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Zanshin
Real Name: Daniel Hideo Thompson
Concept: Psychic Martial Artist
PL 6, 90 pp
Abilities - 12 pp
Strength 12, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 14, Charisma 10
Combat - 30 pp
Attack 8 / 9 ranged, Damage 0, Defense 7 / 8 with dodge / 4 flatfooted, Initiative 5
Saving Throws - 11 pp
Toughness 4, Fortitude 2 (4), Reflex 4 (5), Will 5 (7)
Skills - 9 pp (36 ranks)
Acrobatics 7 (8), Concentration 8 (10), Notice 8 (10), Diplomacy 6 (6), Sense Motive 6 (8), Languages 2 (Base English, Japanese)
Feats - 9 pp
Defensive Attack, Power Attack, Defensive Roll 2, Attack Focus (Ranged) 1, Dodge Focus 1, Improved Initiative 1, Acrobatic Bluff, Improved Aim
Powers - 19 ppPsychic Weaponry (10 pp)
- Katana - Strike 4 (alternate save: will [+1], improved critical)
- AP: Yumi - Blast 3 (alternate save: will [+1])
Enhanced Awareness (7 pp)
- Super-Senses 6 (spatial awareness, uncanny dodge [mental], danger sense [mental], all sustained [+0])
- AP: Mind-Reading 6
Intense Training (2 pp)
- Speed 1
- Leaping 1
The Math:
Abilities 12 + Combat 30 + Saves 11 + Skills 9 + Feats 9 + Powers 19 = 90



baixiwei wrote:Acrobatics 7 (8), Concentration 8 (10), Notice 8 (10), Diplomacy 6 (6), Sense Motive 6 (8), Languages 2 (Base English, Japanese)
Feats - 9 pp
Defensive Attack, Power Attack, Defensive Roll 2, Attack Focus (Ranged) 1, Dodge Focus 1, Improved Initiative 1, Acrobatic Bluff, Improved Aim
Enhanced Awareness (7 pp)
- Super-Senses 6 (spatial awareness, uncanny dodge [mental], danger sense [mental], all sustained [+0])
- AP: Mind-Reading 6


badpenny wrote:You forgot the required Skills and Feats
I don't really see the connection between these two powers for Mind Reading to be an AP of Super-Senses. Also Danger Sense (mental) is useless to you without adding Ranged. By itself it has no range.


baixiwei wrote:Both the super senses and the mind reading are supposed to reflect enhanced awareness of things around him due to his focused mind. I'm not terribly wedded to the mind reading but I do think it fits the concept and I was trying to make him potentially useful in interesting ways outside of combat as you'd suggested.
I think you're mistaken about Danger Sense. The psionic archetype in Core has Danger Sense without Range, as do the Brain in a Jar, Corrupt Sorcerer, and Savage Man-Beast. There is no example in the Core Rules of a character taking the Ranged modifier for Danger Sense, and nothing in the description of Danger Sense in Core suggests it needs Range.
UP pg. 86 wrote:Mental: In Mutants & Masterminds terms, the “sixth sense” or mental sense type is considered fairly crude in normal humans, limited essentially to interactions with the Sense Motive skill and awareness of mental effects used directly on you. Thus it is “touch” range and has none of the enhanced sense qualities.




XeroKhan wrote:
SKILLS 6
Computers 6 (+7), Knowledge (history) 8 (+9), Notice 6 (+7), Profession (professor) 4 (+5), Search 6 (+7),
Stealth 6 (+7)
FEATS (9 pp)
Accurate Attack, Benefit (Diplomatic Immunity), Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Elusive Target, Evasion 1
Super Speed 7
-Rapid Attack (35 ft range)
-Rapid Fire
-Running Punch
-Wall Run
-Water Run
COMPLICATIONS
1) Motivation: Duty to protect
2) Known Identity
3) Responsibility as a History Professor







Power Level: 6; Power Points Spent: 90/90
STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)
Tough: +0/+5, Fort: +3, Ref: +2 (+7 vs Area Attacks), Will: +5
Skills: Bluff 5 (+7), Climb 4 (+4), Diplomacy 6 (+8), Gather Information 7 (+9), Knowledge (civics) 6 (+7), Knowledge (UN Member Countries) 6 (+7), Medicine 2 (+4), Notice 7 (+9), Sense Motive 7 (+9), Stealth 5 (+7), Survival 5 (+7)
Feats: Attack Focus (ranged) 3, Benefit (International Law Enforcement powers), Benefit (Security Clearance), Defensive Roll 5, Distract (Bluff), Elusive Target, Evasion 2, Improved Critical (Telekinetic Force (Telekinesis 7)), Instant Up, Taunt
Powers:
Telekinetic Force (Telekinesis 7) (Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons, DC 22; Extras: Damaging; Power Feats: Precise)
Attack Bonus: +2 (Ranged: +5, Melee: +2, Grapple: +2)
Attacks: Telekinetic Force (Telekinesis 7), +5 (DC 22), Unarmed Attack, +2 (DC 15)
Defense: 17 (Flat-footed: 14), Knockback: -2
Initiative: +2
Drawbacks: Free Benefit accounting (-2pp)
Languages: Native Language
Totals: Abilities 14 + Skills 15 (60 ranks) + Feats 17 + Powers 22 + Combat 18 + Saves 6 - Drawbacks 2 = 90

EnigmaticOne wrote:Traveler
Name: Gene Wilson
Concept: Teleporter
Powers - 30 pp
Teleport Array
-Single Transport: Teleport 9 (Accurate +1, Easy PF, Change Velocity PF)
-Group Transport: Teleport 6 (Accurate +1, Area +1, Selective PF, Easy PF)
Combat - 18 pp
Base Attack +2
Melee Attack +2
Ranged Attack +5
Defense +7


EnigmaticOne wrote:Speaking of which, how many factions from the book are around, publicly and OOC'ly?


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