Moderators: The Mod Squad, The Justice League




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




Background:
When you've lived on the streets for most of your life, hope is a rare commodity. However, sometimes that hope along with the wishes you make in the dead of night do come true. For Matthieu Brennan, that is exactly what happened. Left to himself on the streets at the age of five after his mother, a cop, was killed by a robbery suspect and his father couldn't handle it. He barely managed to survive but by running with a gang for several years he did just that. When the tide turned and the gang was put in jail. Put into an orphanage, Matt managed there until he turned fifteen. Shortly after his fifteenth birthday, he was one of the lucky few who was adopted as a teenager.
His adoptive family did everything they could to get Matt on the right path and it worked. Part of what helped Matt focus was becoming fascinated with the Indiana Jones movies and all of the related media. It give him a purpose, to excel and become an archaeologist. He managed that and experienced travel to some interesting locales, but none more interesting than a vist to an ancient burial site in Ireland a year and a half ago. While in the dig, he discovered a medallion that seemed to call to him. As he picked it up, he felt a surge of nausea wash over him and light exploded behind his eyes as something screamed in his mind.
When he woke up, Matt had the feeling something had changed. The Doctors said it was some kind of a stroke, but Matt himself wasn't sure. He didn't know exactly what it was until a few days later when he found himself in the middle of a robbery at a convenience store. As the robber pointed his gun at Matt, Matt raised his hands to defend himself and he felt it an instant before it happened. In an instant, a glowing coil appeared in his hand, strongly resembling a whip. As he thrust his hand out, the construct of Matt's mental energies lashed out at the robber, hitting him square in the chest before matt reached with his other hand and the whip stretched forward and yanked the gun out of the man's hand.
Matt's heroics were hidden from public view, because only the clerk and the robber were witness to it and due to technical difficulties that the robber had hoped to capitalize on. After thinking over what happened for a few days, Matt decided that he would use his abilities to help those he could, as noone was there to help him. Over the next few months, he worked out and practiced with his 'whip', discovering he could channel a surge of mental energies down it or even, with a little extra effort hurl a bolt of the mental energies with it.
A short time afterward, fate seemed to be pushing Matt in the direction of being a hero. During a birthday celebration, Matt and his family were out on the townwhen all hell broke loose. A gas main exploded as their car passed by on the street. The inferno threw the car across the street and into the adjacent building. Matt's recently enhanced reflexes allowed him to roll with the injuries and come out of it only somewhat bruised. However, the blast itself had killed the rest of his family. Matt slowly recovered from the loss, but his outlook darkened a bit. He'd inherited the duties of running the family's corporation, but he didn't want it. He put himself on a lower rung and let others handle the day to day operation. The new position didn't take much more than an ocassional office visit as the day to day operations were handled as usual, but the position did give him a bit more room for growth (and also freedom with his time for the most part).
Seeing several news articles saying the explosion was an attempt to scare people out of the area, one thing became clear to Matt. That the people on the streets needed someone to protect them and keep out those who would run over them. He'd lived on the streets for years himself, so it was time to pay back those who helped him survive then as well as let those who would use the people know that the attitude wouldn't be tolerated. For the next weeks, the stories of Whiplash grew among the people on the street (and also whispers among the people not living there too).
Whiplash - PL 9
Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 4, Intellect 3, Awareness 6, Presence 2
Advantages
Defensive Roll 3, Eidetic Memory, Evasion, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Languages 4, Move-by Action, Uncanny Dodge
Skills
Acrobatics 6 (+11), Athletics 6 (+9), Close Combat: Grab 2 (+9/+6), Close Combat: Unarmed 2 (+7/+6), Expertise: Art 3 (+6), Expertise: History 3 (+6), Expertise: Music 2 (+5), Expertise: Streetwise 6 (+9), Expertise: Teaching 2 (+5), Investigation 4 (+7), Perception 4 (+10), Persuasion 3 (+5), Ranged Combat: Mental Blast 1 (+6), Technology 2 (+5)
Powers
Mental Resistance: Immunity 10 (Common Descriptor: Mental Powers; Limited - Half Effect)
Psychic Tendrils (Advantages: Grabbing Finesse, Improved Grab, Improved Hold)
. . Elongation: Elongation 2 (Linked; Elongation: 30 feet)
. . Enhanced Trait: Enhanced Trait 2 (Linked; Traits: Close Combat - Grab +3 (+9), Close Combat - Unarmed +1 (+7))
. . Whiplash: Strike 9 (Linked; DC 24)
. . . . Mental Blast: Mental Blast 3 (Alternate; DC 18; Reduced Range: ranged)
. . . . Mental Shock: Mental Blast 9 (Alternate; DC 24; Grab-based, Reduced Range 2: close)
Swinging: Movement 1 (Swinging)
Offense
Initiative +5
Grab, +9 (DC Spec 15)
Mental Blast: Mental Blast 3, +6 (DC Will 18)
Mental Shock: Mental Blast 9, +4 (DC Will 24)
Throw, +5 (DC 18)
Unarmed, +7 (DC 18)
Whiplash: Strike 9, +4 (DC 24)
Complications
Identity: Matthieu Brennan
Motivation: Responsibility
Relationship: Crippled Sister
Languages
Arabic, English, Gaelic, Greek, Heiroglyph, Latin, Mayan, Sanskrit, Spanish
Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 6/3, Will 9
Power Points
Abilities 62 + Powers 25 + Advantages 12 + Skills 23 (46 ranks) + Defenses 13 = 135
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Walking Dad wrote:What about a blast effect? Either making a small portal to the sun or the earth core and let things slip through, or a blast/weaken toughness effect that is teleporting mass of the enemy away... that should be limited to pretty small chunks divided on the whole body to avoid a to messy description.
The classic is to teleport a non-flying enemy just high up and watch her fall.


Nineofspades wrote:Kinda stuck on how to properly build a decent offense into my teleporter. Part of me justs wants to take the easy route and give her some martial arts powers. But the other part of me wants to take better advantage of her teleportational abilities and somehow turn that into an offensive ability.
Any suggestions at this point would be most helpful.









Neo-Paladin wrote:Damn, seeing so many submissions makes me lose all hope of getting into the game with Justitia![]()
My builds sadly tend to be on the simplistic side( she, for example, is merely a tweaked warrior archetype)....




