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I put the point into illusion with the idea that he has an illusion up of a normal man. Of course, the power doesn't have sound up, so you see an uncanny-valley guy just standing there, while sound comes out of his mouth like I give you greetings, fellow normal human! Did you stand witness to the sporting game of yesterday! I took great enjoyment from all the sportsing that went on! I am also concerned by the local news! Also, kids these days, Am I right?"

Roulette |

Roulette is trouble. She is serving multiple life sentences for crimes from murder to unlawful imprisonment and kidnapping. She is a hostile to her keepers, and as deadly with a fork as with a gun. When she is around other inmates, terrible things happen to them. So she is kept in a featureless Lexan cell, with no access to the outside world. The only viewports into the cell are mirrored so that she cannot see out. Food is delivered through a slide-like tube, in quick degrading pouches that quickly disappear.
Outside of her cell Roulette is a charming, beautiful woman.

Kalden The Bastard |

Erik Kalden, AKA The Bastard, is an attractive 28 year old with a lean athletic build that favors quickness over strength. He's cocky, crude and very rude, but those who have the chance to get to know him personally might get the impression that a lot of it is for show, and that "The Bastard" is a character he puts on. Erik has plenty of tattoos, most notably "BOMB" and "SQUAD" tattooed on his forearms and "BASTARD" tattooed across his throat. His haircut is extremely reminiscent of Wesley Snipes in Demolition Man.
Out on the field, Kalden is never seen without his black custom made Kevlar tactical vest, which he wears shirtless. Across the front of the vest is "BASTARD" in gold letters, while along the back of the neck guard is "Bad Guy" written in white.
At base, Erik tries to press as many buttons as possible just to get a rise out of the other inmates. Surprisingly, he is very professional and cordial with his handlers and superiors. He's made some close friendships within his incarceration, and to those people he is very loyal to.
For his first physical evaluation, a blood test confirmed that he is the illegitimate son of Michael Taylor, the hero once known as Human Bomb. Unlike his father, Erik's powers aren't due to an explosive physiology but a metagene that allows him to mentally stimulate atoms into exploding. Whenever he focuses to use his ability, he takes on a golden/orange, crackling aura that buzzes with energy. Kalden has shared with his therapist that he hopes to change his ways and become a hero like his father was.

Kalden The Bastard |

Made a few changes:
Increased Thrown ranks on the newly renamed Firecracker Punch.
Traded Well-Informed out for Move-By Attack.
Removed Leaping in favor of Flight. Means of propulsion are still the same (well-placed explosions that catapult him around), but Flight offers an increased movement speed and the option of maneuvering while in mid-air while leaping (probably) doesn't.

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I've never ever ever heard of WTH that is, but now that I've found it's hilarious! "You're totally insignificant & you'll die soon. Enjoy arbys."
So, no, I didn't, but I sense the union of two soulmates soon in the coming! =)

tumbler |

Made two more changes. Gave her a comlink in case you weren't going to hook us up with that. And realized that her probability control would have to be subtle and innate to work the way that I was imagining it. Now it is subtle and innate and reactive, so it is reasonable to believe that she doesn't really think of it as a power.

Rigor Rictus |

Ever actually had Hakarl, tumbler? I was on a trip to Denmark last year, so we spent a few days in Iceland on the way over. Had to try the Taste of Iceland three courser at one of their nicer restaurants. Langoustine bisque (basically a local kind of lobster), Puffin breast with Crowberries (served nearly raw - very chewy), wind dried haddock (harðfiskur - basically fish jerky), Minke Whale steak (very rich - a lot of flavour), Hakarl (of course) and Skyr for desert (Icelandic yogurt - very thick, similar to a Greek yogurt, but lighter in texture).
The Hakarl was served in an air tight container - that's never a good sign. If you've never actually eaten it, let's just say there is a reason the species is knicknamed the Urine Shark, and it took the desperation of Icelandic winters to motivate people to find a way to prepare it that would not be as poisonous as the fish usually is. It was... an experience.
There's a video out there of Gordon Ramsey trying it, and completely barfing his guts up. And that was after they'd managed to eat bull penis.
My wife and I did better.
Edit: In regards to the changes, those are fine, though they make neutralizing the powers a bit trickier, storywise. Since the powers can't be nullified, they'll have had to install a probability field generator in the area. Since your powers can't be neutralized, the generator will work to Counter them instead.

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*chuckle* "Take hope and rejoice, human! Tomorrow the normal items that remind you of your previous life will not be there to constantly reinforce the lack of freedom you once enjoyed! We shall only be serving a rare and exotic dish for your continued illusion of happiness! All day Hakari! And we shall have large amounts for the offing! I ordered it myself! No need to thank me!"
Yup, Kang is pretty much what I'm picturing too. Hence, the omnipresent illusion. Whether I have it up or not in prison is really your call. I'm thinking not. =)

Piper Donner O'brian "Dearth" |

Piper Doyle O'brian is the lesser known daughter of Patrick "Eel" O'Brien. Supposedly one of many illegitimate daughters of the Hero known as Plastic Man(who has recently gone missing). To her knowledge she is the only one who obtained any measure of her fathers formidable powers.
She's usually under 5' tall with stocky legs legs but overall is fairly petite. Outside of prison she's usually wearing a thin lipped grimace with a piercing blue eyed gaze. Her onyx black hair is long everywhere but the right side of her head which is shaved. Her body posses a light sheen to it like its made of plastic, a trait she inherited from her father. Ears are covered in piercings, her nose has three studs(not in prison obv)and her cheeks are flecked with freckles. She's missing her ring finger on her left hand.
Her costume is Comprised of a dark red and dim rusted bronze colored high-tech body suit and light goggles that provided into her surroundings and s new method of movement. It also consists of a multiple interweaving deep copper & black strips of connected fabric, a deep Crimson hood/layered poncho Esque-cape with raggedy edgies , & fingerless gloves. The costume is able to stretch with her, even to her greatest extremes and was scrapped together from her deadbeat father's super suit. It's relatively light on accessories as they would really only get in the way of her work.
She has committed numerous robberies(almost exclusively high art from museums or private collections), countless break-ins, a few assaults, multiple counts of evading arrest, two outstanding parking tickets. and an ex husband with a restraining order. While she may not seem like A dangerous entity, and it's true that the majority of her escalated incarceration is in part due to her CONSTANTLY escaping confinement, she comes out of the corner swinging. Often times the leavesher would be captors in complete agony and totally debilitated.
Her normal cell is spartan and airtight and completely lacks oxygen, But that particular aspect is not necessarily a detriment since she doesn't need to breathe. However when she does managed to escape her cell if not the inner facility she's being kept in, she's eventually caught and brought to heel by being forced between two panes of bulletproof glass. A metal frame holds them together keeping her squished between them. Often times she makes sure to flip the bird or two before being trapped. A constructed wheeled rig allows them to move her with relative ease and safety.
She's not a particularly brave person, though she possesses a rebellious spirit. She can often be described as having more bark than bite and is much more in favor of running or avoiding combat . But when the scape it's not an option she lashes out like a cornered animal. Her sense of self preservation is high and she is fairly selfish. She works just fine with others though And actually prefers to be on a team. She has no qualms with others taking the lead and her filling a particular niche. She has a Crude & dark/morbid sense of humor which is usually accompanied by a snort or two. Despite this unfriendly aspect of her personality she enjoys art to the point obsession and can usually tell you the date, style, medium and artist. Her mother had been an artist herself before she passed, imparting with her daughter the significance of such expression. Perhaps such a lesson taught by the only person who ever loved her, would become a driving force in her life efforts. She would have phrases were she would become intrigued with a certain style or artist and steal those works exclusively. In fact she treats her self like a canvas/sculpture in some ways by mimicking the movements of the works that caught her focus. She often incorporates her She has a slight creepy vibe to her. Which could either be slinking calculated movements or her almost husky accented monotone, or just an unhinged hunger in her eyes. Either way, being around her for too long can prove an unsettling affair.
If I had to cast her as someone, it would be Ms. Aubrey Plaza. ;3

Kalden The Bastard |

Assistance building a power is required.
The concept: Bastard plants one of his bombs, which has the extras Triggered (any trigger) and Indirect (any point, any direct). The moment he plants a bomb, he now has knowledge of it's location, it's distance relative to him and how long it's been set.
Super-Senses:
Detect 2 (Mental) to sense his bombs
Time-Sense
Direction-Sense
Distance-Sense
Limited (1) to his bombs
Would that be correct?

Echos Myron |

Does anyone happen to have any text on Challenge Feats? I'm looking for Improved Feint on Hero Lab and see that there is only "Challenge- Improved Feint". I can't seem to find anything by using google, and Hero Lab doesn't do much in the way of description other than "You may attempt a feint as a move action". Is that all there is to it?
Also, a few more changes were made when I noticed how high my saves were compared to everyone else's (13's across the board, lowered to 10).
The bomb detecting super sense posted above, reorganized skill points, picked up the following feats: Luck 2, Acrobatic Bluff, Challenge- Improved Feint, Untapped Potential.

Rigor Rictus |

You don't strictly need it in this game, as Improved Feint is just the ability to make a feint as a move action, and that is already possible with a slight penalty.
FEINT: STANDARD ACTION
You can make a Bluff check to feint as a standard action. By taking a –5 penalty on the check, you can attempt to feint as a move action. See Bluff, page 42, for details.
The Improved Feint feat is basically just called Improved Trick in MM2e. It is in the Mastermind's Manuel. I saw some commentary online that it only applies to "Combat Tricks" as opposed to feints, but I can't find any reference as to what a Combat Trick would be, so I think that is a misinterpretation based on a difference in terms.
IMPROVED TRICK COMBAT
You can use Bluff to trick an opponent in combat as a move action rather than a standard action without the usual –5 penalty.

Rigor Rictus |

Here's the text on challenges:
CHALLENGES
Challenges reflect a capable character’s ability to perform some
tasks with superior panache and efficiency. They allow heroes to
achieve greater results by making already difficult checks harder.
To take a challenge, increase a check’s Difficulty Class by 5 or
suffer a –5 penalty to the check result. In return, you gain an extra
benefit in addition to the normal effects of a successful check. If
you fail due to the penalty or increased DC, however, you suffer the
normal results of failure. Note that, if failing by more than a certain
margin imposes a particular outcome, you suffer that outcome as
normal if you fail to meet your newly increased Difficulty Class. So,
for example, a character who misses a Disable Device check by 10 or
more accidentally sets off the device. If the standard Difficulty is 20
and your challenge increases it to 25, then you accidentally set off
the device with a skill check result of 15 or less, instead of the usual
10 or less.
You can accept more than on challenge to a check. In some cases,
you can take a challenge more than once to gain its benefits multiple
times. These are noted in the challenge descriptions.
Generally, challenges allow you to gain added benefits when you
face a relatively low DC and have a high modifier. You can also use
challenges to attempt heroic actions, even when faced with a high
DC. In these cases, spending a hero point can help ensure success
with all the added benefits of the successful challenge.
STANDARD CHALLENGES
The challenges in this section apply to any ability or skill check. The
Gamemaster has final say whether a challenge applies to a specific
situation. Each challenge imposes either a +5 modifier to a check’s
DC or a –5 penalty to the check result.
• Fast Task: You reduce the time needed to complete the check.
If the check is normally a full-round action, it becomes a standard
action. A standard action becomes a move action, while a
move action becomes a free action. For checks requiring time in
rounds, minutes, or longer, reduce the time needed by 25 percent
per challenge. You cannot make a check as a free action via
challenges if it normally requires a standard action or longer.
• Calculated Risk: You can take a calculated risk on one check
to make a follow-up check easier. For example, you could use
Disable Device to overcome an initial safeguard to make disarming
the whole trap easier. If you succeed at this challenge, you
gain a bonus on the second check equal to the total penalty you
accepted on the first. The two checks must be related and the
first, penalized, check must carry some consequence for failure
(that is, it cannot be a check where you can take 20).
• Simultaneous Tasks You can accept a challenge in order to
perform two checks simultaneously. To attempt simultaneous
checks, make the challenge check, followed by a second check
using the same or a different trait. Your secondary check suffers
a –10 penalty or a +10 increase in Difficulty. The combined task
requires the same time as the longest normal task, so if both
tasks require a standard action, you accomplish the simultaneous
use in a single standard action rather than two.
In addition to these standard challenges, various skills have specific
challenges associated with them, described in the following
section.
ACROBATICS CHALLENGES
• Accelerated Acrobatics: You can try to cross a precarious surface
faster than normal. If you increase the Difficulty Class by 5,
you can move your full speed as a move action. Moving twice
your speed in a round requires the penalty plus two skill checks,
one for each move action. You can also accept this penalty to
charge across a precarious surface; this requires one skill check
per multiple of your speed (or fraction thereof) that you charge.
• Perfect Balance: In return for increasing the Difficulty Class
by 5, you move with such grace and agility that you maintain
your dodge bonus to defense while balancing.
• Perilous Balance: You can shake or disturb the surface on
which you are balancing (e.g., swaying on a tightrope). If your
check succeeds after increasing the Difficulty Class by 5, you
keep your balance and impose a +5 modifier on the Difficulty
Classes of all Acrobatics checks that others must make on the
surface until the next round.
BLUFF CHALLENGES
• Conversational Paralysis: In return for a –5 penalty to your
Bluff check, a successful check dazes your target for one round.
Your claims are so strange or outlandish that the target can do
nothing but sputter or reel in confusion. This skill challenge does
not work in combat situations (for that, see the Distract feat in
the Feats chapter of M&M). Each additional –5 check penalty
you accept increases the duration of the effect by one round.
• Durable Lie: In return for a –5 penalty on your check, your
target believes your bluff longer than usual. The target continues
to act as you wish for an additional round. You can apply
another –5 penalty to extend this to two rounds. This skill challenge
does not work with the feint use of Bluff.
CLIMB CHALLENGES
• Accelerated Climb: You can try to climb more quickly than
normal. By accepting a +5 DC modifier to your check, you can
move half your speed instead of one-quarter your speed while
climbing. You can accept this challenge twice, for a total DC
modifier of +10, to move at your normal speed while climbing.
• Fighting Climb: By accepting a +5 DC modifier to a Climb check,
you can maintain your dodge bonus to defense while climbing.
• Secured Climb: If you take a +5 DC modifier to your Climb
check, you do not have to make a Climb check to maintain your
position if you take damage. You climb in such a way as to brace
yourself for any attacks.
CRAFT CHALLENGES
• Fast Work: You may add +5 or +10 to the indicated Difficulty
Class to craft an item. This increase allows you to make the item
faster than usual, reducing the time to half or one-quarter normal,
respectively.
DIPLOMACY CHALLENGES
• Combat Diplomacy: You can make a Diplomacy check in combat
as a full-round action by accepting a +10 modifier to the Difficulty Class. Opponents in combat with you are considered
hostile. An unfriendly opponent doesn’t attack you unless you
give him reason to do so. An indifferent foe stops fighting altogether,
while a helpful one actually joins your side, even turning
against former allies.
DISABLE DEVICE CHALLENGES
• Hide Tampering: If you add +5 to your Difficulty Class, you can
conceal any tampering with a device. Anyone who inspects the
device must make a check against your Disable Device check result
to notice your tampering. On a failed check, it goes unnoticed.
DISGUISE CHALLENGES
• Face in the Crowd: With a –5 penalty to your check result, you
can craft a disguise that is less likely to draw attention. Only
people who specifically single you out and try to notice your
deception receive Notice checks to do so. Guards and other
passive observers take no special notice of you unless you draw
attention to yourself or interact directly with them.
• Quick Change: You can adopt a disguise as a full-round action
by taking a –5 penalty to your check. However, anyone who
comes within one visual range increment of you (usually 10
feet) automatically sees through your disguise due to its hurried
and makeshift nature.
ESCAPE ARTIST CHALLENGES
• Conceal Efforts: In exchange for a +5 to the DC, you can conceal
your efforts to escape. Anyone who inspects your bindings
must make a Notice check with a Difficulty Class equal to your
Escape Artist check result. If the Notice check fails, they do not
notice your efforts to escape. So, for example, you could leave
your bonds seemingly intact so a villain doesn’t realize that
you’re actually free.
DRIVE CHALLENGES
• One Hand on the Wheel: By taking a +5 Difficulty increase to
your Drive check, you can perform a standard action in the same
round as your Drive check with no penalty.
GATHER INFORMATION CHALLENGES
• Discrete Inquiry: While looking for news and information, you
keep a low profile. You increase your Gather Information check
DC by +5, but you avoid leaving any clues about the information
you seek. If your check fails, you may be detected as normal,
but you still avoid spreading clues about what you were trying
to find.
INTIMIDATE CHALLENGES
• Forceful Intimidation: By taking a –5 penalty on your
Intimidate check, you can force your subject to take an action
that is against his interests (but not life threatening).
• Mass Intimidation: You can attempt to intimidate more than
one subject at a time. You suffer a –2 penalty to your check per
opponent beyond the first (instead of the usual -5 penalty for a
skill challenge).
• Powerful Intimidation: In return for a –5 penalty to your
Intimidate check, you can either increase the penalty you inflict
for demoralizing a foe by –1. You can take this challenge multiple
times to increase the demoralize penalty.
NOTICE CHALLENGES
• Accurate: In return for a –5 penalty to your Notice check, you
can treat a normally inaccurate sense (such as hearing) as accurate
for one round. A successful check tells you the exact spot a
subject occupies. A failed check means you don’t notice anything.
Lip Reading: By careful observation of the movements of someone’s
mouth and lips, you can tell what he is saying. Lip reading
is a +5 increase to the DC of your Notice check.
You must be within three Notice range increments of the
speaker and be able to accurately see him speak. You must
also be able to understand the speaker’s language. You have to
concentrate on reading lips for a full minute before making the
Notice check, and can’t perform some other action during this
time. You can move at half speed but not any faster, and must
maintain a line of sight to the lips being read. If the check succeeds,
you understand the general content of a minute’s worth
of speech, but may still miss certain details.
If the check fails, you can’t read the speaker’s lips. If the
check fails by 5 or more, you draw some incorrect conclusion
about the speech.
The GM rolls the Notice check so you don’t know whether
you succeeded or failed and therefore don’t know whether or
not any information you picked up is accurate. You can spend a
hero point to re-roll a lip reading attempt, but you do so “blind,”
not knowing what the original die roll result was (and therefore
whether or not you can do better).. You can retry a failed
attempt at lip reading once per minute.
PILOT CHALLENGES
• One Hand on the Wheel: By taking a +5 Difficulty increase to
your Pilot check, you can perform a standard action in the same
round as your Pilot check with no penalty.
SENSE MOTIVE CHALLENGES
• Combat Clarity: For a –5 penalty to your skill check, you increase
the bonuses provided by the combat sense use of Sense Motive by
+1. You can take this challenge up to twice on a single check. The
penalties you suffer for a failed check do not increase.
• Read Situation: For every +5 you increase the DC of your Sense
Motive check, you learn one fact about the situation at hand
when evaluating a situation (see Sense Motive in the Skills
chapter of M&M). The GM may tell you things like someone’s
apparent goal(s), the nature of an interaction, and so forth.
STEALTH CHALLENGES
• Accelerated Stealth: You can move up to your normal speed
in exchange for a –5 penalty to your Stealth check. In return for
a –20 penalty to your check, you can move faster than your normal
speed, such as by running or charging.
• Slip Between Cover: You can make a Stealth check at a penalty
to quickly cross an area lacking cover or concealment without
automatically revealing yourself. For every 5 feet of open space
you cross, you take a –5 penalty to your Stealth check. You also
take the normal Stealth penalties for moving faster than half
your normal speed and such. For example, you could slip past a
5-foot open doorway without being seen, or duck from shadow
to shadow. Characters with the Hide in Plain Sight feat don’t
need cover or concealment to hide, so these rules do not apply
to them. The same is true for characters with the Concealment
power, since they’re capable of making their own concealment.
• Vanishing: Stealthy characters in the comics regularly “disappear”
when no one is watching them. This is essentially a use
of Stealth to hide when the character has some concealment
or a distraction (no one looking directly at him, essentially). It
requires a Stealth check with a –5 penalty, and the character
must be within a normal move action of an exit, or some cover
or concealment (a window, skylight, ventilation duct, etc.). A
successful check means the character seems to disappear; an
observer looks only to discover he is gone. Characters can use
Bluff or Intimidate to gain the momentary distraction needed
to vanish in this way. Those with the Hide in Plain Sight feat
do not need this challenge, as they can already make Stealth
checks without the need for cover or concealment.
SWIM CHALLENGES
• Accelerated Swim: For a +5 DC increase, you increase your
swimming speed by one-quarter your normal speed. You can
take this challenge up to three times to increase your swimming
speed up to your normal speed. You suffer the normal effects of
failing your Swim check.
OPTION: CHALLENGES AS FEATS
Optionally, the GM may wish to allow characters to spend 1 power
point to acquire any listed challenge as a feat. This allows the character
to use that challenge at any time without a check penalty or
increase in Difficulty Class.
For example, Raven takes the Perfect Balance challenge as a
feat, paying 1 power point for it, as usual. Now Raven maintains
her dodge bonus to defense while balancing at all times, with no
increase in the Difficulty Class of her Acrobatics checks.
For standard challenges acquired as feats, the feat only applies to
a specific task. So, for example, if you choose the Fast Completion
challenge, you need to specify a task, such as the feint application
of Bluff, or making an item with Craft. If you take Risky Prospect,
you need to specify the two checks (and the skills used for them)
and if you take Simultaneous Action, you need to specify the two
tasks. Once specified, these things do not change.
For challenges you can take multiple times, the GM may allow a
ranked feat that works in the same way. However, beware of such
feats providing too much of a routine bonus; keep in mind that even
with a skill challenge feat, the character must first succeed on the
necessary skill check to gain the bonus.
If skill challenges are available as feats, then players can also
spend hero points to acquire them temporarily for their characters.
In essence, a player can choose to spend a hero point to allow a
character to perform one particular skill challenge without a check
penalty or DC increase. You may choose to allow the option to spend
a hero point in this way even if skill challenges are not available as
feats, just as a new feature of hero points, if you wish.
TEAM CHECKS
Sometimes an entire team performs a task as a unit and individual
success is irrelevant. In this case, the GM may call for a team check
for the task.
A team check works just like a normal check, except only one character
makes the check for the entire team. The situation at hand
determines the character who makes the check, as follows:
• If only one character must succeed for the entire team to gain
the benefits (e.g., one character can make a Notice check and
inform others of what he finds), the character with the highest
relevant bonus makes the check.
• If every member of the team must succeed to gain the benefits
of the check (e.g., every member of the team must succeed on a
Stealth check to slip past a sentry), the character with the lowest
relevant bonus makes the check.
In either case, if two or more characters qualify to make the check,
the team can jointly choose which of them makes it. If a character
goes solo, then the character is no longer a part of the team for
purposes of the team check (good reason for the stealthy character
to scout ahead, for example, making Stealth checks independent of
the rest of the team).
The character making the team skill check may spend hero points on
it normally. Also, a character with the Leadership feat can spend a hero
point on a team check, even if he is not the character making the check,
so long as he’s a part of the team making the check, and able to interact
with the character making it (to offer direction and encouragement).
And the Challenge Feat:
CHALLENGE GENERAL, RANKED
Choose a specific challenge (see Challenges in Chapter 1). You can pick a standard challenge or a particular skill challenge. For standard challenges, the challenge only applies to a specific task. So, for example, if you choose the Fast Task challenge, you need to specify a task, such as the feint application of Bluff, or making an item with Craft. If you take Calculated Risk, you need to specify the two checks (and the skills used for them) and if you take Simultaneous Tasks, you need to specify the two tasks. Once specified, these things do not change. You can perform the challenge chosen under this feat with a 5-point lesser modifier than usual. So, for challenges with a –5 penalty or a +5 DC, you perform them like normal checks. For challenges with a greater modifier, reduce the modifier accordingly. So a hero with Fast Feint, for example, can feint in combat as a move action with no Bluff check modifier (since the normal modifier is –5). You can take this feat multiple times. Each time, it applies to a different challenge or reduces the penalty with an by 5 more.
As you can see, Fast Feint is a listed example.
The Challenge rules actually look pretty cool; kind of like a way of doing a mini-power stunts, or temporarily use feats without using a whole hero point...

Demoniac |

Hey, Rigor, did you see my question in the gameplay thread? I'll reiterate here for you for convenience: we haven't got any of our extra stuff, do we? Like commlinks, smart phones, ect? Because I have a feeling Jimmy'd be trying to smuggle or bribe his phone in somehow as the first order of business.

Rigor Rictus |

Hey, Rigor, did you see my question in the gameplay thread? I'll reiterate here for you for convenience: we haven't got any of our extra stuff, do we? Like commlinks, smart phones, ect? Because I have a feeling Jimmy'd be trying to smuggle or bribe his phone in somehow as the first order of business.
I saw it, but somehow I missed that it was a question for me. No, you have none of your gear. The guards here are really resistant to your attempts so far. You've seen the odd glint, or indication that someone might have been up for it, but for whatever reason, they are really reluctant to entertain your suggestions at present. Perhaps it's all the cameras in this unit?
All powers have been Nullified or Countered, so excepting passive innate powers (like armoured plates and such), you guys are ordinary humans (most of you anyway), in plain prison orange. You've been told how to request food from the kitchen, though the stove only has power at prescribed cooking intervals, and the kitchen implements have to be returned immediately after use. Basically, every spatula and knife has a specific home in a specific drawer. If it is not cleaned and returned immediately after use, there are consequences. You were warned at orientation that damaging any utensil (such as trying to break off a piece) would be detected, causing a search to ensue until the missing portions were located, and the responsible party(s) disciplined.
Basically, there have been very few opportunities to step out of line (even if you wanted to).

Rigor Rictus |

Yes, but not including the points spent on the alternate powers themselves. So:
Power of Friendship (21pp+1AP+1DAP=24pp)
Power 1 (Linked) 14 pp
Power 2 (Linked) 7 pp
. . . Alt 1 21pp
. . . Dynamic Alt 21 pp
Keep in mind that while you are using an alternate power, the original power is completely inaccessible. If you have a Dynamic Alternate power, then you can split points between the powers. A power must be empowered as a group, so in the example above, if I wanted to use my main power at 12 pp, and my Dynamic Alternate at 9, I would have to put 6 pp into Power 1 and 3 into Power 2, as that is the proportion they work in in the original power. SInce they are linked, at part of the same Array, I could not for instance put points into Power 2 without using power 1, or vice versa.

YoLlama |

Hopefully that's a good thing. I've found "crazy" can be played for laughs, but if we go that route and want her to be any measure of threatening she needs a whole lot of teeth to her. Terrible pun But I feel no shame.
As per our Dm's notes I've updated the character to have rank ten super speed. I limited matter eater to organize and added a drawback that she gets hungry when she runs. Hopefully this fits better.