Moderators: The Mod Squad, The Justice League, M&M Line Developer



Artemis - PL 8
Strength 3, Stamina 2, Agility 5, Dexterity 3, Fighting 5, Intellect 2, Awareness 1, Presence 2
Advantages
Defensive Attack, Defensive Roll 4, Equipment 3, Evasion, Improved Aim, Improved Critical: Arrows, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Quick Draw, Takedown, Taunt, Ultimate Effort: Aim, Uncanny Dodge
Skills
Acrobatics 6 (+11), Athletics 7 (+10), Close Combat: Unarmed 4 (+9), Deception 6 (+8), Expertise: Criminal Underworld 4 (+6), Insight 4 (+5), Intimidation 4 (+6), Investigation 4 (+6), Perception 9 (+10), Ranged Combat: Bows 8 (+11), Sleight of Hand 4 (+7), Stealth 6 (+11), Vehicles 2 (+5)
Powers
Arrows
. . Flare Arrow: Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Increased Range: ranged, Notes: Impaired/Disabled/Unaware affects Vision only)
. . Knockout Gas Arrow: Burst Area Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Net Arrow: Affliction 5 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 15; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Standard Arrow: Blast 5 (DC 20)
. . Stun Arrow: Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Increased Range: ranged)
Equipment
Bow [Arrows], Commlink
Offense
Initiative +9
Flare Arrow: Affliction 5, +11 (DC Fort 15)
Grab, +5 (DC Spec 13)
Knockout Gas Arrow: Burst Area Affliction 3 (DC Fort 13)
Net Arrow: Affliction 5, +11 (DC Dog/Fort/Will 15)
Standard Arrow: Blast 5, +11 (DC 20)
Stun Arrow: Affliction 5, +11 (DC Fort 15)
Throw, +3 (DC 18)
Unarmed, +9 (DC 18)
Complications
Motivation: Acceptance: Although she will never admit it, Artemis desperately needs acceptance from her teammates.
Secret: Artemis is the sister of Cheshire Cat and has a connection to the League of Assassins.
Languages
English
Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 7
Power Points
Abilities 46 + Powers 0 + Advantages 20 + Skills 34 (68 ranks) + Defenses 20 = 120
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.



Aqualad - PL 8
Strength 6, Stamina 7, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 1, Presence 2
Advantages
Defensive Roll, Favored Environment: Aquatic, Languages 1, Leadership, Teamwork
Skills
Acrobatics 4 (+6), Expertise: Atlantean Lore 4 (+4), Insight 4 (+5), Perception 4 (+5), Persuasion 5 (+7), Ranged Combat: Atlantean Sorcery 8 (+8), Stealth 3 (+5)
Powers
Aquatic Nature
. . Aquatic: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic: Movement 1 (Environmental Adaptation: Aquatic)
. . Senses: Senses 1 (Low-light Vision)
. . Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Atlantean Sorcery
. . Electrical Aura: Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 15; Custom: Feature: Can conduct through water, Reaction 3: reaction; Limited Degree)
. . Hard-Water Weapons
. . . . Damage: Strength-based Damage 2 (Linked; DC 23, Advantages: Precise Attack (Close, Concealment), Precise Attack (Close, Cover); Split: 2 targets, Variable Descriptor: close group - Hard-Water Weapons)
. . . . Elongation: Elongation 2 (Linked; Elongation: 30 feet; Limited: Water-weapons only)
. . Hydrokinesis: Move Object 8 (6 tons; Limited Material: Water)
. . Shocking Grasp: Cumulative Affliction 8 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Custom: Feature: Can conduct through water, Extra Condition; Grab-based)
. . Water-Shaping: Create 5 ([0 active, 0/17 PP, 3/r], Volume: 30 cft., DC 15; Movable)
. . Water-Spout: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Limited: Maximum 30 ft altitude, Platform)
Water Bearers: Feature 1 (Custom 3: Easily Removable, Notes: All Atlantean Sorcery slots except Electrical Aura & Shocking Grasp)
Offense
Initiative +2
Damage: Strength-based Damage 2, +8 (DC 23)
Electrical Aura: Affliction 5, +8 (DC Fort 15)
Grab, +8 (DC Spec 16)
Hydrokinesis: Move Object 8, +8 (DC 18)
Shocking Grasp: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)
Complications
Motivation: Responsibility: Aqualad is reluctantly in the role of team leader and does not wish to disappoint them, Batman or Aquaman.
Power Loss: The Water-Bearers need a source of water to work.
Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.
Languages
Atlantean, English
Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8/7, Will 7
Power Points
Abilities 52 + Powers 35 + Advantages 5 + Skills 16 (32 ranks) + Defenses 12 = 120



Zatanna - PL 8
Strength 0, Stamina 2, Agility 2, Dexterity 4, Fighting 2, Intellect 2, Awareness 3, Presence 3
Advantages
Artificer, Attractive, Connected, Defensive Attack, Extraordinary Effort, Fascinate (Expertise), Luck, Ritualist, Teamwork
Skills
Athletics 5 (+5), Deception 5 (+8), Expertise (PRE): Performance 5 (+8), Expertise: Magic 8 (+10), Insight 7 (+10), Perception 5 (+8), Persuasion 5 (+8), Ranged Combat: Magic 2 (+6), Sleight of Hand 8 (+12), Treatment 2 (+4)
Powers
Magic
. . Cigam Enogeb!: Nullify 10 (magical, Counters: All Magical Effects, DC 20; Broad)
. . Dnuob Won Eb!: Affliction 10 (magical, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Ekirts Cigam!: Blast 10 (magical, DC 25)
. . Em Tropsnart!: Teleport 12 (16 miles in a move action, carrying 50 lbs.)
. . Gnihtyreve Em Llet!: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 20; Increased Range: ranged; Diminished Range 3, Limited: Single Command: Tell the truth, Limited Degree)
. . O Engahc Otserp!: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged; Diminished Range 3)
. . Raeppa!: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Precise, Subtle: subtle)
. . Tcetorp!: Deflect 12
Magical Senses: Senses 4 (Acute: Detect Magic, Analytical: Detect Magic, Detect: Magic 1, Ranged: Detect Magic)
Offense
Initiative +2
Cigam Enogeb!: Nullify 10, +6 (DC Will 20)
Dnuob Won Eb!: Affliction 10, +6 (DC Dog/Fort/Will 20)
Ekirts Cigam!: Blast 10, +6 (DC 25)
Gnihtyreve Em Llet!: Affliction 10, +6 (DC Will 20)
Grab, +2 (DC Spec 10)
O Engahc Otserp!: Cumulative Affliction 9, +6 (DC Fort 19)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Complications
Motivation: Recognition: Zatanna loves the spotlight and enjoys being the center of attention.
Power Loss: Zatanna cannot cast spells if she cannot speak.
Languages
English
Defense
Dodge 8, Parry 5, Fortitude 3, Toughness 2, Will 7
Power Points
Abilities 36 + Powers 35 + Advantages 9 + Skills 26 (52 ranks) + Defenses 14 = 120



Batman (Golden Age) - PL 8
Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 5, Awareness 5, Presence 3
Advantages
Assessment, Benefit, Wealth 4 (multimillionare), Connected, Defensive Roll 3, Equipment 10, Favored Foe: Criminal Thugs, Hide in Plain Sight, Jack-of-all-trades, Sidekick 7, Skill Mastery: Intimidation*, Startle*, Takedown, Well-informed
Skills
Acrobatics 2 (+5), Athletics 5 (+8), Deception 2 (+5), Insight 3 (+8), Intimidation 1 (+12/+4), Investigation 5 (+10), Perception 2 (+7), Persuasion 2 (+5), Ranged Combat: Throw 5 (+8), Stealth 5 (+8)
Powers
Enhanced Trait: Enhanced Trait 6 (Traits: Intimidation +8 (+12), Advantages: Skill Mastery, Startle)
Damage: Strength-based Damage 2 (DC 20; Accurate 5: +10, Increased Range: ranged)
Movement: Movement 1 (Swinging)
Equipment
Batmobile, Costume [Enhanced Trait: Enhanced Trait 6, Traits: Intimidation +8 (+12), Advantages: Skill Mastery: Intimidation, Startle], Stately Wayne Manor/Batcave, Utility Belt (Batarang [Damage: Strength-based Damage 2, DC 20; Accurate 5: +10, Increased Range: ranged], Bolos, Flashlight, Handcuffs, Smoke Grenade, Swing Line [Movement: Movement 1, Swinging])
Offense
Initiative +3
Bolos, +8 (DC Dog 13)
Batarang: Strength-based Damage 2, +8 (DC 20)
Grab, +8 (DC Spec 13)
Smoke Grenade, +8 (DC 19)
Throw, +8 (DC 18)
Unarmed, +8 (DC 18)
Complications
Enemy: Batman has an extensive rogues gallery: Joker, Two-Face, Scarecrow, etc.
Fame: Bruce Wayne is a very famous figure
Identity: Bruce Wayne, Millionaire Playboy
Motivation: Justice: Bataman's parents were killed in front of him as a boy.
Relationship: Alfred Pennyworth (butler), Dick Grayson/Robin (ward), Commissioner Gordon (friend)
Languages
Native Language
Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6/3, Will 5
Power Points
Abilities 66 + Powers 0 + Advantages 31 + Skills 16 (32 ranks) + Defenses 7 = 120
--------------------
Robin - PL 8
Strength -1, Stamina 1, Agility 5, Dexterity 2, Fighting 2, Intellect -1, Awareness 0, Presence -1
Advantages
Agile Feint, Defensive Roll, Equipment 2, Redirect, Set-up, Skill Mastery: Acrobatics, Teamwork
Skills
Acrobatics 7 (+12), Athletics 4 (+3), Close Combat: Unarmed 4 (+6), Ranged Combat: Throw 3 (+5), Sleight of Hand 3 (+5), Stealth 1 (+6)
Powers
Movement: Movement 1 (Swinging)
Equipment
Utility Belt (Bolos, Boomerang, Flashlight, Handcuffs, Swing Line [Movement: Movement 1, Swinging])
Offense
Initiative +5
Bolos, +2 (DC Dog 13)
Boomerang, +2 (DC 15)
Grab, +2 (DC Spec 9)
Throw, +5 (DC 14)
Unarmed, +6 (DC 14)
Complications
Boy Hostage: Robin is constantly being taken hostage and placed into deathtraps.
Motivation: Justice: Like his mentor, Robin's parents were killed in front of him.
Prejudice: Robin is a kid and often gets dismissed because of it.
Languages
Native Language
Defense
Dodge 5, Parry 4, Fortitude 1, Toughness 2/1, Will 0
Power Points
Abilities 14 + Powers 0 + Advantages 8 + Skills 11 (22 ranks) + Defenses 2 = 35
--------------------
Batmobile - PL 8
Strength 5, Defense -2, Toughness 8, Size Large
Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8
--------------------
Stately Wayne Manor/Batcave - PL 8
Toughness 10, Size Huge
Features:
Communications, Computer, Concealed 1, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop
Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19





Blizz - PL 9
Strength 0, Stamina 3, Agility 5, Dexterity 1, Fighting 0, Intellect 0, Awareness 2, Presence 2
Advantages
Agile Feint, Benefit, Wealth 2 (indepently wealthy), Connected, Evasion, Improved Initiative, Luck 2, Set-up, Skill Mastery: Acrobatics
Skills
Acrobatics 7 (+12), Athletics 5 (+5), Expertise: Pop Culture 5 (+5), Insight 3 (+5), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat: Cold Powers 9 (+10)
Powers
Cold Powers
. . Arctic Freeze: Cumulative Affliction 8 (cold, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Exposure: Burst Area Affliction 8 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, Increased Range: ranged, Subtle: subtle)
. . Form Ice: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous, Innate)
. . Ice Chunks: Damage 8 (bludgeoning, cold, DC 23; Increased Range: ranged, Multiattack)
Ice Armor: Protection 7 (+7 Toughness; Impervious)
Ice Slides: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
Immunity: Immunity 10 (Common Descriptor: Cold)
Offense
Initiative +9
Arctic Freeze: Cumulative Affliction 8, +10 (DC Dog/Fort/Will 18)
Exposure: Burst Area Affliction 8 (DC Fort 18)
Grab, +0 (DC Spec 10)
Ice Chunks: Damage 8, +10 (DC 23)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)
Complications
Fame: Tyler "Blizz" Freeman is an X-Game phenomenon and has numerous sports endorsements.
Motivation: Thrills: Blizz is an adrenaline junkie, pure & simple.
Power Loss: Cold Powers are Impaired, Disabled then lost completely in extremely hot or arid conditions.
Relationship: Blizz was raised by his older brother Mason & he is also close to his agent Maury. Romantically he's a revolving door. "What can I say, dude? I'm a free spirit, y'know?"
Weakness: Resistance is Disabled vs Heat-based attacks.
Languages
Native Language
Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 10, Will 8
Power Points
Abilities 26 + Powers 57 + Advantages 10 + Skills 18 (35 ranks) + Defenses 24 = 135





Horus - PL 10
Strength 7/0, Stamina 13/2, Agility 7/0, Dexterity 0/-1, Fighting 7/1, Intellect 2, Awareness 4/2, Presence 2/0
Advantages
Beginner's Luck, Luck, Eidetic Memory, Favored Environment: Aerial, Inspire 4, Interpose, Jack-of-all-trades, Power Attack, Skill Mastery: Intimidation, Startle, Takedown
Skills
Expertise: History 4 (+6), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Light powers 8 (+8)
Powers
Avatar of Horus (Activation: Move Action, Advantages: Eidetic Memory, Favored Environment: Aerial, Interpose, Jack-of-all-trades, Power Attack, Takedown)
. . Abilities: Enhanced Trait 72 (Traits: Strength +7 (+7), Stamina +11 (+13), Dexterity +1 (+0), Fighting +6 (+7), Presence +2 (+2), Agility +7 (+7), Awareness +2 (+4))
. . Comprehend: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood; Custom 2: Speak to/Understand Animals limited to Avians)
. . Eyes of the Hawk: Senses 2 (Extended: Vision 2: x100)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings [4 ranks only])
. . Primal Light: Nullify 12 (divine, light, magical, Counters: Magic, DC 22; Broad)
. . . . Dazzling Burst: Cumulative Perception Area Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area, Cumulative; Limited: Vision Only)
. . . . Godly Speed: Flight 8 (Alternate; Speed: 500 miles/hour, 1 mile/round; Stacks with: Flight: Flight 5)
. . . . Inner Light
. . . . . . Awe: Enhanced Trait 12 (Traits: Intimidation +12 (+14), Advantages: Inspire 4, Skill Mastery, Startle)
. . . . . . Shining Light: Environment 2 (Light (Bright), Radius: 60 feet; Reaction 3: reaction)
. . . . . . Vox Die: Feature 2 (Notes: "Voice of God": people hear Horus as if they had Extended Hearing 2 (-1/1000 ft). This stacks with any existing Extended Hearing.)
. . . . Purifying Light: Blast 12 (Alternate; divine, light, magical, DC 27)
Offense
Initiative +7
Dazzling Burst: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +7 (DC Spec 17)
Primal Light: Nullify 12, +8 (DC Will 22)
Purifying Light: Blast 12, +8 (DC 27)
Throw, +0 (DC 22)
Unarmed, +7 (DC 22)
Complications
Identity: Bati Bahur: Bati is a retired history teacher
Motivation: Doing Good: Horus feels a deep desire to help the humans as he did in ancient times.
Semi-Controlled Manifestation: The Avatar of Horus may choose to manifest against Bati's will. The Avatar may also NOT show up when Bati wants it to...
Shifted: Horus is obviously not native to this reality and often faces mistrust
Languages
English
Defense
Dodge 7, Parry 7, Fortitude 13, Toughness 13, Will 7
Power Points
Abilities 12 + Powers 123 + Advantages 2 + Skills 10 (20 ranks) + Defenses 3 = 150



Crumplestump - PL 8
Strength 10, Stamina 10, Agility 1, Dexterity 0, Fighting 6, Intellect 1, Awareness 5, Presence 1
Advantages
Accurate Attack, Fascinate (Expertise), Fast Grab, Improved Hold, Improved Smash, Improved Trip, Inspire 3, Skill Mastery: Expertise: Music, Well-informed
Skills
Expertise: Music 9 (+10), Expertise: The Never-Never 5 (+6), Insight 3 (+8), Intimidation 1 (+2), Perception 3 (+8), Persuasion 7 (+8)
Powers
Magical Nature
. . BOOGAH-BOOGAH!!!: Enhanced Trait 7 (Traits: Intimidation +10 (+12), Advantages: Skill Mastery, Startle)
. . . . Mimic Human Appearance: Morph 1 (Alternate; +20 Deception checks to disguise; Single form)
. . . . Veil: Concealment 6 (Alternate; All Aural Senses, All Visual Senses; Precise; Passive)
. . Burrowing: Burrowing 5 (Speed: 2 miles/hour, 30 feet/round)
. . Long Arms (Reach (melee): 5 ft.)
. . Longevity: Immunity 1 (Aging)
. . The Nose Knows: Senses 6 (Accurate: Olfactory, Acute: Olfactory, Analytical: Olfactory, Extended: Olfactory 1: x10, Tracking: Olfactory 1: -1 speed rank)
Offense
Initiative +1
Grab, +6 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)
Complications
Motivation: Doing Good: "Peace, Love and Rock & Roll" is the motto that Crump lives by - he has rejected his more vicious bretheren.
Pacifist: It takes a lot to move Crump to violent action, sometimes more than is prudent.
Weakness: Iron: Resistances are at -5 vs iron.
Languages
English
Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 5
Power Points
Abilities 68 + Powers 22 + Advantages 11 + Skills 14 (28 ranks) + Defenses 5 = 120


BARON wrote:I'm talking batgirl with batgirl. I love you internet.



T-N-Tina - PL 10
Strength 14, Stamina 12, Agility 3, Dexterity 0, Fighting 6, Intellect 2, Awareness 4, Presence 0
Advantages
"Tell me who did this RIGHT NOW!" (Gather Info based on Intimidate), Attractive, Interpose, Languages 1, Second Chance: Resisting Intimidation, Skill Mastery: Intimidation, Startle, Ultimate Effort: Strength checks
Skills
Deception 4 (+4), Expertise: Civics 2 (+4), Expertise: Popular Culture 2 (+4), Insight 4 (+8), Intimidation 13 (+13), Perception 6 (+10), Persuasion 4 (+4), Ranged Combat: Throw 6 (+6), Treatment 1 (+3)
Powers
Don' no one mess with Mamacita!
. . Bracing: Immunity 10 (Common Descriptor: Being Moved; Concentration)
. . I got this...: Immunity 7 (Environmental Conditions (All), Suffocation (All); Quirk: Limited to approx 30 minutes at a time)
. . Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)
. . Oh, No You Didn't!!: Move Object 12 (100 tons; Linked: Strength Damage; Limited Direction: Flinging targets away, Reduced Range: close)
. . Opening Up the Can of Whoop-Ass (Penetrating 12 on STR damage)
. . Power-lifting 12 (+12 STR for lifting)
. . Stonewall: Damage 4 (DC 19; Reaction 3: reaction; Limited: to effect's rank or Damage rank, whichever is lower, Notes: Reaction to being struck - if struck with weapon, damage goes against the weapon)
Hands Like Tools: Feature 1 (Notes: She has sufficient strength and toughness to use her bare hands to do things like pound nails, loosen or tighten lug-nuts and heavy bolts, and even carve metal and stone with nothing more than your fingertips. She can do a great deal of work without the circumstance penalty for lacking proper tools.)
I don't have time to be sick: Enhanced Stamina 11 (+11 STA; Permanent)
I'm a lot stronger than I look...: Enhanced Strength 13 (+13 STR; Subtle: subtle)
. . Bullet-Tossing: Damage 9 (Alternate; DC 24; Increased Range: ranged, Multiattack; Quirk: Requires objects to throw)
. . Cracking the Whip: Line Area Affliction 10 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 20; Alternate Resistance (Dodge), Line Area: 5 feet wide by 30 feet long, Extra Condition; Limited: Targets must be on an appropriate surface, Limited Degree, Notes: Recover with Fort)
Strongest There Is: Feature 1 (Notes: In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie.)
Tough as Nails (Saving Throw: Toughness; Impervious)
Offense
Initiative +3
Bullet-Tossing: Damage 9, +6 (DC 24)
Cracking the Whip: Line Area Affliction 10 (DC Dog/Fort/Will 20)
Grab, +6 (DC Spec 24)
Oh, No You Didn't!!: Move Object 12, +6 (DC 22)
Stonewall: Damage 4, +6 (DC 19)
Throw, +6 (DC 29)
Unarmed, +6 (DC 29)
Complications
Identity: Tina Maria Guadeloupe Esperanza Santiago-<<family name>>
Motivation: Responsibility: She got these powers for a purpose.
Relationship: Family is everything!: Tina is fiercely loyal to anyone in her family - don't no one mess with them but her!
Temper: Tina is a fiery Latina, and all that that implies.
Languages
English, Spanish
Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 7
Power Points
Abilities 34 + Powers 83 + Advantages 8 + Skills 15 (45 ranks) + Defenses 10 = 150


Users browsing this forum: bennie1676, Kreuzritter, mageofthesands and 7 guests