A DC Universe Of Our Own (Mutants & Masterminds Variant)

Started by Norsegod1839, December 04, 2017, 12:05:13 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

wander

Sure, if I'm still about just fire a PM my way to let me know when you sign in and I'll follow and we'll private message chat there.

Norsegod1839

Quote from: wander on December 17, 2017, 01:48:11 PM
Sure, if I'm still about just fire a PM my way to let me know when you sign in and I'll follow and we'll private message chat there.

So what's your flash going to be like Wander? Barry Allen? Or someone else?

wander

My basic thought is Barry Allen, however I may include other elements from other Speedsters, which may if I do appear via the Complications, which I really think is what makes characters unlike others of their type and say something about them.  :-)

He's still in a skeletal form atm, having made a rough budget where I want points to go, having a basic idea of how to manage down his Powers (most are actually cheap enough to be added as is, which is nice) and his Abilities are sorta in place. Agility and Fighting seem to be most important for a Speedster, though once more I went with a low number in every slot (which may change).

I've decided to give him Equipment 1, which will cover his compact costume ring and also a Time Travel 2 version of the Cosmic Treadmill. That's a neat 5 equipment pts (His ring being a 1pt thing, then Time Travel 2 costs 4pts). It'll basically show a not-yet completed Treadmill which for game-balance will be in a single location if the need for it arises. I sorta want to specialise it in travelling to the past, as I think a lot of fun could from that (Time Travel 2 allows past or future travel, though not both).

And of course his Initiative, Dodge and Parry will be fairly high, though I'll probably get the Defensive Roll Advantage so he's not made of glass as Toughness will be a lil lower for his higher active defences.

Norsegod1839

Quote from: wander on December 17, 2017, 02:16:32 PM
My basic thought is Barry Allen, however I may include other elements from other Speedsters, which may if I do appear via the Complications, which I really think is what makes characters unlike others of their type and say something about them.  :-)

He's still in a skeletal form atm, having made a rough budget where I want points to go, having a basic idea of how to manage down his Powers (most are actually cheap enough to be added as is, which is nice) and his Abilities are sorta in place. Agility and Fighting seem to be most important for a Speedster, though once more I went with a low number in every slot (which may change).

I've decided to give him Equipment 1, which will cover his compact costume ring and also a Time Travel 2 version of the Cosmic Treadmill. That's a neat 5 equipment pts (His ring being a 1pt thing, then Time Travel 2 costs 4pts). It'll basically show a not-yet completed Treadmill which for game-balance will be in a single location if the need for it arises. I sorta want to specialise it in travelling to the past, as I think a lot of fun could from that (Time Travel 2 allows past or future travel, though not both).

And of course his Initiative, Dodge and Parry will be fairly high, though I'll probably get the Defensive Roll Advantage so he's not made of glass as Toughness will be a lil lower for his higher active defences.

Great! I love Barry Allen! He is a favorite of mine!

Ohhh the Cosmic treadmill as well! I look forward to seeing how that comes into effect with the game.

Any changes to the backstory? I wish I could comment more on the budget and the power thing but since I am still learning my self I am nto sure how it is going to shake up the whole game or how he plays! I do know you have a solid handle on it so I am not worried!

TFcommando

Quote from: wander on December 17, 2017, 02:16:32 PM
My basic thought is Barry Allen, however I may include other elements from other Speedsters, which may if I do appear via the Complications, which I really think is what makes characters unlike others of their type and say something about them.  :-)

He's still in a skeletal form atm, having made a rough budget where I want points to go, having a basic idea of how to manage down his Powers (most are actually cheap enough to be added as is, which is nice) and his Abilities are sorta in place. Agility and Fighting seem to be most important for a Speedster, though once more I went with a low number in every slot (which may change).

I've decided to give him Equipment 1, which will cover his compact costume ring and also a Time Travel 2 version of the Cosmic Treadmill. That's a neat 5 equipment pts (His ring being a 1pt thing, then Time Travel 2 costs 4pts). It'll basically show a not-yet completed Treadmill which for game-balance will be in a single location if the need for it arises. I sorta want to specialise it in travelling to the past, as I think a lot of fun could from that (Time Travel 2 allows past or future travel, though not both).

And of course his Initiative, Dodge and Parry will be fairly high, though I'll probably get the Defensive Roll Advantage so he's not made of glass as Toughness will be a lil lower for his higher active defences.

Sounds good so far!

As a caveat, Equipment is used for gear that is relatively realistic, while further-out things need to be bought as regular powers with Removable.  In the M&M character build example, the Batman-like Rook buys his fighting staff and throwing claws as Equipment, but his flying/gliding cape can't be. 

You might also consider just using Close Combat (Unarmed) and Parry instead of the Fighting stat.  Flashes usually just hit people or use special attacks like spinning them around, not using melee weapons, trips, disarms and grabs, which is what Fighting covers as a whole.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

wander

My thoughts are keeping things at the same PL is firstly good for balancing everyone.

There are certain ways some heroes are gonna be better than others (I think Equipment is a bit of a cheap way to get Powers really cheap for example, which means those without powers like Batman or Green Arrow are gonna have higher abilities, skills and advantages), also whilst not part of the Power Level, it is fairly easy to break the game if you know how to spend PPs effectively (that we have TF on board with that knowledge is a good thing though, they've been I think really great compared to me in knowing what makes a good Hero/ine).

Some powers and abilities some GMs shy from, as a 'if you can solve an issue without theoretically leaving the house, it's not fun for the team'. That's something potentially the Cosmic Treadmill could do, however with my self-imposed limit of it being a large treadmill in a single location rather than something carried or inate, I think it'll be fine.

As for any backstory, I'm thinking of a younger Allen, maybe like his JL movie version, someone more fresh-faced. I actually grew up with Wally West when he was Flash in the '90s and I've been enjoying him in Titans, so the character as he is maybe an amalgamation of those two in parts. My one thought was going with the version of West in the current Titans comics, where he has a pacemaker due to nearly being killed by Damien Wayne, for the extra Complication.
Overall though, I am basing this character on Barry Allen.  :-)

@ TF; the cosmic treadmill is bought in the DC Adventures Corebook and the Heroes/Villians vol.1 as Equipment, though normally yes I'd agree it'd be bought with Powers. It's listed as Time Travel 3 with 6pts in both instances.

Close Combat is for sure an Advantage I wanted to include. Makes me a lil happier for him to have a lower Fgt stat now.

TheVillain

A quick thought about the story of how this game starts.

If this is going to be how the Justice League gets together and we're leaning an alien invasion, shouldn't we be thinking Starro the Conquerer? After all, that's the threat that started the Justice League in the comics. [At least in the Silver Age.]

[Plus I'm being a little greedy. Hour Man would see it coming, but a Starro Invasion would be WAY bigger then the DEO could handle on it's own.]
My O/O's / My A/A's / My Ideas
Update - Apologies to all my partners, real life is exploding and I've gotten far behind.

TFcommando

Quote from: TheVillain on December 17, 2017, 10:36:34 PM
A quick thought about the story of how this game starts.

If this is going to be how the Justice League gets together and we're leaning an alien invasion, shouldn't we be thinking Starro the Conquerer? After all, that's the threat that started the Justice League in the comics. [At least in the Silver Age.]

[Plus I'm being a little greedy. Hour Man would see it coming, but a Starro Invasion would be WAY bigger then the DEO could handle on it's own.]

Starro is a great reason to bring in any villains the GM feels like! 
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

TFcommando

Here's Phantom Lady and Cheetah.

Cheetah

Cheetah PL10 150 points

Attributes 90 PP
Strength 7
Agility 12
Fighting 10
Awareness 8
Stamina 8
Dexterity 0
Intellect 0
Presence 0

Defenses 4 PP
- Dodge 12
2 Parry 12
2 Fort 10
-Tough. 8
-Will 8

Unarmed Combat +10 to hit 7 damage
Claws +12 to hit 8 damage

Skills:  22  PP
Acrobatics +8/20
Athletics +3/10
Deception +10/10
Expertise (Archaeology)  +6/+6
Insight +2/10
Perception +7/15
Stealth +8/20

Advantages 13 PP
Agile Feint
Attractive 2
Evasion 2
Improved Grab
Move-By Action
Power Attack
Skill Mastery Acrobatics
Takedown 2
Taunt
Uncanny Dodge

Powers 21 PP
10 Speed 8 Subtle + Speed 2 Distracting (10 total, non-subtle)

1 Running Up Walls Movement 1 (Wall Crawling) only while moving

2 Always Lands on Her Feet - Movement 1 Safe Fall

2 Claws  Damage 1 (Slashing, Magic) Str-based, Accurate 1

1 Furry - Feature: Insulating Fur

1 Resilience Regeneration 1   

4 Cat-like senses Senses 4 -  Acute smell with Tracking 1, Low Light Vision, Danger Sense


Complications

Motivation – Thrills  The speed and power of her new body are quite the rush!

Motivation – Doing Good

Enemy – Cheetah.  Barbara Minerva is not happy about how things turned out, and wants revenge.

Quirk – Impulsive  Sometimes its easier to jump into action than think about it too much.  Or jump someone good-looking.

Appearance Her feline features are exotic instead of strange and relatively low-key but still distinct enough to get attention, making keeping a low profile difficult.

Background:

Jenny May was a distant cousin  to Barbara Minerva, the Wonder Woman foe known as the Cheetah. An American grad student studying archaeology, she was on a dig in Nigeria when her life changed forever.  The cursed aspects of Cheetah's powers had grown stronger and in an attempt to rid herself of them, she had sniffed out someone who shared her bloodline, someone she could transfer the curse into.  One last human sacrifice with the special knife she'd prepared and she'd be free.

Unfortunately, Wonder Woman had tracked her down and they began fighting outside the tent where Jenny was bound.  She started rubbing her bonds against the discarded dagger and freed herself, cutting herself in the process.  As she was a proper subject of the Cheetah ritual (A virgin), the power of the Cheetah flowed into her while the curse on Barbara Minerva intensified, turning her even more bestial and savage.  Jenny put her newfound strength and speed to use, driving her off.

It was tricky to return to a normal life, so she's put her degree on hold to become a superhero.

Cheetah (She goes by this pretty much full time now) has fine bronze fur, with small patterns of brown spots under her eyes, on her shoulders and by her ankles.  Plus a yard-long tail.  She has very long brown hair, past her knees.  She stands 5'7” tall and has a lean, runner's build, save for her good-sized bust.  She usually wears knee-length bike shorts, running shoes and a T-shirt or athletic top in black with pink or yellow highlights.

Powers: Like her namesake, she's fast.  She can run silently at up to 500 miles an hour and move at several times the speed of sound when she goes all out.  She can run straight up a building or on the side of a tunnel without difficulty and always lands on her feet.    She's strong enough to lift a car over her head and can cut through armor plate with her claws.  Her reflexes and stealth are off the charts and she can see in the dark and track via scent.




Phantom Lady

Phantom Lady PL 10 150 points

Attributes 88 PP
Strength 1
Agility 8
Fighting 12
Awareness 8
Stamina 5
Dexterity 0
Intellect 10
Presence 0

Defenses 11 PP
4 Dodge 12
- Parry 12
3 Fort 8
- Tough. 5 (defensive roll 8)
4 Will 12

Unarmed Combat +15 5 damage
Pleasure Touch +12/8 effect

Skills: 17 PP 34 points
Acrobatics +2/10
Athletics +4/5
Close Combat – Unarmed +3/15
Deception +12/12
Expertise (Everything) 0/10
Insight +3/11
Investigation +2/12
Perception +4/12
Stealth +4/12
Technology 0/10
Treatment 0/10


Advantages 13 PP
Attractive 2
Assessment
Defensive Attack
Defensive Roll 3
Eidetic Memory
Improved Disarm
Improved Trip
Jack of All Trades
Taunt
Well-Informed

Powers 21 PP

4 Martial Arts  - Damage 4 Str-based

14 Succubus Eye
*Become Any Desire - Morph 2 any female human (10 PP)
*Become Unseen - Concealment 5 (all visual, normal hearing) (10 PP)
*Blink Teleport 4 Turnabout Change Velocity (10 PP)
*Portal Teleport 2, Accurate, Extended Only, Portal (4 miles) (10 PP)
*Touch of Pleasure Affliction 8 Against Parry, resisted by Will (Entranced, Compelled, Controlled), subtle, insidious (10 PP)

2 Know Any Desire - Comprehend 1 Understand any language

1 Senses 1 Magic Awareness

Complications

Motivation – Patriotism

Power Loss – The Succubus Eye needs to be fed or its powers will wane.  Sexual energy fuels it!

Quirk -  The Eye lets her know what it needs, stimulating her desires, sometimes out of the blue.  Or IS it the eye doing it?  Sometimes it's hard to resist the sudden temptations.

Secret - Identity It's good operational security to keep a secret ID.  Also, she'd lose her job if she was found out!

Quirk – Unknown powers.  Some magic users know more about the Eye than she does.  And one was able to make her change shape into what he desired just by touching it!


Alice Jenkins was the latest in a line of Phantom Ladies, an FBI data analyst consultant and aspiring field agent in New Orleans who found a box of the original Phantom Lady's gear, costume and journals (And some racy, suppressed photos that explained why her costume was in the box!) buried deep in storage.  She adopted the identity to follow up on a series of kidnappings  that she wasn't able to convince her superiors to was more than just runaways.  She was able to break up the trafficking ring she'd uncovered, at least for the moment.

She couldn't just stop at just that one case though, there was a lot going on that the FBI didn't have the resources or sufficient proof to move on, but she could on her own.  And so the Phantom Lady began fighting crime in New Orleans, her skimpy costume fitting right in with the more relaxed standards of the city.

The Big Easy holds many dark secrets though, and Phantom Lady ran across something far stranger than drug dealing or gun smuggling.  A demon-worshipping cult was ensnaring government and corporate officials.  It wasn't just a sex thing though, the leader had a magic jewel with demonic powers!  As Phantom Lady grappled with her, she tried to use the gem on the heroine and a battle of wills erupted, one that ended with the gem having moved from the cultist's body to Phantom Lady's, giving her a sense for the supernatural... and some strange powers.

Phantom Lady is a skilled unarmed combatant and a genius polymath who didn't have a social life for years, letting her pursue a wide range of interests and skills.  She has given up using the “Blacklight Projectors” the first Phantom Lady had in favor of the abilities the Succubus Eye grants her.  While it's a strange and perverted, she's using it for the greater good.

The Eye is not intelligent, but it is alive and has instincts.  It lets her change shape into any female form, erase her presence, teleport herself, open a portal through space, understand any language and bring intense pleasure with just a touch.  So far.  It is a 2” wide red gem that sits just above her breasts when active, vanishing when not.

She's normally a 5'4 woman, curvy instead of buff, light pale skin and dark, curly hair down to her shoulders.  Her bust has been getting bigger since she found the Eye... over a D-cup now!


And here's a powerhouse character I had laying around!

Miss Texas




Miss Texas – Annabelle Johnson

PL10 150/150 points

Attributes 72  PP
Strength 12
Agility 0
Fighting 6
Awareness 4
Stamina  14
Dexterity 0
Intellect 0
Presence 0

Defenses 8 PP
6 Dodge 6
- Parry  6
- Fort 14
- Tough. 14
2 Will 6

Close Combat +8/12 damage
Thrown Object +8/12 damage

Skills: 22 PP 44  points

Expertise (Science) +8/8
Intimidate  +10/10
Perception +6/10
Persuasion +12/12
Ranged Combat (thrown objects) +8/8


Advantages 14 PP
Accurate Attack
Close Attack 2
Fast Grab
Fascinate (Persuasion)
Improved Hold
Improved Grab
Improved Initiative 2
Interpose
Move-By Attack
Power Attack
Takedown
Ultimate Effort – Toughness checks

Powers 34 PP

20 Tougher than Nails - Impervious Toughness 13,  Immunity 7 - Disease, Poison, Cold, Heat, Radiation, Vacuum, High Pressure

2 Strong Lungs – Immunity 2 All Suffocation - Persistent

2 Strong arms – Enhanced Strength 2 – Lifting only

7 Strong Legs
-Speed 5, (60 MPH+ Speed 2 Distracting (250 MPH)
-Leaping 6
 
3 Strong eyes – Extended Vision 2, Low Light Vision


Complications

Motivation - Patriotism

Fame – Everyone knows her!

Enemy – Villains affiliated with enemies of the US often target Miss Texas for her symbolic power.

Dependant – Roommate.

Annabelle Johnson was Texas born and bred, a patriotic young woman with an interest in cheerleading she wasn't equipped to pursue due to her petite frame.  Also  an interest in science that she was better suited for.  She had a lonely family life, raised by an aunt, but showed a sunny, outgoing disposition, the antithesis of the inverted nerd one might expect of a smart girl. 

She was assisting with a drug program to keep astronauts from losing muscle and bone mass in zero gravity, visiting the Johnson Space Center to deliver it for its first tests in space when “stolen” suits of LexCorp power armor attacked the base, shooting their way to the launch pad where a prototype ion drive ship waited.  They shot their way into the lobby, blasting indiscriminately.  There was a little girl in the line of fire!  Acting without thinking, Anna threw herself in front of the blast, blocking it with the sample case. 

She fell to the ground, not moving.  But the energized drugs infused into her body had an unexpected effect... they supercharged her muscle and bone growth!  She grew almost two feet taller as she laid on the floor, buffer... superhumanly so!  She stood up, feeling stronger than she ever had... and her clothes exploded off her enhanced body.  Covering herself with a Texas flag from a fallen flagpole, she charged after the armored thugs before they could attack the ship.  She went through them like a tornado, taking them all down with just her bare hands!

At this point, she was on national TV and all over the web thanks to camera phones.  People were clamoring to know who she was!  She said “I'm just here to help” and jumped off.  The media soon tagged her “Miss Texas.”

Helping people like that felt great!  There was only one thing to do with her new power... she made a costume (a skimpy one, for practical and personal reasons... she had a really hot bod now!) and set out to protect her city against all sorts of threats, foreign and domestic!

Miss Texas has a public identity... she can't live her old life after her transformation, to be sure!  She does charitable events and magazine spreads with some carefully-chosen endorsements to support herself and give herself lots of time to be a hero. 

The only one who knows who she was is her old roommate and friend-with-benefits Yoko Takahashi.

Miss Texas has superhuman strength, durability, speed and reflexes.  She can (and has) lifted a jumbo jet, can outrun a car and leap hundreds of feet.  Most conventional weaponry bounces right off of her.  Her real power is her good heart.  She's talked down villains and defused some dangerous situations just with talking.

Her costume isn't quite as invulnerable as her body... she wears a skimpy one so it's a small target!  Her shoes will sometimes shred when she runs all out.  Whether it's cause or effect, she's somewhat of an exhibitionist now, casually nude around her home for a start.



Don't want to step on Wander's niche if he's going with the Flash though.  That might narrow down the choices.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

wander

Lemme finish the character sheet for him, see how he holds up and if he goes well, I'll keep to him. I for sure have left Superman behind to go more for the Speedster now.

Also; I actually suggested Starro may be fun myself in PMs, looks like we have an opening arc once we get going!  :D

Norsegod1839

Quote from: wander on December 18, 2017, 12:13:09 PM
Lemme finish the character sheet for him, see how he holds up and if he goes well, I'll keep to him. I for sure have left Superman behind to go more for the Speedster now.

Also; I actually suggested Starro may be fun myself in PMs, looks like we have an opening arc once we get going!  :D

Starro it is then! He has a character sheet I believe in the actual DC adventure book thingie to I can reference!

wander

He may be okay to play as is (I'm thinking, TF feel free to correct me if wrong), due to many PL 10 characters going against him (he's PL 15 though built with a shit-ton of points, a massive 552)... I think if he's not power played against the party or maybe some things reduced, he'll work fine.

Btw for reference he's on p.203 of the Vol 2 of Heroes/Villians linked in this thread.

Norsegod1839

Quote from: wander on December 18, 2017, 04:05:22 PM
He may be okay to play as is (I'm thinking, TF feel free to correct me if wrong), due to many PL 10 characters going against him (he's PL 15 though built with a shit-ton of points, a massive 552)... I think if he's not power played against the party or maybe some things reduced, he'll work fine.

Btw for reference he's on p.203 of the Vol 2 of Heroes/Villians linked in this thread.

Great! I sitll have not gotten to work on my batman! I might ask one of you lovely gentleman to make the adjustments if you wouldnt mind it!

wander

I'm still working on Flash, so maybe TF can direct you from where I started. The link for the original Batman sheet is still in the thread to help with that.  :-)

I am making progress though with The Flash. Still tweaking his Advantages and working on tweaking the 'super speed stunt' array to work with PL 10 and with that maybe get some more points to boost his Defences. Atm he can run at 8,000mph though I may be able to get that higher. They're sliding together easier than Superman did, which is lovely and means I can soon work on the rest of my to-do list here.  :-)

Norsegod1839

Quote from: wander on December 18, 2017, 04:24:39 PM
I'm still working on Flash, so maybe TF can direct you from where I started. The link for the original Batman sheet is still in the thread to help with that.  :-)

I am making progress though with The Flash. Still tweaking his Advantages and working on tweaking the 'super speed stunt' array to work with PL 10 and with that maybe get some more points to boost his Defences. Atm he can run at 8,000mph though I may be able to get that higher. They're sliding together easier than Superman did, which is lovely and means I can soon work on the rest of my to-do list here.  :-)

Sounds good! What do you say TF? Want to help me and I can go ahead and look at Starro?

wander

I give you, The Flash!

ABILITIES (28)

Str 1
Sta 2
Agl 2
Dex 2
Fgt 2
Int 2
Awe 2
Pre 1

OFFENCE;
Initiative +18

Unarmed Attack +10; 1 damage.
Whirlwind; Burst Area, Grab, Dodge DC 20.

POWERS (90)

Frictionless Aura: Immunity 1 (Friction Heat) (1PP)

Run On Water: Movement 1 (Water Walking), Limited to While Moving. (1PP)

Run Up Walls: Movement 2 (Wall Crawling 2), Limited to While Moving. (2PP)

Super-Speed (62 PPs)
Enhanced Defences 18 (Dodge +9, Parry +9)
Enhanced Advantages 20 (Agile Feint, Close Combat 4, Defensive Roll 4, Evasion 2,
Improved Initiative 4, Interpose, Instant-Up, Move-By Action, Seize Initiative, Takedown)
Quickness 12
Speed 12 (8,000mph)

Super-Speed Stunts (24 PPs, Array)
o Air Control: Cone Area Move Object 10, Close Range (20PPs)
o Air Cushion: Burst Area Safe-Fall, Affects Others (1 PP)
o Vacuum: Burst Area Cumulative Affliction 5 (Resisted by Fortitude; Dazed, Stunned,
Incapacitated), Concentration. (1 PP)
o Vibration: Insubstantial 4 (1 PP)
o Whirlwind: Burst Area Move Object 10, Close Range (1 PP)

ADVANTAGES (7)
Beginner's Luck
Contacts
Equipment 1
Taunt
Teamwork
Ultimate Effort (Super-Speed checks)
Well-Informed

SKILLS (14)
Acrobatics 4 (+6)
Athletics 4 (+5)
Deception 4 (+5)
Close Combat: Unarmed 4 (+6)
Insight (+6)
Perception (+6)
Technology 4 (+6)

DEFENCES (11)
Dodge 12
Parry 12
Will 6
Fort 6
Tgh 6/2* (2 w/o defensive roll)

EQUIPMENT
Cosmic Treadmill: Time Travel 2 (4pts)
Costume Ring: Feature (contains compressed costume) 1 (1pt)

COMPLICATIONS

Secret Identity: The Flash is secretly Wally West, who keeps his identity a secret to protect those close to him.

Pace-Maker: Wally has a pace-maker due to a near death experience doing his superhero duties, pushing himself
too hard can cause injuries, heart-troubles and oddly, rare instances of uncontrolled time manipulation.

Enemies: The Flash has built up a vast Rogue's Gallery who may appear for vengeance.

Relationships: The Flash cares deeply for the wellbeing of both Linda Park and the members of STAR Labs and does
whatever it takes to keep them safe and happy.

Weakness: Extra Effort involving Speed threatens to drag the Flash into the Speed-Force.

Norsegod1839

Quote from: wander on December 18, 2017, 05:43:07 PM
I give you, The Flash!

ABILITIES (28)

Str 1
Sta 2
Agl 2
Dex 2
Fgt 2
Int 2
Awe 2
Pre 1

OFFENCE;
Initiative +18

Unarmed Attack +10; 1 damage.
Whirlwind; Burst Area, Grab, Dodge DC 20.

POWERS (90)

Frictionless Aura: Immunity 1 (Friction Heat) (1PP)

Run On Water: Movement 1 (Water Walking), Limited to While Moving. (1PP)

Run Up Walls: Movement 2 (Wall Crawling 2), Limited to While Moving. (2PP)

Super-Speed (62 PPs)
Enhanced Defences 18 (Dodge +9, Parry +9)
Enhanced Advantages 20 (Agile Feint, Close Combat 4, Defensive Roll 4, Evasion 2,
Improved Initiative 4, Interpose, Instant-Up, Move-By Action, Seize Initiative, Takedown)
Quickness 12
Speed 12 (8,000mph)

Super-Speed Stunts (24 PPs, Array)
o Air Control: Cone Area Move Object 10, Close Range (20PPs)
o Air Cushion: Burst Area Safe-Fall, Affects Others (1 PP)
o Vacuum: Burst Area Cumulative Affliction 5 (Resisted by Fortitude; Dazed, Stunned,
Incapacitated), Concentration. (1 PP)
o Vibration: Insubstantial 4 (1 PP)
o Whirlwind: Burst Area Move Object 10, Close Range (1 PP)

ADVANTAGES (7)
Beginner's Luck
Contacts
Equipment 1
Taunt
Teamwork
Ultimate Effort (Super-Speed checks)
Well-Informed

SKILLS (14)
Acrobatics 4 (+6)
Athletics 4 (+5)
Deception 4 (+5)
Close Combat: Unarmed 4 (+6)
Insight (+6)
Perception (+6)
Technology 4 (+6)

DEFENCES (11)
Dodge 12
Parry 12
Will 6
Fort 6
Tgh 6/2* (2 w/o defensive roll)

EQUIPMENT
Cosmic Treadmill: Time Travel 2 (4pts)
Costume Ring: Feature (contains compressed costume) 1 (1pt)

COMPLICATIONS

Secret Identity: The Flash is secretly Wally West, who keeps his identity a secret to protect those close to him.

Pace-Maker: Wally has a pace-maker due to a near death experience doing his superhero duties, pushing himself
too hard can cause injuries, heart-troubles and oddly, rare instances of uncontrolled time manipulation.

Enemies: The Flash has built up a vast Rogue's Gallery who may appear for vengeance.

Relationships: The Flash cares deeply for the wellbeing of both Linda Park and the members of STAR Labs and does
whatever it takes to keep them safe and happy.

Weakness: Extra Effort involving Speed threatens to drag the Flash into the Speed-Force.

I see you went Wally West! And not Barry Allen color me extra intrigued!

wander

I'm very proud on how this sheet turned out, it's not actually too different to the Flash canon sheet, he's slower though 8,000mph is nothing to sniff at!  ;D

I went with a few bits of Flash stuff I know and love, I grew up with Wally in the comics as the main Flash, though I placed the STAR LABS stuff in there, along with Barry's gear. I've been reading Titans and loving it (that's where the extra pace-maker complication came in, just a reimaging of Jay Garrick's very similar 'Aging' complication) and just managing his numbers, thinking of how I wanted my Flash to be more youthful and not long in the hero game... Basically I couldn't see a young guy doing police and forensics work, though I wanted to keep the techy side to him. A fair chunk of Ezra Miller's Barry-Flash will be in there, plus I see him as an adorkable but smart-mouthed techy guy, visually I want to go with Wally West from the Titans also, which I link here;


TFcommando

Quote from: EroticLiteracy on December 18, 2017, 04:31:45 PM
Sounds good! What do you say TF? Want to help me and I can go ahead and look at Starro?

Glad to!  Is there a more current sheet than the one on the thread I should take a look at for Batman?

And for Starro, I'd advise not using him to start with, or at least his character sheet.  Have the first adventure with him being with some villains (and heroes) who he's taken over and are working on a plan to make/bring more of those starfish!  They can talk to him without direct confrontation with his monstrous form.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Norsegod1839

Quote from: TFcommando on December 18, 2017, 09:22:04 PM
Glad to!  Is there a more current sheet than the one on the thread I should take a look at for Batman?

And for Starro, I'd advise not using him to start with, or at least his character sheet.  Have the first adventure with him being with some villains (and heroes) who he's taken over and are working on a plan to make/bring more of those starfish!  They can talk to him without direct confrontation with his monstrous form.

No the one that is on here is the most current one! I have not had any chance to work on him

And yeah that works! Which villians do you guys want Starro controlled?

TheVillain

None, Starro starts with a city of civilians. *gasp!*
My O/O's / My A/A's / My Ideas
Update - Apologies to all my partners, real life is exploding and I've gotten far behind.

Norsegod1839


TFcommando

Flash looks good!  There's one more power I'd do, a plain close attack... call it something like "High speed attack" or "flurry of punches" and put Close Damage 9, Strength-Based as a Super Speed Stunts alternate power. 

For the Air Cushion, it's 2 points for the movement power +1 for the Area.  Since you have 20 points, you could add more Area ranks to it to let it work over a much wider radius, perhaps with Selective to let some targets fall while catching others.

Although... you could do the same thing with Move Object, to do a lot of smaller vortexes.  Say, Close Move Object 3, Limited (Only Up or Down) Selective, Area Burst 7. It'd let you lower (or raise) anyone or anything up to 400 lbs within a 1 mile radius.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

wander

On Starro; I like both the idea of villians being starfished and regular civilians, both are great and stretches the plot out some. :)

On Flash; Those Array powers are all as the canon sheet has exactly. For some reason his PPs went way further than Supe's did. Anyways, if we get experience, those are things I'll think on buying for him. There's a few other Speedster things listed on their sheets too, though I went with vanilla as I feel he's got a lot on the sheet already. ^^

I'll do a bio for him tomorrow and I'll also be helping out with the Poison Ivy stats and then when my character's bio is done, I can see what may need to be done still with Batman.

Metraxa

>Sees everyone talking about Starting as the first villain
>Looks at his planned character.

Thisisfine.jpg