrown; Extra: Penetrating, Linked to Stun] + Stun 5 [Extra: Linked to Blast, Sleep] = 25pp (20pp ap selection)
- AP: “Light Purge” Transformation [Purify Body* 5 (Extra: Continuous)]
- AP: “Light Repentance” Mental Transformation 6 [Alter Target Mind; Flaw: Limited (Target becomes “good“ for the duration of the transformation)]
Notes:
*Purify Body, will remove all foreign substances from the target body, provided they are not long term mutations or Alterations. And I decided on the use of Transformation, to simulate this powerful affect since it might just cure the physical addictions of others. As well as cure diseases, and poisons affecting the body. Thus this is the affect that she uses to help Cloak stave off his spirit vampirism.
*Repentance, is a limited Mental Transformation. Its not continuous, so it will only last for the duration of the power. Which will basically turn someone “Good” or give them a morally good personality. This makes sure Cloak, doesn’t give in to his Complication.
*Light Daggers, in the comics she can shoot up to 4 daggers and control them a short distance. I simulated this with the strike, with thrown, split attack, and then followed it up with homing for that very reason. My own ruling of Split Attack, does not force the hero to loose fractions. Instead in this case dagger, can create two attacks one doing +2, the other doing +3.

Thorpacolypse wrote:The shelves are looking a little bare on Aisle 3. Quick, Dante, get me something from that new BPRD line of merchandise!
I'm coming Aquaman!!!
ABE SAPIEN
PL: 9 (135 pp) - OPL: 9; DPL: 9
ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 14 (+2)
SKILLS: Acrobatics/Aquabatics 4 (+9), Bluff 4 (+7), Climb (+3), Concentration 4 (+10), Diplomacy 5 (+8) [Connected], Disguise (+3), Escape Artist 5 (+10), Gather Info 5 (+8) [Contacts], Handle Animal (+3), Intimidate (+3), Investigate 6 (+11), Knowledge [Arcane Lore] 5 (+10), Knowledge [History] 3 (+8), Knowledge [Theology and Philosophy] 4 (+9), Notice 4 (+10), Search 4 (+9), Sense Motive 4 (+10), Stealth 8 (+13), Survival 4 (+10), Swim 7 (+10)
FEATS: Attack Focus (Ranged) (2), Benefit (1) [BPRD Clearance], Connected, Contacts, Defensive Roll (2), Dodge Focus (2), Elusive Target, Equipment (2), Fearless, Improved Aim, Leadership, Luck (1), Power Attack, Precise Shot (1), Set-Up, Sneak Attack (2), Teamwork (1)
ENHANCED FEATS: Environmental Adaptation [Underwater], Favored Environment (2) [+2 Dodge when Underwater], Tough (2)
POWERS:
Icthyo Sapien Form (Alternate Form, Extra: Continuous, Flaw: Permanent [35pp traits]; 35pp) [7]
Enhanced Strength (6pp) [6]
Enhanced Dexterity (8pp) [8]
Enhanced Constitution (6pp) [6]
Enhanced Skills: Swim (2pp) [8]
Enhanced Feats: see Feats (5pp)
Swimming (4pp) [4]
Immunity (Aging, Suffocation [Drowning], Pressure [3pp]) [3]
Super Senses (Low Light Vision [1pp]) [1]
EQUIPMENT:
(10ep)
Heavy Pistol (8ep) [4] - DC:19:tough
Commlink, 1ep free as needed for situation (2ep)
COMBAT: Base Attack +10, Melee +10, Ranged +12, Grapple +13 [Unarmed +3 (Bruise), Heavy Pistol +4 (Lethal)]; Defense 18 (13 flat-footed, 20 when Underwater); Init +5; Knockback -4
SAVES: Toughness +8 (+6 flat-footed), Fortitude +7, Reflex +7, Will +7
DRAWBACKS: Weakness -When out of water for extended period, -1 Str and -1 Con per 4 hours [very uncommon, minor; -1]
Abilities 26 + Skills 17 (68 ranks) + Feats 26 + Powers 28 + Combat 32 + Saves 7 – Drawbacks -1 = 135 / 135
Comments: Good old Abe, the brains of the BPRD. I went more with the comic version than the movie version, but you could take him that route pretty easily with a few more PP in Telepathy and touch range Post cognition.
Liz Sherman will be coming shortly to round out the Big 3 of the BPRD.
Clean Up 9/25/08: Abe gets an adjustment to playable PP.

Thorpacolypse wrote:Check out this HOT special on Aisle 3!
Burn, baby, burn!
LIZ SHERMAN
PL: 9 (135 pp) - OPL: 9; DPL: 9
ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 14 (+2)
SKILLS: Bluff 6 (+8) [Distract], Concentration 8 (+11), Diplomacy 7 (+9) [Connected], Disguise (+2), Escape Artist (+2), Gather Info 7 (+9) [Contacts], Handle Animal (+2), Intimidate (+2), Investigate 6 (+9), Knowledge [Arcane Lore] 6 (+9) [Ritualist], Knowledge [Streetwise] 5 (+8), Knowledge [Theology and Philosophy] 7 (+10), Notice 8 (+11), Search 6 (+9), Sense Motive 6 (+9), Stealth 4 (+6), Survival (+3)
FEATS: Attack Focus (Ranged) (3), Benefit (1) [BPRD Clearance], Connected, Contacts, Distract (1) [Bluff], Defensive Attack, Defensive Roll (3), Dodge Focus (3), Equipment (2), Improved Initiative (1), Inspire (1), Ritualist, Set-Up, Teamwork (2)
POWERS:
Blast (Fire, Array, Extra: Area Explosion, PF: Progression x2 [200 ft radius]; 29pp) [9] - DC:19:ref
AP: Ignite (Extra: Duration [Concentration Sustained]; 1pp) [7]
AP: Dazzle (Visual, Extra: Area Burst [1pp]) [9] - DC:19:ref
Immunity (Fire effects [10pp]) [10]
EQUIPMENT:
(10ep)
Light Pistol (6ep) [3] - DC:18:tough
Cell Phone, Flashlight (2ep)
Undercover Vest (Protection, Subtle [2ep]) [1]
COMBAT: Base Attack +5, Melee +5, Ranged +8, Grapple +5 [Unarmed +0 (Bruise), Fire Blast +9 (Bruise), Light Pistol +3 (Lethal)]; Defense 19 (13 flat-footed); Init +6; Knockback -3 (-1 flat-footed)
SAVES: Toughness +6 (+3 flat-footed), Fortitude +4, Reflex +6, Will +4
DRAWBACKS:
Abilities 24 + Skills 19 (76 ranks) + Feats 22 + Powers 41 + Combat 22 + Saves 7 – Drawbacks 0 = 135 / 135
Comments: The last of the big three of the BPRD. For those unfamiliar with the Hellboy universe (and shame on you if you are), Liz is a pyrokinetic, able to make things burst into flames or produce blasts or fiery explosions. She is also the heart of the team, with Inspire ability and the ability to add +3 to her aid actions. I am so glad to have her finally done! Roger and Kate are definitely back burner pieces, but Liz was a must to round out the BPRD team.
This build is based more on the comic/animated Liz, but man, I couldn't pass that pic of Selma up from her role as Liz in the original movie (and upcoming sequel). Daaaaaaaang...
Clean Up 9/25/08: Liz gets a reworking to playable level. I had messed up a lot on her Fire Control before, so I made it a simple blast with some APs. More effective and rules appropriate.





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