
Patrick Dayne, Forzare |

[
Shift his form to Doomsday
[dice=str check]1d20+12
In what appears to be rage he brakes the hold against the shield.
He's bluffing BTW
[dice=bluff]1d20+18
Forzare can't beat that Bluff, so he assumes you're serious. You do not beat the opposed Grapple check (you needed a 37).
Forzare holds the newly formed Doomsday tight.
"You're not going anywhere until you CALM THE HELL DOWN."

Sʜᴀʟε |

Having been a late arrival, Shale was unaware of the internal conflict until just now. "What is going on here. Shield, do you require assistance with these... individuals?"
I'm assuming here that the Shield is a JLA member, and so Shale would naturally follow his lead/instructions, as a more senior member.
Shale looks off towards where the glowing orb fled, "I take it no one else can track that orb? I believe I can catch up with it, and track it, so long as it does not leave the atmosphere, but only if I leave quickly."

tumbler |

The Shield to Shale, "I don't know half of these people, this one has a Sinestro Corps ring, the Luthor squad obviously have a beef with Supergirl and Burning Man up there looks a lot like the guy who flew into the Hall right before we lost contact with the Martians. The rest of the League is AWOL, and I can't contain all of these Johnny-come-lately heroes. The big Cyclopean robot seemed to be powered by the same energy as the yellow ring he (gesturing toward Shudder) is using. I don't know what is going on here, but we are seriously outmanned."
With that, he turns his gaze to Forzare and says, "You can let me go or I can throw us both into orbit and we can see which one can live longer in a near vacuum, your choice..."

Sinter |

"Flew into the Hall? I've never been in the hall. Heck, last time I saw it not on TV was on a junior high school field trip. I don't really leave Metropolis much these days. They are more used to me and my quirks there. My name is Sinter. "

Debbie "Redwood" Cleaver |

Debbie's eyes light up as the giant metal behemoth crumples to the ground. She's too happy about its defeat to pay much mind to the blast that launched into the sky.
Debbie bellows a guffaw with a "small" stumbling jump of excitement and disbelief that leaves shallow craters in the street.
Her sense of relief quickly passed as she witnessed several of her caped crusading companions arguing. Uncertain what all the fuss was about, her eyes flitted from the group to the remaining robots.
Well. I'm sure that's all very important. Just one more thing to carry.
Focusing the rest of her adrenaline on one of the Tri-tanks, Debbie begins sprinting towards it with abandon. Deciding to give her knuckles a rest, and just punt the thing as hard as she could.
Attack: 1d20 + 10 ⇒ (10) + 10 = 20
-4 All out Attack. +2 Damage from power Attack. Defense is currently 0. Toughness DC for Tri-tank is 29.

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With a sigh, Kara stops herself from going into the Hall, and turns around. Obviously the boys can't get along with each other and she'll have to clean up their mess. Men!
She reforms and turns visible, hovering up to talking distance with Shield and his sudden entourage.
Before them floats a gorgeous girl with a big, bright smile. In their heads words form, both melodious and sweet. Her lips never move.
'Boys boys boys. Please stop fighting for now, you can have your ruler-based contests later. Mr. Shield, my name is Kara Luthor. I believe you know my father. We've been monitoring the deterioration of hyper-sapien planetary defenses for quite some time, and now seems like the proper moment to expand the tent and welcome in non-traditional guardians.
For the now, let us finish cleaning up the robot-based threat, and then we can convene and you may share with us what you know. We can then make a forward-thinking plan and go from there. Does that sound agreeable to everyone? I certainly hope so.
And for the record, we were shooting at the green-glowing robots that were molesting S-girl. It's silly to think we have anything could hurt her...currently.'
Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15
The smile never falters from her heart-shaped face.

Shadow-Star |

watches the group coming together and talking
"That's pointless to join."
dismisses the darkness, tries to follow the yellow sphere
flight speed only 100 mph, so likely not enough

Sʜᴀʟε |

The Shield to Shale, "I don't know half of these people, this one has a Sinestro Corps ring, the Luthor squad obviously have a beef with Supergirl and Burning Man up there looks a lot like the guy who flew into the Hall right before we lost contact with the Martians. The rest of the League is AWOL, and I can't contain all of these Johnny-come-lately heroes. The big Cyclopean robot seemed to be powered by the same energy as the yellow ring he (gesturing toward Shudder) is using. I don't know what is going on here, but we are seriously outmanned."
With that, he turns his gaze to Forzare and says, "You can let me go or I can throw us both into orbit and we can see which one can live longer in a near vacuum, your choice..."
"Regardless of where the ring came from, he appears to be fighting on our side, for now at least. Same as the rest of them. That shadowed one appears to be chasing that glowing orb, but he doesn't look particularly fast. I could track it, but I can't be both places at once."
Saying that, he blinks away for a split second. Shifting insubstantial so that he doesn't make a sonic boom (or rip the atmosphere off the entire planet, which logically half the things the Flash does in the comics would probably do), he chases the orb out to its present location, marks it in his mind, along with any local landmarks, and then reappears in his previous position. (He can shift his speed high enough to get to the object and back in a single round, as long as it's still on Earth. At rank 19 Speed can reach any point on the planet in a single action, at 20, he could get there and back. His main limitation with this power use is that while he can "run" through the air to gain some altitude if necessary, he needs something to run on, so if it does leave the planet's atmosphere, he can't follow. In that case, he'd note the location at which it left Earth, and the direction it appeared to be headed.)
"I just checked on it's present heading, so I know where it is at the moment, but if it disappears while I'm here, we won't know what happened to it."
I'm faster than Shadow-Star but I want to stay here to assist Shield. If I grab Shadow-Star, carry him to the Orb, and then let him go there so he can follow and see the object better, I'm within the limits of my powers quite easily. However, grabbing someone and accelerating them to many times the speed of sound should logically turn them into a pile of goop, which is not something I'd like to do to an ally. Even if he survived, after I let him go, Newton's First Law dictates he'd maintain that speed until wind resistance slowed him down (or he slammed into the stationary atmosphere and was once again reduced to a pile of goop, because he doesn't have a power set that would allow for ultra-supersonic flight).
Of course, I don't have the Attack or Damaging Extra on my speed, so that kind of effect should be outside the legit uses of my powers (I couldn't do that to a badguy without a power stunt of some sort).
Powers as described should kill him, unless I have some power to protect the person I'm carrying, but to not have that power, I'd actually have to pay extra. Irony there.
Since the Flash does that sort of thing all the time (there is one famous incident where Wally West evacuates an entire city from a nuclear explosion, one at a time, in 0.0001 microseconds., the in-universe explanation would likely be that something about the Speed-Force creates an aura that protects both the Flash, and the objects he moves from the massive shifts in momentum that would otherwise kill them.
I suppose in the end, I've answered my own question. Yes, I could do that. No, it doesn't really make sense. But, Yes, it is supported by in-universe precedence. And yes, it works in accordance with his powers as defined by MM2e.
"I also moved that shadowed fellow closer to the orb, so that he can keep an eye on it while I'm not there. Hope it was not too disorienting for him. Now, you stated you were outmanned here; how can I assist?"

Sʜᴀʟε |

You're thinking waaaay too hard about comic book powers. I have a forcefield that SOMEHOW lets me survive in a vacuum without air. My only scientific explanation for that is "Well, it works for Green lantern".
Ya, but overthinking Comic Book power and Comic Book physics is half the fun! I think coming up with in-universe explanations for how these things might actually work is just part of the entertainment!
If you haven't read it, this is a really entertaining read...
Edit: tumbler, can you give us an estimated speed and direction for the orb? Is it heading out to sea, inland, North, South?

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At the sound of foot meeting car, Imagine turns, and her face lights up at seeing a familiar gigantic form. She must be unusually happy, she's bothering to talk. "Oh, hey Debbie! I tried the muffin recipe you emailed and Bob in accounting professed his undying love for you! I told him you were taken but he wanted me to give you his number anyway, ha!
Oh, speaking of Bill, he was approved for that friday off. Hope you have fun with the kids!"
She turns back to the group. Her mouth stops moving but the smile is still there.
to Shale: 'Mr Shale, if you are able to immobilize, capture, or otherwise impede that orb, please do so. It is from the enemy, and we want to deny the enemy any asset we can. Unless given other data, we must assume it is dangerous. Once captured (either intact, or in remains) I can bring it back to the lab for analysis. In any event, please bring it down if you are able.'

Sʜᴀʟε |

Shale raises an eyebrow to Imagine's statements. "I don't believe we've met, miss...?"
Regardless of whether she fills in her name or not, he continues, "We do not at present know who is responsible for this attack, nor how they managed the apparent liquification of Supergirl. Tracking it back to its origin is likely to be far more useful than merely destroying it. If it comes to that, or becomes a matter of confronting vs. losing track of it, I will intervene."

Captain Robo |

Neil points a very accusing finger at Kara.
"You! What kind of power play is this, Luthor? These 'buzzbots', these were all concepts from your company's servers. Is this another one of your plans to look like a hero? Well, you're not a hero and you're not taking anything back. I will personally analyze and run any necessary tests here in the Justice League's lab."
As he is speaking, a series of hard light constructs form in the shape a turkey baster and a mason jar. The baster soaks up the goop that was Super Girl and squirts it into the jar, which then floats over to Neil's hand.
"We've got a lot of cleaning up to do, and I'd like to find out what exactly happened to Super Girl here."

Sʜᴀʟε |

"Luthor? Ah, you must be Kara Luthor. You have a file, though I'll admit my current standing in the League has not granted me sufficient clearance to have read the whole thing. Regardless, you are a controversial figure, yes?"

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To Shale, Kara curtsies, a maneuver that's difficult in flight. She must practice that.
'Indeed, Mr Shale, that I am. If the JL -didn't- have a file on me I'd be personally insulted. And if putting the good of the many over the desires of the few makes me controversial, then that's a hat I'll proudly wear. Indeed, if more people were like me, we wouldn't have need of people like me. Ironic, when you think about it.
But where were we? Oh, yes, the orb. If it is indeed going somewhere important, we can grab that data easily by hacking it. But if it has some way of escaping this reality, or, merely, our tracking, after it gets up to speed, then we'd be missing an opportunity by trying something too smooth, like following it. The safer play is to snatch it while we can. But you have the power here. You must do as you feel is right, of course.'
Kara gets serious and rolls her eyes so hard at Neil it's audible. 'Really, Neil, really? Please. Even an entity so primitive as the US government was throwing flying drones around in the desert long ago. Flying gun-bots can be developed literally -anywhere-. But if these came out of LuthorCorp, they'd be a far cry better than they were, I assure you. Hell, if these were built by us, -I- would ask for my money back.'
Then she smiles.

Shadow-Star |

"What the Hell?!?!?"
translates as
"Ze arraio?!?!?"
distracted thought, "Efficient language, for cussing at least."
Notice to see the Yellow Glow: 1d20 + 18 ⇒ (6) + 18 = 24

Sʜᴀʟε |

"Well I don't think I'm that fast. I've never tried to fly into space. "
Escape Velocity of Earth: 25,020 mph (40,270 km/h)
This is the speed you'd have to be able to attain to break free of Earth's gravity and for instance, fly to the moon.
Velocity for Low Earth Orbit (Altitude 99 miles/160 KM): 17448 mph (28080 km/h)
So looks like with a top speed of 10000 mph, Sinter would be earth-bound. I can't find any data on just how high he'd be able to fly at that speed. The SR-71 Blackbird few to 80000ft at a speed of 2193 mph. If we want to grossly simplify things, five times as fast, five times as high, might give a ceiling of 400000ft or so (about 75 miles). There are probably too many things wrong with that assumption to name, but I'm not a physicist or an astronaut, so I don't know them.
With a little more reading, I discovered the X-15 was able to hit altitudes of 108 km / 67 miles at speeds around 4000 mph, so maybe 75 miles isn't that unattainable at 10000 mph.
The issues for aircraft are often air resistance vs. air for combustion of fuel. Too low, too much air resistance. Too high, air too thin to run the engines. So, a superhuman that doesn't require any fuel doesn't exactly fit well into the calculations.
All in all, a working ceiling of about 75 miles or 120 kilometers seems like a plausible working figure.
Edit: If your interested in terms of future upgrades, Flight 11 would be 25000 mph, and easily capable of achieving orbit under your own power. It is borderline for escaping Earth gravity altogether, but at 238000 miles to even the moon, it's doubtful you'd want to at that speed. It'd be nearly a 10 hour flight! Of course, if it were just a matter of getting into orbit, to say, get to the Watchtower unaided, a power stunt would probably do the trick as well.
All that aside, given how much faster you are than Shadow-Star, seems like you should be the one following the orb, not him!
Edit: Basically just waiting for an update from tumbler before commenting more; any remaining buzz-bots or tanks, and speed and heading for the orb.
Re-edit: With the same top speed, the ceiling figures would likely apply for Captain Robo just as easily.

Captain Robo |

Being a stubborn pain in the ass, Capt Robo refuses to retrieve the orb even though he is capable. It all comes down to him not wanting to do what Imagine tells him to out of fear that it is actually against his will and he isn't aware of it. I'm pretty settled on Imagine being a complication of his.

Shadow-Star |

I thought the movie 'The Mouse on the Moon" proved that you just needed a constant thrust of more than 1 gravity to achieve space travel?
Are you saying a movie with Peter Sellers used bad physics?

Sʜᴀʟε |

I would never fault Inspector Clouseau's command of any field. I think technically, you might be correct, but then, what is 1 G of force? Anything more than 1 Newton per Kilogram? Seems a little to easy that way. You also get into the differences with the real world again, with fuel, combustion, direction of force, air resistance, and so forth all causing problems.
For instance, if I start going straight up, will I remain above the same physical location where I was standing on earth (maintaining relative position and velocity?)? If yes, then how do I achieve the extra speed needed to remain synchronized with the earth's rotation? Since as I get further from the surface, I increase the radius between me and the center of the earth's rotation, meaning I have to physically travel faster than the earth is spinning in order to cover the increase in relative distance. If no, then how to I account for the shift in relative speed the other way. If I move up, and the earth's surface spins away from me, I am is essence moving very fast in a counter-rotational direction. Since the atmosphere is moving with the earth, can I handle that amount of wind resistance? Seems like the answer should be somewhere in the middle; I'd be moving mostly up, but if you looked at my position on a map, it would appear as though I was moving somewhat laterally as well. The atmosphere would actually push against me to keep me closer to my original starting location than my speed itself should be capable of managing.
Ah the fun to be had with over-analyzing. Once you start, it just never stops.

Shadow-Star |

If you pull out vectors, as long as you have a positive vector in the up direction, you would eventually reach orbit. But wind resistance, etc. would like require more than just positive lift, as you would have to counter drag/etc. So we agree.
but it's been along time since college, so I may have that a bit off.

Sʜᴀʟε |

Hey, I'm a therapist by profession, so I'm hardly an expert on the math; I just think it's interesting. I picked up a bit of it over the years at home, though - my dad's a physicist.

Sinter |

I had confused Sinter's top speed as being 1k MPH not 10k, had I recalled it correctly, I probably would have went after it.
As to escape velocity, Sinter probably could do it simply based on the acceleration he can achieve even against air resistance. 0-10k MPH in 6 seconds is a fair number of Gs after all. As air resistance will decrease with altitude, he should be able to hit orbit if he chose to try. However he is a janitor by training and inclination, not an engineer or scientist so he has really no idea what he's completely capable of.

tumbler |

The yellow sphere makes a curving but steep ascent through the atmosphere, heading out beyond the atmosphere. Shale accelerates Shadow-Star, following it up to mesopause. The cold crackles around the two of them, a normal person would quickly freeze to death at these heights.
The sphere accelerates into the near vacuum, growing smaller as it moves away from you.
Notice: 1d20 + 18 ⇒ (4) + 18 = 22
Meanwhile:
The Shield responds, "I am not concerned about the "goo" Ms. Luthor. It is possible, however, even likely, that Warhawk is currently battling a fire monster inside the Hall. If we are all confident we are not supervillains, then we should move to reinforce him." He cocks his head for a moment, listening. "ARGUS support is inbound ETA 30 seconds."

Sʜᴀʟε |

"The orb is heading out of the atmosphere after all. Captain Robo, would you be willing to attempt a short space flight and near vacuum? The orb is already beyond the highest altitude I can achieve on my own, but I can easily give you a lift most of the way, as well as a decent boost in starting speed."
If he agrees, Shale will grab him and go. He'll match the orb for trajectory, and once he has reached his maximum altitude, he'll throw Captain Robo at the Orb. He'll be moving around 30000 mph when he lets him go, giving the good Captain a generous boost in base speed, since he knows Robo is sturdy enough to handle the speed, and the vacuum.
Aiming Robo as close as possible to the Orb: 1d20 + 12 ⇒ (15) + 12 = 27

Shadow-Star |

The yellow sphere makes a curving but steep ascent through the atmosphere, heading out beyond the atmosphere. Shale accelerates Shadow-Star, following it up to mesopause. The cold crackles around the two of them, a normal person would quickly freeze to death at these heights.
The sphere accelerates into the near vacuum, growing smaller as it moves away from you.
"Not just yet." Echoed by"Ez soilik oraindik."
Extra Effort for +2R, Shadow Bind (Snare R12 becomes R14, Extra: Area Burst, PF: Obscures Vision, Affects Insubstantial R2); so 70 ft radius, max range 1400 ft; Reflex DC 24 for area effect, if successful, Reflex DC17; if failed Reflex DC24 vs. Snare; if second Reflex failed, target becomes Entangled; if second Reflex failed by 5 or more, target is bound and Helpless; note: Snare effect is being wrapped in Shadows, blocking vision and has full effect vs insubstantial.
presuming the yellow sphere is still in range and able to be affected
1st Reflex save without knowing bonus: 1d20 ⇒ 5
2nd Reflex save without knowing bonus: 1d20 ⇒ 16
If Reflex bonus is 12 or better, target is unaffected; if Reflex bonus is less than +7, target is Entangled; if Reflex bonus is less than +2, target is bound and Helpless.
Evasion would help vs the first save.
Entangled means cannot move if anchored to an immobile object (I doubt if an area effect attack which is instant would count.), otherwise can only move at half speed and cannot move all out or charge.
Target might be slowed enough from the Entangle for Shadow Star to get off a second shot and increase Entangled to bound and Helpless.
Target can break out of the Snare using Strength, by using an attack vs Toughness 12 (automatically if the damage rating is 24+, or by making an Escape Artist check vs DC34.
As the special effect of Shadow Bind is being bound by Shadows, it could reasonably be countered by effects dealing with energy or brightness, especially something like coherent yellow light energy, say from a power ring or similar effect.

Captain Robo |

"The orb is heading out of the atmosphere after all. Captain Robo, would you be willing to attempt a short space flight and near vacuum? The orb is already beyond the highest altitude I can achieve on my own, but I can easily give you a lift most of the way, as well as a decent boost in starting speed."
If he agrees, Shale will grab him and go. He'll match the orb for trajectory, and once he has reached his maximum altitude, he'll throw Captain Robo at the Orb. He'll be moving around 30000 mph when he lets him go, giving the good Captain a generous boost in base speed, since he knows Robo is sturdy enough to handle the speed, and the vacuum.
[dice=Aiming Robo as close as possible to the Orb]d20+12
This is teamwork. Shale suggested it. She hasn't tainted him.
The SCEPTER armor makes some not so subtle changes. Growing only slightly bulkier, the nanites add a series of boosters along his back, and the armor darkens from it's usual white gold and orange into a dark purple.Spending a hero point for a more space appropriate armor. Not on my computer right now, but we can assume it has a rank or two more in flight and immunity: environmental conditions (all). Shifting armor is something I'd like to play around with a little more once I have the time to sit down and figure out a way that wouldn't be too confusing.
Pouring Super Girl's remains into a better suited canister, he hands it off to The Shield. "I'll look into this when I'm back."
"All right, Shale. Let's get it over with."

tumbler |

The orb is briefly obscured by shadows, then the shadows are dispersed by beams of yellow light that lance out in all directions like a tiny supernova.
As Captain Robo arrives at nauseating speed, and flies toward the moving orb, it flies a bit more and then stops. Robo and Shadow watch as the light of the orb shrinks into the form of a yellow power ring and slips onto a massive finger. As the ring slips on, a wave of yellow light washes across the finger, up the hand and arm, gradually revealing a massive female form with flowing red-orange hair.
The wave then spreads in both directions, revealing more and more similar forms, each a heavily muscled yellow humanoid male.
You hear the ring somehow, even though there is not enough air to convey sound. "Mission complete, Mongal. The suspects are either in pursuit or currently at the Hall. Proceed immediately with phase two."
Mongal shrouds herself in the costume and force field of a yellow lantern, then flies toward Robo and Shadow.

tumbler |

I would have sworn I had a map of the Hall in some old DC Heroes books, but I can't find it anywhere. If anyone knows what I'm talking about, maybe you remember where it is?
The heroes flying into the Hall enter into the large central room which is part museum, part meeting room, a vast cavernous space with a large central table, holographic communication suite, and several exits to other areas.
Casting your senses about, you see two charred black humanoid figures near the meeting table, backs arched backward in pain. Floating above the central table is a fiery form similar to Sinter, though more coherent and shapely. He is pouring fire blasts into the titanium reinforcements of the ceiling, possibly attempting to interrupt the tension in the half dome and bring the whole thing crashing down.
Several defense turrets located within the central hall are melted slag.
As you enter, you hear a quavering electronic voice (The dots represent static-like disruptions: "Welcome, Justice L... Auxiliary. I am V.I.C.T.O.R. The Hall is currently ..der attack, please follow the hol... to .... Note that Boom Tube access is curr............vailable due to security precautions.
(Those in the know would know that VICTOR is an AI who runs operations in the Hall and other Justice League bases, which include at least the Watchtower Satellite. Those even more in the know might even be aware that VICTOR is actually Victor Stone, formerly Cyborg, whose consciousness now resides here, though he is able to create an inhabit several different robotic and holographic bodies. None of this is a critical secret, so you can decide how much you know based on your backstory.)
Edit: Warhawk is nowhere to be seen.

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Imagine suddenly feels naked (not in the good way) and goes invisible and intangible (both are free actions).
She tries to stop and immobilize the fiery form and starts to telekinetically grapple it.
Grapple check, Telk. rk. 10: 1d20 + 5 + 20 ⇒ (19) + 5 + 20 = 44
If she wins she will just hold him pinned, making it easier for the others to attack him, as well as saving further stress on the Hall's poor ceiling.
Pinned creatures are -4 Def and lose Dodge bonus.

Captain Robo |

TL;DR: Dropped alternate attacks under weapons array, made precise a power fear under weapons array, increased flight speed and super-strength (DAP)
Captain Robo
Power Level: 12; Power Points Spent: 180/180
STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)
Tough: +0/+12, Fort: +9, Ref: +7/+10, Will: +9
Skills: Computers 17 (+22), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 16 (+16), Investigate 3 (+8), Knowledge (technology) 17 (+22), Notice 13 (+13), Search 2 (+7), Sense Motive 4 (+4/+14), Stealth 2 (+4/+14)
Feats: Assessment, Attack Focus (ranged) 2, Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronic, Mechanical, Technology)
Powers:
SCEPTER Armor (Device 20) (Hard to lose, Only you can use; Action 4 (full))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+22), Reflex +3 (+10), Will +0 (+9), Fortitude +0 (+9))
. . Flight 11 ([0 active, 0/22 PP, 2/r], Speed: 25000 mph, 220000 ft./rnd)
. . . . Super-Strength 11 (Alternate; [0 active, 0/22 PP, 2/r], +55 STR carry capacity, heavy load: 102.4 tons; +11 STR to some checks)
. . Immunity 11 (life support, uncommon descriptor: EMP)
. . Protection 12 (+12 Toughness; Impervious [8 ranks only])
. . Weapons Array (Array 16) (default power: blast; Precise)
. . . . Force Constructs (Force Constructs 9) (Array; Max Size: 45 cu. ft.; Movable (Radius: 45 ft., Strength: 45, Force: 6.4 tons); Precise, Selective, Stationary)
. . . . Hyper Charged Piercing Javelin (Blast 11) (Array; DC 26; Penetrating [10 ranks only])
. . . . Vari-Beam (Blast 12) (Default; DC 27; Variable Descriptor 2 (Broad group))
Tech Implant Interface (Container, Active 11) (Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Enhanced Trait 6 (Traits: Sense Motive +10 (+14), Stealth +10 (+14), Feats: Assessment)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type (Mental))
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Tech/ Machinery, danger sense: Mental, darkvision, detect: Tech/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)
. . Translator (Comprehend 4) (codes & ciphers, languages - read all, languages - understand all, languages - you're understood)
Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +10)
Attacks: Hyper Charged Piercing Javelin (Blast 11), +12 (DC 26), Unarmed Attack, +10 (DC 15), Vari-Beam (Blast 12), +12 (DC 27)
Defense: 19/22 (Flat-footed: 16), Knockback: -10
Initiative: +10
Languages: Native Language
Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 11 + Powers 68 + Combat 38 + Saves 23 + Drawbacks 0 = 180
You don't have to be one of the smartest men in the world to know when to fight, and when to run.
Captain Robo speaks over his shoulder towards Shadow-Star as he stares down the Mongul Horde. Utilizing his Universal Translator
"Hey, what'd you say your name was? Shadow-Star, is it? How do you feel about our current situation?"
Captain Robo's boosters power up, ready to grab Shadow-Star and head back to Earth at 50k mph if Shadow-Star agrees. If necessary, he will use his force construct to create a vessel to keep Shadow-Star from burning up on re-entry.