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M&M 3e: Young Justice!
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<blockquote data-quote="Zerith" data-source="post: 5479482" data-attributes="member: 99953"><p>hmm, must have miss read it :/</p><p>Any ways, Updated him</p><p></p><p>[sblock=Zeta] <strong>Tranner M7 X, Drake “Zeta” Hamilton</strong></p><p><strong>Aka: Titan </strong></p><p><strong>Aka: Wreck</strong></p><p><strong>Aka: Wrecker</strong></p><p><strong>Aka: Scrap</strong></p><p><strong>Aka: Scraper</strong></p><p><strong>Aka: Train</strong></p><p><strong></strong>[Next Page]<strong></strong></p><p><strong></strong></p><p><strong>ABILITIES</strong>: 16PP</p><p>Strength 10 Stamina - Agility -2 Dexterity 0</p><p>Fighting 7 Intellect 10 Awareness -2 Presence -3</p><p></p><p><strong>SKILLS</strong>: 2PP</p><p>Fighting(Grab) 1 (+8)</p><p>Fighting(unarmed) 1 (+8)</p><p>Technology 2 (+12) </p><p></p><p></p><p>Untrained</p><p>Athletics +10</p><p>Deception -3</p><p>Insight -2</p><p>Intimidation 0</p><p>Perception -2</p><p>Persuasion -3</p><p>Stealth -9</p><p></p><p><strong>ADVANTAGES</strong>: 13PP</p><p>Benefit Ambidextrous; Benefit, Cipher 6; Eidetic Memory, Improved Grab, Improved Hold, Improvised Weapon 1, Interpose, Inventor</p><p></p><p><strong>POWERS</strong>:</p><p>[sblock=Immortality Matrix]</p><p> Immortality 10 (4PP) [Technological]</p><p>[Return after one hour; Innate, Side effect 2, Noticeable, Quirk]</p><p> </p><p>-<strong>Firewall Flaw:</strong> Side Effect.</p><p>While reviving, Zeta’s identification subroutines becomes venerable to hacking and then editing: Allowing others to do things as simple as changing variables such as Justice League members to those of know villains, and vice versa, to fully editing identification of locations, enabling one to make a normal settings look completely alien to Zeta, among other things.</p><p>[DC 20]</p><p>-<strong>Noticeable:</strong></p><p>While reviving, Zeta’s chassis grinds, hisses sparks, and makes all manner of sounds that relate to vigorous construction as it repairs itself in earnest.</p><p>-<strong>Quirk:</strong> Zeta’s revival can be delayed by deliberate and or accidental action: Damage, Powerful magnetic fields, etc. Continued effects can halt the revival out right until suspended [/sblock]</p><p></p><p>[sblock=Reconstruction]</p><p> Regeneration 21 (9PP) [Technological]</p><p>[2 per round*: Innate, Persistent, Activation 2 (Standard action), Noticeable, Side effect 2]</p><p>[*no stamina score, equivalent -1 regeneration rank]</p><p> </p><p>-<strong>Power Restriction: </strong>Side effect.</p><p>While reconstructing, Zeta is only able to take one standard or move action.</p><p>-<strong>Noticable: </strong>While reconstructing, Zeta's Chassis grinds, hisses, sparks and makes all manner of sounds that relate to vigorous construction as it repairs itself in earnest[/sblock]</p><p></p><p>[sblock=Combat Plating]Impervious Defense 12 (12PP)</p><p>[toughness][/sblock]</p><p>[sblock=Jet Thrusters]Flight 6 (2PP)[Technological]</p><p>[speed: 60 Miles/hour 900 feet/round; Activation 2 (Standard action), Noticeable. Unreliable(5 uses)]</p><p> </p><p> <strong>Noticeable: </strong>very loud (nearly deafening) and bright [/sblock]</p><p><strong>Immunity to Fortitude Effects</strong> (30PP) [Technological]</p><p> [sblock=Built Large] Growth 7 (15PP)</p><p>[+7 STR, + 7 Tough, +3 Intimidate, -7 Stealth, -3 Active defiance, +1 Size category; Innate, permanent][/sblock]</p><p>[sblock=Com-link] Communication 1 [4PP]</p><p>[Radio; Innate, Quirk]</p><p> Quirk Allows Zeta to be hacked at range, but at a -5 penalty.[DC40][/sblock] </p><p></p><p>[sblock=Thunder Stomp]Linked: 5PP [Earth]</p><p>-<strong>Damage 1: 1PP</strong></p><p>--Strength based</p><p>--Area (burst) 1</p><p>--Limited: Both Zeta and target(s) (unintended or otherwise) must be on the ground.</p><p></p><p>-<strong>Affliction 8: 4PP</strong></p><p>--Limited Degree 1</p><p> --1st Degree: Vulnerable</p><p>--2nd Degree: Defenseless</p><p>--Instant Recovery</p><p>--Resisted by: Fortitude</p><p>--Area (burst) 2</p><p>--Limited: Both Zeta and target(s) (unintended or otherwise) must be on the ground.[/sblock]</p><p></p><p><strong>OFFENSE</strong>:</p><p>Initiative -2</p><p>Unarmed: +8 (DC 24) (Bludgeon, Crit 20) </p><p>Grab: +8 (DC spec 19) (Bludgeon, Crit 20) </p><p>Throw: +0 (DC 25) (Bludgeon, Crit 20)</p><p>Thunder Stomp:</p><p>-Affliction: +8 (DC fort 18) (Crit 20)</p><p>-Damage: +8 (DC 23) (Earth, Bludgeon, Crit 20)</p><p></p><p><strong>DEFENSES</strong>:</p><p>Dodge -5 [DC 5] Parry +4 [DC 14] Will +1 [DC 11]</p><p>Toughness +12, Impervious [Toughness] 12</p><p> [FONT=&quot]Fortitude Immune.[/FONT][/sblock][FONT=&quot]</p><p></p><p><s>Btw, why dos making growth permanent not give it a -1/r to cost? (hero lab makes it into a -0/r) just wandering :/</s></p><p>Just reread it in the book, and it says 0/r, oh well :/</p><p></p><p>Any ways, comments on the stat update? :3</p><p>[/FONT]</p></blockquote><p></p>
[QUOTE="Zerith, post: 5479482, member: 99953"] hmm, must have miss read it :/ Any ways, Updated him [sblock=Zeta] [B]Tranner M7 X, Drake “Zeta” Hamilton Aka: Titan Aka: Wreck Aka: Wrecker Aka: Scrap Aka: Scraper Aka: Train [/B][Next Page][B] ABILITIES[/B]: 16PP Strength 10 Stamina - Agility -2 Dexterity 0 Fighting 7 Intellect 10 Awareness -2 Presence -3 [B]SKILLS[/B]: 2PP Fighting(Grab) 1 (+8) Fighting(unarmed) 1 (+8) Technology 2 (+12) Untrained Athletics +10 Deception -3 Insight -2 Intimidation 0 Perception -2 Persuasion -3 Stealth -9 [B]ADVANTAGES[/B]: 13PP Benefit Ambidextrous; Benefit, Cipher 6; Eidetic Memory, Improved Grab, Improved Hold, Improvised Weapon 1, Interpose, Inventor [B]POWERS[/B]: [sblock=Immortality Matrix] Immortality 10 (4PP) [Technological] [Return after one hour; Innate, Side effect 2, Noticeable, Quirk] -[B]Firewall Flaw:[/B] Side Effect. While reviving, Zeta’s identification subroutines becomes venerable to hacking and then editing: Allowing others to do things as simple as changing variables such as Justice League members to those of know villains, and vice versa, to fully editing identification of locations, enabling one to make a normal settings look completely alien to Zeta, among other things. [DC 20] -[B]Noticeable:[/B] While reviving, Zeta’s chassis grinds, hisses sparks, and makes all manner of sounds that relate to vigorous construction as it repairs itself in earnest. -[B]Quirk:[/B] Zeta’s revival can be delayed by deliberate and or accidental action: Damage, Powerful magnetic fields, etc. Continued effects can halt the revival out right until suspended [/sblock] [sblock=Reconstruction] Regeneration 21 (9PP) [Technological] [2 per round*: Innate, Persistent, Activation 2 (Standard action), Noticeable, Side effect 2] [*no stamina score, equivalent -1 regeneration rank] -[B]Power Restriction: [/B]Side effect. While reconstructing, Zeta is only able to take one standard or move action. -[B]Noticable: [/B]While reconstructing, Zeta's Chassis grinds, hisses, sparks and makes all manner of sounds that relate to vigorous construction as it repairs itself in earnest[/sblock] [sblock=Combat Plating]Impervious Defense 12 (12PP) [toughness][/sblock] [sblock=Jet Thrusters]Flight 6 (2PP)[Technological] [speed: 60 Miles/hour 900 feet/round; Activation 2 (Standard action), Noticeable. Unreliable(5 uses)] [B]Noticeable: [/B]very loud (nearly deafening) and bright [/sblock] [B]Immunity to Fortitude Effects[/B] (30PP) [Technological] [sblock=Built Large] Growth 7 (15PP) [+7 STR, + 7 Tough, +3 Intimidate, -7 Stealth, -3 Active defiance, +1 Size category; Innate, permanent][/sblock] [sblock=Com-link] Communication 1 [4PP] [Radio; Innate, Quirk] Quirk Allows Zeta to be hacked at range, but at a -5 penalty.[DC40][/sblock] [sblock=Thunder Stomp]Linked: 5PP [Earth] -[B]Damage 1: 1PP[/B] --Strength based --Area (burst) 1 --Limited: Both Zeta and target(s) (unintended or otherwise) must be on the ground. -[B]Affliction 8: 4PP[/B] --Limited Degree 1 --1st Degree: Vulnerable --2nd Degree: Defenseless --Instant Recovery --Resisted by: Fortitude --Area (burst) 2 --Limited: Both Zeta and target(s) (unintended or otherwise) must be on the ground.[/sblock] [B]OFFENSE[/B]: Initiative -2 Unarmed: +8 (DC 24) (Bludgeon, Crit 20) Grab: +8 (DC spec 19) (Bludgeon, Crit 20) Throw: +0 (DC 25) (Bludgeon, Crit 20) Thunder Stomp: -Affliction: +8 (DC fort 18) (Crit 20) -Damage: +8 (DC 23) (Earth, Bludgeon, Crit 20) [B]DEFENSES[/B]: Dodge -5 [DC 5] Parry +4 [DC 14] Will +1 [DC 11] Toughness +12, Impervious [Toughness] 12 [FONT="]Fortitude Immune.[/FONT][/sblock][FONT="] [s]Btw, why dos making growth permanent not give it a -1/r to cost? (hero lab makes it into a -0/r) just wandering :/[/s] Just reread it in the book, and it says 0/r, oh well :/ Any ways, comments on the stat update? :3 [/FONT] [/QUOTE]
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