[M&M2E] Freedom League Unlimited (OOC)

Here we go. As per house rules I upped the base combat stuff (and deleted some stuff I couldn't afford anymore. I realized the original concept was from something I submitted to one of you earlier games, but it is now considerably less dark and the mechanics of the character are completely different (the previous was an energy controller, this is a battlesuit. The version on ATT has a couple ranks of the shield power (he was a double legacy of an Iron Man homage and a Captain America homage, and I'd like to keep the double homage going). Do these also require equal ranks of base defense? The character I'm about to post assumed no, but I can change it.

Any early comments are much appreciated, especially anything you might consider overly strong.
--------------------------------------------------------------------------------------

Max Rosenbaum, "Arsenal of Democracy"



Background:
[sblock]
Max Rosenbaum was raised in luxury, and his parents drilled into him day after day that he had America and capitalism to thank for that. He was taught to work hard for his money, his God, and his country, and oppose any who would threaten any of the above. His grandparents has fled the Soviet Union with nothing, and eventually built a massive defense corporation, which was left to his father and would eventually be left to him. True to his upbringing, and not having to worry much about his financial future, he joined the military after graduating from Harvard, becoming a SEAL and later moving to Naval Intelligence.

He loved his job and his life, until one day, he found out it was all a fraud. He was called back from a mission in the field, and arrested. He was informed that his parents, Joel and Ettie Rosenbaum, were Soviet spies, tasked not only with stealing technology but promoting supervillain activities in the United States. Everything they had ever told him was a lie, a sham, a cover story.

While he was proven to be innocent of any wrongdoing, he agreed to take an honorable discharge from the military. His parents were not as lucky, and were executed for treason. He agreed with the sentence. Good people- innocent people- died because of them, and oppressive governments were strengthened because of them.

Though his views were tempered by both his parents and his country turning their backs on him, he still believed in his country, and wanted to prove that he was better man than his parents were. He vowed to redeem himself, not just in the eyes of the public, but in his own eyes. Sure, they were his parents, but he believes that he still should have known something was amiss. He wanted to undo the injustice that his parents had unleashed upon the world, and he had a two-pronged strategy to do it.

He managed to find their stash of illicit, highly-advaned, technology before the authorities, replacing it with a real but much less interesting batch. He also still retained the family fortune, his military skills, some of his contacts, and more importantly, their company, Iron Rose Industries. Renaming it MaxCorp, he took active control of the company and turned it around, managing to reestablish certain military contracts while making successful entries into civilian industry to make up for lost business. He also "sponsored" a superhero, Arsenal of Democracy, designed to showcase the company's military technologies in an attempt to make a comeback in that sector, as well as to garner good publicity for his company.

Of course, all that is just what he tells the press. In reality, he IS Arsenal, and while his public statements are sincere from a corporate perspective, his primary motivations are justice and the personal redemption that he will never fully grant himself. Despite the burden he carries, however, Max never succumbs to the darkness, guided by his patriotism, his sense of justice, and his understanding that the life of a cape is best way to DIRECTY help as many people as possible by bringing the worst of the worst to justice (although he also does of course also give to charity and manufactures arms for what he believes to be a just nation).

Arsenal's costume is mostly red and blue, with the torso-piece being blue and the limbs red. His symbol, emblazoned on his chest and right shoulder, is an unbalances scale of justice on a white star shield. On his left shoulder is an American flag, facing backwards, a remnant from his military days and a telltale clue to that part of his background. The shield generators on his arm create translucent white bucklers, yet another MaxCorp technology demonstration. His mask is partially retractable, revealing dark hair and green eyes under an American flag domino mask (with lenses with HUD overlays, of course), but when fully-active, its mostly red and fully covers his face, leaving glowing white eyes. He has white circlets on his hand and fingertips that can project force, either as concentrated and precise lances of energy or wide blasts. The star in his chest has sonic projection powers. Another of his favorite weapons are hovering mines he keeps in his suit, which he can program to home in on certain kinds of targets and explode, although they are significantly less powerful than his other weapons.
[/sblock]


Stats:
[sblock]
Arsenal of Democracy
Max Rosenbaum

Power Level: PL10, 150pp

Abilities: STR: 14(34), DEX: 12, CON: 22, INT: 20, WIS: 12, CHA: 10

Skills: Bluff +3/+7att(3r), Diplomacy +10/+14att(10r), Gather Information +12 (11r), Computers +17/19 in suit (12r), Know: Business: +7 (2r), Notice +14 (13r), Survival +5 (4r), Pilot +1 (0r), Sense Motive +10 (9r), Swim +2/+12suit (0r, also see Swimming power)

Feats: Evasion, Benefit(Wealthy (CEO of MaxCorp)), Well-Informed, Connections, Attractive, All-Out Attack, Accurate Attack, Luck, Power Attack, Dodge Focus 2, Imp Init, Ranged Focus 2, Uncanny Dodge, Jack-of-All-Trades, Tough

Powers:

SEAL "Powers" (Some feats and skills are from that source, too) 4pp :

Speed 1 (1pp)
Swimming 1 (1pp)
Immunity 2: No Need To Breathe [Flaw:Partial] (1pp)
Super-Senses 1: Danger Sense (1pp)

Technology:
Device 15: [Battlesuit, Hard To Lose) (60pp):
Feature 1: On-Board Masterwork Computer (1pp)
Mask: (Buy off Limited Flaw on No Need To Breathe) (1pp)
Unobtainium Armor: Protection 7 (Extra: Impervious) (14pp)
Force Bucklers: Shield 2 (2pp)
Mental Shielding Enhanced Will Save 2 (2pp)
Personal Anti-Grav Generators Array: 14pp (12pp base +2pp) Dynamic Alternate Powers) Flight 6
DAP: Super-Strength 5 (PF: Shockwave, Groundstrike)
Communications Array 7pp (6pp +1ap)
Radio: Communication 6 (Radio)
AP: Datalink 3 (Power Feat: Machine Control), Quickness 6 (Limited:Computers)
Blast Array: 30 pp (26 pp base + 4 Alternate Powers)
Enhanced Strength 20 & Enhanced Feat 8: Attack Focus 4 (Melee), Improved Grab, Imp Crit (26pp)
AP: Force Lance, Blast 12 (Power Feats: Accurate, Precise) (26 pp) [Force]
AP: Sonic Blast, Stun 12 (Extra: Ranged, Flaw: Sense-Depenant: Hearing) Power Feats: Accurate) (25 pp) [Sonic]
AP: Hovermines, Blast 7 (Extra: Total Fade, Area; Flaw: Fades, Power Feats: Triggered 2, Indirect, Ricochet (25 pp) [Fire/Ballistic]
AP: Energy Arc Blast 12 Extras: Shapable Target Area, Flaw: Full Round Action, Progression 1, Accurate (26pp) [Electricity]
Scanner Array: 6pp
Neutrino Scan Super-Senses 6 (Accurate, Radius, Ranged, Acute, Analytical, Extended Range Radio Sense (built as Radar +Acute and Extended))
Drawback: Minor Weakness: Electricity -2


Gadgetry Variable Power 1 [Easy To Lose], Tech Array (6pp)
Enhanced Feats: Equiptment 5 (25ep)

Saves: Toughness: +14 (7 Impervious), Fortitude: +6, Reflex: +7, Will: +4(No Suit)/+6(Suit)

Combat: Attack: +8 (Unarmed/Blast/Stun) [Unarmed/Blast Toughness DC 27, Stun Fort DC22], Initiative +5, Grapple +20 (Not Including Super-Strength DAP), Defense 16 (10 Flat Footed), Out of Suit: +4 melee, DC17 dmg or by weapon, +6 Ranged, dmg by weapon. Bought Combat: Base Defense 2, Base Attack 4

Drawbacks: Normal Identity (Full Round Action) -4,

Abilities 30 + Skills 16 + Feats 17 + Powers 70 + Combat 12 + Saves 9- Drawbacks 4= 150
[/sblock]
 
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Hmm... I started out with the idea that I should make an energy controller, but when I finished up with the basic stuff I sat with a Powerhouse/Paragon type. Inspiration has been drawn from Superman and Supergirl. :)

Supreme Girl (Alien Paragon)

Wendy never had a clue that she was not a Human. Sure, she had heard the stories how she was adopted by her parents and how she was originally found in some cornfield, but it was never really that interesting. Well, she had about the same interest in this as she had in books and schoolwork, which means absolutely nothing. And after her father died when she was 4, her mother never really had the time to talk much more about it anyway, since she had to work two jobs to sustain the family.

When she hit puberty her strength developed rapidly, far more rapidly than anyone else in her class, I mean, there's not many 13 year old girls capable of lifting cars above their head as if it was nothing. At first she was mostly planning on using her newly-found powers for her own benefit, but after one of her friends got brutally assaulted, the girl decided to use her gifts to help her friends.

At first she was mostly embarrassed for being different from the other girls, which was why she used an alias when they asked for her name, but eventually she realized the danger her family would be in if her identity was ever revealed. Her quickly adapted disguises eventually were replaced with an actual costume and a more established identity, that of Supreme Girl.

Supreme Girl has been active as a heroine for about 6 years in New York, but has been more of a local celebrity, rather than one to win worldwide fame. However when Captain Thunder and Lady Liberty approached and offered her to become part of the Freedom League, she instantly accepted.
 

Hey, I'm interested in jumping in on this one too, if I can.

I'm thinking of a character who can manifest energy tentacles as a mutant ability and use them in a variety of ways (Additional Limbs with a few appropriate APs). Sort of a Doc Ock variation. I'll see what I can whip up today while my bosses aren't looking. :)
 

Hehe

Guess I'd better jump on a concept before they're all gone. :)

I too have several concepts:

- Jaguar: Stealthy martial artist empowered by the Mayan sun god to maintain balance in the world.

- Menagerie: A human in which the entire genetic legacy of life on Earth has been unleashed. Basically a Shapeshift pool that can only emulate living/organic traits. Dunno about name, since the character doesn't really change into specific animals...though can easily assume traits from them.

- Er...name pending: Control over nonliving matter. Transmute, Animate Object, Create Object, Shape Object...effects based on those effects. Rolewise, this would be more of a support/control character than a direct combatant.

- Tessaract: Control over spatial fabric/gravity. Teleportation, gravity control, and related effects. Dimensional pocket. Lots of nonlethal status effects and incapacitations.

- As yet nameless flying alien blaster...since this is the DCverse, perhaps one of Starfire's race? They have a good combination of abilities for what I have in mind for this character...

Thoughts?
 

Here we go. As per house rules I upped the base combat stuff (and deleted some stuff I couldn't afford anymore. I realized the original concept was from something I submitted to one of you earlier games, but it is now considerably less dark and the mechanics of the character are completely different (the previous was an energy controller, this is a battlesuit. The version on ATT has a couple ranks of the shield power (he was a double legacy of an Iron Man homage and a Captain America homage, and I'd like to keep the double homage going). Do these also require equal ranks of base defense? The character I'm about to post assumed no, but I can change it.

Any early comments are much appreciated, especially anything you might consider overly strong.
--------------------------------------------------------------------------------------

Max Rosenbaum, "Arsenal of Democracy"



Background:
[sblock]
Max Rosenbaum was raised in luxury, and his parents drilled into him day after day that he had America and capitalism to thank for that. He was taught to work hard for his money, his God, and his country, and oppose any who would threaten any of the above. His grandparents has fled the Soviet Union with nothing, and eventually built a massive defense corporation, which was left to his father and would eventually be left to him. True to his upbringing, and not having to worry much about his financial future, he joined the military after graduating from Harvard, becoming a SEAL and later moving to Naval Intelligence.

He loved his job and his life, until one day, he found out it was all a fraud. He was called back from a mission in the field, and arrested. He was informed that his parents, Joel and Ettie Rosenbaum, were Soviet spies, tasked not only with stealing technology but promoting supervillain activities in the United States. Everything they had ever told him was a lie, a sham, a cover story.

While he was proven to be innocent of any wrongdoing, he agreed to take an honorable discharge from the military. His parents were not as lucky, and were executed for treason. He agreed with the sentence. Good people- innocent people- died because of them, and oppressive governments were strengthened because of them.

Though his views were tempered by both his parents and his country turning their backs on him, he still believed in his country, and wanted to prove that he was better man than his parents were. He vowed to redeem himself, not just in the eyes of the public, but in his own eyes. Sure, they were his parents, but he believes that he still should have known something was amiss. He wanted to undo the injustice that his parents had unleashed upon the world, and he had a two-pronged strategy to do it.

He managed to find their stash of illicit, highly-advaned, technology before the authorities, replacing it with a real but much less interesting batch. He also still retained the family fortune, his military skills, some of his contacts, and more importantly, their company, Iron Rose Industries. Renaming it MaxCorp, he took active control of the company and turned it around, managing to reestablish certain military contracts while making successful entries into civilian industry to make up for lost business. He also "sponsored" a superhero, Arsenal of Democracy, designed to showcase the company's military technologies in an attempt to make a comeback in that sector, as well as to garner good publicity for his company.

Of course, all that is just what he tells the press. In reality, he IS Arsenal, and while his public statements are sincere from a corporate perspective, his primary motivations are justice and the personal redemption that he will never fully grant himself. Despite the burden he carries, however, Max never succumbs to the darkness, guided by his patriotism, his sense of justice, and his understanding that the life of a cape is best way to DIRECTY help as many people as possible by bringing the worst of the worst to justice (although he also does of course also give to charity and manufactures arms for what he believes to be a just nation).

Arsenal's costume is mostly red and blue, with the torso-piece being blue and the limbs red. His symbol, emblazoned on his chest and right shoulder, is an unbalances scale of justice on a white star shield. On his left shoulder is an American flag, facing backwards, a remnant from his military days and a telltale clue to that part of his background. The shield generators on his arm create translucent white bucklers, yet another MaxCorp technology demonstration. His mask is partially retractable, revealing dark hair and green eyes under an American flag domino mask (with lenses with HUD overlays, of course), but when fully-active, its mostly red and fully covers his face, leaving glowing white eyes. He has white circlets on his hand and fingertips that can project force, either as concentrated and precise lances of energy or wide blasts. The star in his chest has sonic projection powers. Another of his favorite weapons are hovering mines he keeps in his suit, which he can program to home in on certain kinds of targets and explode, although they are significantly less powerful than his other weapons.
[/sblock]


Stats:
[sblock]
Arsenal of Democracy
Max Rosenbaum

Power Level: PL10, 150pp

Abilities: STR: 14(34), DEX: 12, CON: 22, INT: 20, WIS: 12, CHA: 10

Skills: Bluff +3/+7att(3r), Diplomacy +10/+14att(10r), Gather Information +12 (11r), Computers +17/19 in suit (12r), Know: Business: +7 (2r), Notice +14 (13r), Survival +5 (4r), Pilot +1 (0r), Sense Motive +10 (9r), Swim +2/+12suit (0r, also see Swimming power)

Feats: Evasion, Benefit(Wealthy (CEO of MaxCorp)), Well-Informed, Connections, Attractive, All-Out Attack, Accurate Attack, Luck, Power Attack, Dodge Focus 2, Imp Init, Ranged Focus 2, Uncanny Dodge, Jack-of-All-Trades, Tough

Powers:

SEAL "Powers" (Some feats and skills are from that source, too) 4pp :

Speed 1 (1pp)
Swimming 1 (1pp)
Immunity 2: No Need To Breathe [Flaw:Partial] (1pp)
Super-Senses 1: Danger Sense (1pp)

Technology:
Device 15: [Battlesuit, Hard To Lose) (60pp):
Feature 1: On-Board Masterwork Computer (1pp)
Mask: (Buy off Limited Flaw on No Need To Breathe) (1pp)
Unobtainium Armor: Protection 7 (Extra: Impervious) (14pp)
Force Bucklers: Shield 2 (2pp)
Mental Shielding Enhanced Will Save 2 (2pp)
Personal Anti-Grav Generators Array: 14pp (12pp base +2pp) Dynamic Alternate Powers) Flight 6
DAP: Super-Strength 5 (PF: Shockwave, Groundstrike)
Communications Array 7pp (6pp +1ap)
Radio: Communication 6 (Radio)
AP: Datalink 3 (Power Feat: Machine Control), Quickness 6 (Limited:Computers)
Blast Array: 30 pp (26 pp base + 4 Alternate Powers)
Enhanced Strength 20 & Enhanced Feat 8: Attack Focus 4 (Melee), Improved Grab, Imp Crit (26pp)
AP: Force Lance, Blast 12 (Power Feats: Accurate, Precise) (26 pp) [Force]
AP: Sonic Blast, Stun 12 (Extra: Ranged, Flaw: Sense-Depenant: Hearing) Power Feats: Accurate) (25 pp) [Sonic]
AP: Hovermines, Blast 7 (Extra: Total Fade, Area; Flaw: Fades, Power Feats: Triggered 2, Indirect, Ricochet (25 pp) [Fire/Ballistic]
AP: Energy Arc Blast 12 Extras: Shapable Target Area, Flaw: Full Round Action, Progression 1, Accurate (26pp) [Electricity]
Scanner Array: 6pp
Neutrino Scan Super-Senses 6 (Accurate, Radius, Ranged, Acute, Analytical, Extended Range Radio Sense (built as Radar +Acute and Extended))
Drawback: Minor Weakness: Electricity -2


Gadgetry Variable Power 1 [Easy To Lose], Tech Array (6pp)
Enhanced Feats: Equiptment 5 (25ep)

Saves: Toughness: +14 (7 Impervious), Fortitude: +6, Reflex: +7, Will: +4(No Suit)/+6(Suit)

Combat: Attack: +8 (Unarmed/Blast/Stun) [Unarmed/Blast Toughness DC 27, Stun Fort DC22], Initiative +5, Grapple +20 (Not Including Super-Strength DAP), Defense 16 (10 Flat Footed), Out of Suit: +4 melee, DC17 dmg or by weapon, +6 Ranged, dmg by weapon. Bought Combat: Base Defense 2, Base Attack 4

Drawbacks: Normal Identity (Full Round Action) -4,

Abilities 30 + Skills 16 + Feats 17 + Powers 70 + Combat 12 + Saves 9- Drawbacks 4= 150
[/sblock]


This is a pretty good example of a concept I really dig and is perfect for the game but point crunchiness of the character creation fails for me.

He is a good enough Navy SEAL to get actual 'trained' powers but he has less base combat then a typical infantryman listed in the rulebook. Instead he is heavily relying on his armor for "skill".

And while I am sure all the math is by-the-book and it takes a lot of skill to build a character so efficiently (which I can appreciate) having so many multiple arrays, some which are dynamic is frankly too much of a headache for me to GM.
Multiple recalculating points from round to round and what figuring out your shapable targeted area attack can or cant hit altogether is too much for work for me.

Also I don't need characters that can "do-it-all" or outshines other players as it makes it less fun for all of us.

Basically the build is too complex for my game style and has been point crunched to the point where the concept has lost it's integrity for me.

If you would like to resubmit a more streamlined build for the same concept I think that would be great but I understand if you do not want to. :)
 

Hehe

Guess I'd better jump on a concept before they're all gone. :)

I too have several concepts:

- Jaguar: Stealthy martial artist empowered by the Mayan sun god to maintain balance in the world.

- Menagerie: A human in which the entire genetic legacy of life on Earth has been unleashed. Basically a Shapeshift pool that can only emulate living/organic traits. Dunno about name, since the character doesn't really change into specific animals...though can easily assume traits from them.

- Er...name pending: Control over nonliving matter. Transmute, Animate Object, Create Object, Shape Object...effects based on those effects. Rolewise, this would be more of a support/control character than a direct combatant.

- Tessaract: Control over spatial fabric/gravity. Teleportation, gravity control, and related effects. Dimensional pocket. Lots of nonlethal status effects and incapacitations.

- As yet nameless flying alien blaster...since this is the DCverse, perhaps one of Starfire's race? They have a good combination of abilities for what I have in mind for this character...

Thoughts?

Heh! I fooled you withthe pretty pictures didnt I?

It is set in the Freedom City so there are no Tamarans. Though I am sure if you wanted something similiar that would be just fine.

I remember Tessaract and I really liked the character. One of the few characters with Duplication that I could handle.

Menagarie sounds cool but we would definitely need a bunch of premade stats for shapes.
 

John Stone

GovannonloRes.jpg


[sblock=JOHN STONE]
Quote: "Time to hammer out some justice!"
Power Level: 10
Concept: Former FBI agent with a tragic past
Occupation: Investigator, adventurer
Real Name: John Stone III
Legal Status: Citizen of the United States with no criminal record
Identity: Public
Place of Birth: Holdenville, Oklahoma
Marital Status: Widower
Living Relatives: Angela Stone (mother), John Stone Jr. (father)
Height: 6 ft. 1 in.
Weight: 200 lb.
Eyes: Dark blue
Hair: Red
Motivation: Justice
Complications: Enemy, Responsibility

Background: John Stone's story really begins in 1970, three years before he was born. When the Weathermen issued its "Declaration of a State of War" against the United States government, patriotic masked hero the Hammer of Justice took it upon himself to bring the domestic terrorist group to justice. (The Hammer of Justice had for many years been an object of ridicule by the anti-establishment counter culture born in the 1950s. He was satirized in the song "If I Had a Hammer" in 1958.) Unfortunately, the Hammer of Justice never put a stop to the Weathermen, for he was killed trying to thwart one of that group's many bombings of government buildings.

Three years after the Hammer of Justice died in a fiery explosion, John Stone was born in Holdenville, Oklahoma. He lived a simple, conventional life with his parents. He was a distinguished student and athlete in high school, but put off college to serve a four-year term of enlistment in the U.S. Army as a military police. After his discharge, he attended the University of Oklahoma, studying criminal justice and psychology. He married Gabriella Sandoval, and fathered two sons, John IV and Eric.

Stone graduated with honors, and signed up with the Federal Bureau of Investigation. He displayed a talent for criminal investigation and interrogation. After training at Quantico, he returned to Oklahoma, assigned as a special agent working out of the Alfred P. Murrah Federal Building in Oklahoma City.

On April 19, 1995, Stone was in the field, assisting local law enforcement with a suspected serial killer case. He was supposed to meet Gabrielle and his children for breakfast at 9:00 a.m. Stone's wife and children arrived a little early. As they walked down the hallway to the cafeteria, the Ryder truck left by Timothy McVeigh exploded, destroying the Federal Building. The death roll reached 168 persons, including Stone's wife and children.

Stone barely remembers the next several days. He was like the walking wounded. The evening after his wife and children's funeral, Stone slept fitfully, tormented by dreams of the explosion and a gnawing sense of personal responsibility. In one of these dreams, a glowing hammer floated over his wife's and children's graves. When Stone grasped the hammer in his dream, he awoke with a start and a new sense of purpose.

In some way as yet unexplained, Stone has inherited the Hammer of Justice's trademark weapon. He reported the strange event to his superiors, and requested a special assignment. For the next few years, Stone wreaked havoc on the white supremacist underground of which Timothy McVeigh and his coconspirators were a part. His efforts stopped three more bombings, and led to the arrest and conviction of 17 high-ranking members of various white supremacist groups.

It's been two years since the last case was closed. Stone has officially left the FBI, although he still retains many of his law enforcement and government contacts. Consequently, Stone's been left pretty much to his own devices.

When the Freedom League contacted Stone about becoming a member of its new world-wide initiative, Stone accepted the invitation. It's not only a chance for his life to get some direction, but also puts a former agent of the U.S. government in with what is seen by some as a troubling new development in the superhero community.[/sblock]
[sblock=Powers] Stone is highly skilled normal in most respects. He is certainly one of the Bureau's best field agents. As the heir of the Hammer of Justice, Stone is able to summon forth a powerful mallet. Stone wields the weapon with uncanny skill, most of this fighting prowess bestowed upon him by the hammer's unique properties.[/sblock]
[sblock=Game Stats]
STR 16 (+3); DEX 14 (+2); CON 16 (+3); INT 14 (+2); WIS 20 (+5); CHA 16 (+3)

TOU +3 (+9 with hammer of justice); FORT +7; REF +7; WILL +7; INIT +2; KNOCKBACK -1 (-7 with hammer of justice)

MELEE +8 (+12 with hammer of justice); RANGE +8; GRAPPLE +11; DAMAGE +3 unarmed, +8 hammer of justice (crit 18-20); DEFENSE +8 (+11 with hammer of justice)

Skills (Ranks): Computers +5 (3), Diplomacy +10 (7), Drive +6 (4), Gather Information +15 (12), Intimidate +10 (7), Investigate +17 (15), Knowledge (behavioral sciences) +8 (6), Knowledge (civics) +7 (5), Knowledge (current events) +6 (4), Knowledge (streetwise) +11 (9), Language (Spanish) (1), Medicine +5 (3), Notice +12 (7), Profession (FBI agent) +10 (5), Search +11 (9), Sense Motive +13 (8), Stealth +10 (8), Swim +5 (3)

Feats: Connected, Contacts, Equipment 4, Interpose, Quick Draw, Teamwork, Well-Informed

Powers:
Hammer of Justice (Container 6)
* Protection 6 (Extra: Impervious [+1])
* Strike 5 (Power Feats: Accurate 2, Improved Critical 2, Improved Sunder, Mighty, Power Attack, Split Attack, Takedown Attack 2)
* Shield 3 (Duration: Continuous)

Super-Senses 1 (Effect: Uncanny Dodge [visual])
Super-Strength 1 (Heavy Load: 460 lb.; Flaw: Only for carrying capacity [-1])

Attack/Damage Tradeoff: +2/-2
Defense/Toughness Tradeoff: +1/-1

Abilities 36 + Skills 29 (116 ranks) + Feats 10 + Powers 32 + Combat 32 + Saves 11 = 149
[/sblock]
 
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Mark Chance- I really love that character. The picture is great too- Storn's work always is.

At the moment, though, I think you've left the character enough under his Defensive PL caps that he's going to get, well, hammered (pun intended, I have no shame :)).

+8 Defense and +7 Toughness save just leaves you too weak for this PL game. On offense you're at +10 attack, 8 damage, which is a little under caps, but Power Attack and 2 ranks of Improved Critical help make up for this.

You might want to consider adding the Shield power (or Enhanced Feat: Dodge Focus, if you have Ultimate Power, which is essentially the same thing) for the Hammer to help fill out your Defense bonus. Also, you may want the concept to call for Impervious only at rank 4, but rank 6 would be nice in making you immune to more of the common weapons (e.g., Heavy Pistols and Assault Rifles).

Where to free up some pp? At the moment you have Equipment 8, but even a car + a gun + some miscellaneous other equipment probably won't cost more than 30 ep. So that's probably 2 pp right there. If you intend to buy a gun as equipment, you might want to consider moving Power Attack from the Hammer to a general feat, as having access to power attack will make the gun more useful.


Edit: Another place you might free up some pp is your Fort/Reflex/Will saves, which are quite good at the moment and could be dropped by about 1 point each while still being very solid (in games that I have played in, Toughness saves are more common than Fort/Ref/Will saves combined).
 
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Mark Chance- I really love that character. The picture is great too- Storn's work always is.

I'm going to sleep on the concept. Tweak a few things tomorrow. I'm leaning towards rearranging his feats a bit, but additional traits for the hammer might also work. He's still a work in progress.
 

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