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Superheroes of The Trust OOC Thread (Accepting Alts)
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<blockquote data-quote="Victim" data-source="post: 3637685" data-attributes="member: 78"><p>I did some brainstorming on what Jemal's power suited, eye beamed, super sensing, leader guy might look like. I strongly suspect that the costs are in error somewhere, since I went back and forth, cutting.</p><p></p><p>[sblock]</p><p>STR 14</p><p>DEX 16</p><p>CON 14</p><p>INT 12</p><p>WIS 20</p><p>CHA 12</p><p></p><p>F: +8</p><p>R: +9 (+12)</p><p>W: +5</p><p></p><p></p><p>Spd: 30 (100) Ini: +7</p><p>Att: +5 +8 ranged</p><p>Dmg: +12 beam 19-20, +6 Fort, or +2 punch </p><p>AC: 20/14</p><p>Toughness: +10/+7 or +5/2</p><p></p><p> </p><p>Assessment, Connected, Contacts, Defensive Roll 3, Equipment 1, Evasion 1, Imp Crit: Particle Eye Beam, Imp Initiative 1, Leadership, Luck 3, Master Plan, Precise Shot 1, Uncanny Dodge: visual, Track, Well Informed, Power Attack, Attack Focus: ranged 3, Dodge Focus 2</p><p></p><p>Gather Info 12 +13 (Connected, Well Informed)</p><p>Notice 16 +21</p><p>Sense Motive 12 +17</p><p>Survival 8 +13</p><p>Medicine 2 +7</p><p>Stealth 8 +11</p><p>Swim 4 +7</p><p>Climb 4 +7</p><p>Search 4 +5</p><p>Intimidate 6 +7</p><p>Diplomacy 8 +9</p><p></p><p>Neutrino Vision: Super Senses 13: Darkvision, X-ray, Micro 3, Radius, Extended 1, Danger Sense on sight (13)</p><p></p><p>Particle Eye Beam: Blast +12</p><p>AP: Neutrino Decay: Blast +6 Alt Save: Fort, Perception</p><p>AP: Find Weakness: Drain Toughness +10 (Fort based) Ranged Autofire 1 Split Attack 1, Selective, Subtle, Accurate; Limited: must be able to communicate with allies for them to attack reduced toughness, allies benefit from only ½ toughness reduction (1+2-1)=20+4=24 (26)</p><p></p><p>Super Suit: Device (hard to lose) 2 (8): </p><p>Assisted Movements: Speed 1, Leaping 2, Super Strength 1</p><p>Impact/Energy Dissipation: Protection 5</p><p></p><p>Master Tactician: Enhanced INT +12 (only for using Master Plan -2) (4)</p><p> Quickness 6 (x50) (only for Master Plan -2) (2)</p><p></p><p></p><p></p><p>Feats 8+8+7+2=25 </p><p>Stats 4+6+4+2+10+2=28 </p><p>Powers 2+4+8+26+13=53</p><p>Combat 10+16=26 </p><p>Skills 21</p><p>Saves 6+6=12</p><p>Total 165/165[/sblock]</p><p></p><p>I don't have UP, so the super senses part could probably use some updating. The super eyebeam power came out pretty well, I think, though the flaw on the scanning attack might make things a bit complicated (could drop it down to a drawback or complication for must communicate, and then cut the Autofire). The suit is probably weaker than intended, serving mostly as some defense and a movement booster.</p><p></p><p>The skills are passable. And I feel bad about buying ranks in Swim, when the swimming power costs just as much.</p></blockquote><p></p>
[QUOTE="Victim, post: 3637685, member: 78"] I did some brainstorming on what Jemal's power suited, eye beamed, super sensing, leader guy might look like. I strongly suspect that the costs are in error somewhere, since I went back and forth, cutting. [sblock] STR 14 DEX 16 CON 14 INT 12 WIS 20 CHA 12 F: +8 R: +9 (+12) W: +5 Spd: 30 (100) Ini: +7 Att: +5 +8 ranged Dmg: +12 beam 19-20, +6 Fort, or +2 punch AC: 20/14 Toughness: +10/+7 or +5/2 Assessment, Connected, Contacts, Defensive Roll 3, Equipment 1, Evasion 1, Imp Crit: Particle Eye Beam, Imp Initiative 1, Leadership, Luck 3, Master Plan, Precise Shot 1, Uncanny Dodge: visual, Track, Well Informed, Power Attack, Attack Focus: ranged 3, Dodge Focus 2 Gather Info 12 +13 (Connected, Well Informed) Notice 16 +21 Sense Motive 12 +17 Survival 8 +13 Medicine 2 +7 Stealth 8 +11 Swim 4 +7 Climb 4 +7 Search 4 +5 Intimidate 6 +7 Diplomacy 8 +9 Neutrino Vision: Super Senses 13: Darkvision, X-ray, Micro 3, Radius, Extended 1, Danger Sense on sight (13) Particle Eye Beam: Blast +12 AP: Neutrino Decay: Blast +6 Alt Save: Fort, Perception AP: Find Weakness: Drain Toughness +10 (Fort based) Ranged Autofire 1 Split Attack 1, Selective, Subtle, Accurate; Limited: must be able to communicate with allies for them to attack reduced toughness, allies benefit from only ½ toughness reduction (1+2-1)=20+4=24 (26) Super Suit: Device (hard to lose) 2 (8): Assisted Movements: Speed 1, Leaping 2, Super Strength 1 Impact/Energy Dissipation: Protection 5 Master Tactician: Enhanced INT +12 (only for using Master Plan -2) (4) Quickness 6 (x50) (only for Master Plan -2) (2) Feats 8+8+7+2=25 Stats 4+6+4+2+10+2=28 Powers 2+4+8+26+13=53 Combat 10+16=26 Skills 21 Saves 6+6=12 Total 165/165[/sblock] I don't have UP, so the super senses part could probably use some updating. The super eyebeam power came out pretty well, I think, though the flaw on the scanning attack might make things a bit complicated (could drop it down to a drawback or complication for must communicate, and then cut the Autofire). The suit is probably weaker than intended, serving mostly as some defense and a movement booster. The skills are passable. And I feel bad about buying ranks in Swim, when the swimming power costs just as much. [/QUOTE]
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