Libra wrote:Ho-hum.
Because she doesn't know the words?
Ba-dump-chink!
To apologize, here's a Dark Champions: The Animated Series conversion.
Darkangel
Power Level: 8; Power Points Spent: 120/120
STR: +3 (16),
DEX: +5 (20),
CON: +4 (18 ),
INT: +2 (14),
WIS: +1 (12),
CHA: +3 (16)
Tough: +4/+7, Fort: +6, Ref: +7, Will: +4
Skills: Acrobatics 4 (
+9), Climb 4 (
+7), Computers 4 (
+6), Diplomacy 4 (
+7), Disable Device 4 (
+6), Gather Information 4 (
+7), Investigate 4 (
+6), Language 1 (
+1), Notice 4 (
+5), Search 4 (
+6), Sense Motive 4 (
+5), Stealth 4 (
+9), Knowledge (streetwise) 4 (
+6)
Feats: Equipment 5, Power Attack, Improved Block, Improved Disarm, Dodge Focus 2, Attack Focus (Melee), Elusive Target
Powers:
Side/Spin Kick (Strike 5) (DC 23; Distracting; Mighty)
Knifehand Strike (Linked)
(Strength Bonus) Strike 3 (Linked; Penetrating; Distracting)
Strike 1 (Linked; DC 19; Penetrating; Distracting; Mighty)
Punch/Snap Kick (Strike 3) (Alternate; DC 21; Mighty)
Super-Strength 3 (Alternate; +15 STR carry capacity, heavy load: 1.8k lbs; +3 STR to some checks; Limited (Only for Disarm Checks))
Angel Costume (Device 2) (hard to lose)
Glider Cape (Flight 2) (Speed: 25 mph, 220 ft./rnd; Gliding)
Protection 3 (+3 Toughness; Impervious)
Super-Senses 2 (radio, ultravision)
Utility Belt Items (Device 3) (easy to lose)
Thermite Pellets (Blast 3) (DC 18; Burst Area (15 ft. radius), Penetrating; Unreliable (Uses))
Laser Torch (Corrosion 1) (Alternate; DC 16)
Swingline (Super-Movement 1) (Alternate; swinging)
Weakness Darts (Fatigue 4) (Alternate; DC 14)
Paralyze 3 (Alternate; DC 13; Limited (Only vs. Objects with Moving Parts))
Crime Scene Kit (Enhanced Trait 2) (Traits: Investigate +8 (
+14))
Equipment: Utility Belt (Bolos, Boomerang, Shuriken, Sleep Gas Grenade, Smoke Grenade, Flash-Bang, Flashlight, Video Camera, Rebreather), Cell Phone
Attack Bonus: +7 (Ranged: +7, Melee: +8, Grapple: +11)
Attacks: Unarmed Attack, +8 (DC 18 ), Side/Spin Kick (Strike 5), +8 (DC 23), Strike 1, +8 (DC 19), Punch/Snap Kick (Strike 3), +8 (DC 21), Bolos, +7 (DC Ref 17), Boomerang, +7 (DC 20), Shuriken, +7 (DC 19), Sleep Gas Grenade, +7 (DC Fort/Ref 14), Smoke Grenade, +7 (DC 15), Flash-Bang, +7 (DC Fort/Ref 14), Thermite Pellets (Blast 3), +7 (DC 18), Laser Torch (Corrosion 1), +8 (DC Fort/Tou «), Weakness Darts (Fatigue 4), +8 (DC Fort 14), Paralyze 3, +8 (DC Staged/Will 13)
Defense: +9 (Flat-footed: +4), Knockback: -5
Initiative: +5
Languages: English (Native), Japanese
Totals: Abilities 36 + Skills 13 (49 ranks) + Feats 12 + Powers 24 + Combat 28 + Saves 7 + Drawbacks 0 = 120

I decided to pull out Dark Champions: the Animated Series and try some Champions to MnM conversions. It's an inexact conversion, considering I'm using dice of damage for Strength Bonus figures, and stat for stat conversions for all the other attributes, rounding up or down to optimize.

Darkangel is the non-powered starlet of the Dark Champions line since the original Hudson City book "Justice, Not Law" and one of my favorite characters. Many of her abilities translate perfectly to Equipment and Combat Feats, but I wanted to try something out in terms of "non-powered" powers like giving her Super Strength just to add scores to Super-Strength Checks, and various modes of Mighty Strike to duplicate Killing Attack (Penetrating Strike), Offensive Strike (with Distracting) and regular Martial Strike.

A couple of her Utility Belt items needed to be devices as well.

Enjoy.