
Joey Virtue |

This is the teleport power set up I was planning for my brick teleporter
Powers:
Teleport 8 (800 ft. as move action, 2000 miles as full action; Accurate, Castling; Change Direction, Change Velocity, Easy, Turnabout)
. . Blink (Enhanced Trait 8) (Alternate; Traits: Defense Bonus +4 (+18))
. . Teleportaion Portal (Teleport 9) (Alternate; 20000 miles as full action; Accurate, Portal; Distracting, Long-Range; Progression, Mass (carry 250 lbs))
. . Teleporting Punch ((Strength Bonus) Strike 8) (Alternate; Burst Area (20-1000 ft. radius - General), Selective Attack; Indirect 3 (any point, any direction), Progression, Decrease Area 4 (-4 ranks), Progression, Increase Area 4 (area x25))

Invictus Legacy |

I'll be honest I like your original Nemesis character more. It's more of a street feel to it.
Also, with the above Power Framework there, you are undercapped on your Defenses any time you do not have your Blink slot active. Which is ouch! Plus a 1000' Selective Area attack? Yeah, I don't think anyone would allow that lol! You'd wipe the entire VIPER scene by yourself.
I'm starting to think this team is lacking range, which is making me second guess my submission LOL! Told you I have a problem! >.<

Invictus Legacy |

Ok, let me know if this fits better, plus it covers a sorely needed ranged aspect of the team. He also fits as our intrusion guy with stealth, and disable devices. Not much on the Investigation side of things, but he does have Gather Info & Streetwise.
Short on a couple advantages I want, but it's something to grow into.
Power Level: 8; Power Points Spent: 120/120
STR: +1 (12), DEX: +4 (18), CON: +3 (16), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)
Tough: +3/+5, Fort: +5, Ref: +9, Will: +7
Skills: Acrobatics 9 (+13), Bluff 5 (+9), Diplomacy 3 (+7), Gamble 5 (+7), Gather Information 5 (+9), Knowledge (streetwise) 6 (+7), Language 1 (+1), Notice 5 (+7), Sense Motive 5 (+7), Sleight of Hand 7 (+11), Stealth 5 (+9)
Feats: Acrobatic Bluff, Attack Focus (ranged) 2, Attractive (+4), Contacts, Defensive Attack, Dodge Focus 4, Equipment 1, Improved Critical 2 (Focused Ionization (Plasma Control 4)), Improved Initiative, Power Attack, Precise Shot 2, Throwing Mastery 2 (+2), Well-Informed
Powers:
Break & Enter Specialist (Enhanced Trait 2) (Traits: Disable Device +8 (+9); Limited (Locks & Security Systems Only))
Dimensional Apportation (Teleport 1) (100 ft. as move action; Accurate; Change Direction, Change Velocity, Precise; Power Loss (Cannot move into or out of an area with a strong magnetic field (Rank 5+ Magnetic Control)))
. . Random Blink Patterns (Concealment 4) (Alternate; all visual senses; Limited (Visible: Concealment Bonus only applies to Opponents First Attack))
Focused Ionization (Plasma Control 4) (DC 21, Feats: Improved Critical 2 (Focused Ionization (Plasma Control 4)); Autofire (interval 2, max +5), Selective Attack; Range (touch); Accurate 2 (+4), Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))
. . Heavy Ionization (Plasma Control 8) (Alternate; DC 25; Penetrating; Range (touch); Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))
. . Unstable Ionization (Plasma Control 6) (Alternate; DC 23; Burst Area (30-150 ft. radius - General); Range (touch); Knockback 2, Progression, Increase Area 2 (area x5), Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))
Equipment: Multiple Card Decks, Toolkit (Basic), Undercover Shirt
Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +5)
Attacks: Focused Ionization (Plasma Control 4), +10 (DC 21), Heavy Ionization (Plasma Control 8), +6 (DC 25), Unarmed Attack, +4 (DC 16), Unstable Ionization (Plasma Control 6) (DC 23)
Defense: +11 (Flat-footed: +4), Knockback: -2
Initiative: +8
Languages: English, Korean (Native)
Totals: Abilities 30 + Skills 14 (56 ranks) + Feats 18 + Powers 24 + Combat 22 + Saves 12 + Drawbacks 0 = 120
Their immigration application confirmed, the Kwon family moved to Freedom City, where Dae-Jung received a prestigious position as a neruologic surgeon with the reknowned Freedom Medical Center located in the North End. As such, Dae-Jung pushed his son tirelessly towards his education, and maintaining a grade point average that would lead him towards medical school.
The fact that his son Americanized his name to Jason infuriated his traditionalist father. And so it was that Chun-Hei had to mediate between her husband, and her son. Dae-Jung's father, had been a reknowned pianist, and concert performer for his entire life in North Korea, and had pushed Dae-Jung towards a career in the pursuit of music. Dae-Jung's mother had passed away while he was still a child, due to a brain tumor, and as such Jason's father pursued a career in neurology despite his father's wishes. Chun-Hei would often remind Jason's father of this in private, but the man would not budge on his stance, as he was concerned the the undisciplined freedom of the United States would lead his son astray.
Instead it was his strict, and traditionalist father that drove Jason to rebel. He found himself hanging around the seedier areas of Campaign City, bars, pool halls, and bars where he could talk himself into. Eventually he fell in with a circle of friends who were able to connect him to local crime rings. Using the steady hands, and surgeons hands he inherited from his father he was able to lift wallets and watches, and even learned to pick locks and work a safe.
One evening, shortly after Jason's 14th birthday, his handlers got a small group together and gave them a specific address to rob. The owners were away, and there was supposed to be some high end jewelry secured in a wall safe. As the group broke in the safe ended up containing legal papers, stocks and bonds, and a city contract that was not strictly legal. Also, the owners were home. At least the wife, and when she stumbled on the youths in her house they panicked and one of Jason's group freaked out and shot her in the stomach.
The three of them fled the house as Jason rushed to the woman's aid. He held her and listened to her dying rasps of breath. That's when he heard the sirens outside, with tears streaming down his face, and blood on his hands he sat there cradling the now dead woman.
He panicked when the police entered the house, and before they got to the bedroom he found himself in the backyard, his body arcing with a strange energy. He stared at the energy coursing over his hands, as it started to dissipate he ran from the police eventually making it home.
The other youths went to their handlers, and revealed that Jason had botched the job and likely taken the contents of the safe for himself. They decided to interrogate the Kwon family for information, as they arrived at their house, Dae-Jung told his son to go to his room and confronted the thugs. They told Dae-Jung they needed to speak with their son, Jason's father, no stranger to intimidation stood up to them. As a message to Jason the three burly men took a hammer to both of Dae-Jung's hands, thereby ending his career as a surgeon.
Jason ran to his father's side when he saw what happened from the stairs. As the men went to grab him he quickly grabbed the hammer and instinctively ported to the other side of the room, then threw the hammer at the largest man's chest. The hammer, now ionized from it's brief exposure to the dimensional energies exploded stunning the three men. Jason then grabbed the lead thugs gun and stared them down at gun point forcing them to leave the house.
Dae-Jung, shocked by the emergence of his son's powers, clutching his broken hands, in a fit of rage told his son he never wished to see him again. Jason fled the house, and turned himself in to the police. As he was still a juvenile, he served minimal time in a group home. With Jason's testimony they were able to arrest the thieves ring, and charge his associates with 2nd degree murder.
Dae-Jung, with Chun-Hei's patience, concern, and love was able to come to terms with his injury, and fully realize his love for his son. Despite his concern over his growing rebellious nature, he planned to use his considerable savings and arrange for Jason's early release and enrollment in University. As he Dae-Jung made the financial arrangements to do so, rifts in the fabirc of space and time began to appear over the skies of Freedom city. The ferocity of the Terminus invasion forces shattered the juvenile center where Jason was being held, and he fled. His powers would have allowed him to escape at any time, but a sense of guilt and responsibility both for the death of the woman, and his father's shattered hands kept him in place.
That guilt, and sense of responsibility fled in the face of the terror he felt at witnessing the power of Omega and the Terminus forces. Those first few weeks he just worked to survive on the streets, until slowly he made his way home. He found his mother alive, though mourning what she thought was the loss of both her husband and her son. Overjoyed at the fact that Jason had lived through the initial assault, she pleaded with him to come home. When asked where his father was, Chun-Hei had the unenviable task of explaining to the young man that he had died in during the initial assault. Jason was flooded with emotion, guilt and relief flooded his chest, together mother and son sat on the stoop overlooking the damage that had been wrought on the city.
Chun-Hei, without Dae-Jung's pride to get in the way, told her son about how Dae-Jung had stood up to his own father, and fought to walk his own path, to become a doctor due to his mother's tragic death. And how he had arranged to smuggle himself and his wife out of North Korea. As she talked Jason wept for the loss of a man he didn't know half as well as he should have. His father had been a hero, risking his own father's displeasure and resentment to walk his own path, saving his wife and child from a totalitarian regime. Could he do any less.
It was at that point that Jason decided to use his new found abilities to help others and balance a karmic debt. Take a life, save a life. His awakening had left him changed, he could step between dimensions to re-appear short distances away on our world, doing so the energies of that in-between place infused objects he carried so that they would react violently with matter from our world. These were his gifts, and with those, and a determination to become a man his father would be proud of Jason took up the name Wildcard and used his wit, his charm, and his gifts to bring justice to Freedom City.
Weakness: Blood on my Hands: Due to the trauma and guilt Jason feels at the death he could have prevented, his father's maiming as he stood up to Jason's 'friends', Jason can suffer moments of crippling doubt and fear of failure that can literally paralyze him when his flashbacks are triggered. When an innocent is directly harmed due to Jason's action OR inaction, or when a non-combatant is taken hostage during a confrontation, Jason must succeed on a DC 20 Will check. A single degree of failure will result in the Dazed Condition, two degrees of failure will result in the Stunned condition.
Quirk: Dangerously Good Looking Rebel: Jason is a very attractive young man. His good looks, cocky attitude, and honest good intentions can cause him all sorts of problems. Men tend to either view him as competition, or dismiss his opinions as how can someone that handsome possibly help with a job like this? While women tend to swoon around him, vying for his attention, and even if he manages to enter into a relationship, they immediately feel jealous of any interactions he has with other women due to the concern that someone will steal his affections away from them.
Obsession: Damsel in Distress: Despite his good looks, Jason is not one to play the field, and will remain committed to any relationship that he is in. That being said, he is a gentleman and something of a sucker for a good looker and a sob story. While he won't take advantage of the situation, he will come to the aid of any attractive lady, and due to Dangerously Good Looking Rebel, that can put any relationship he is currently in into jeopardy. He does suffer a -5 circumstance penalty to Sense Motive checks against any women in a difficult situation, or a perceived difficult situation. Something the Syndicate has been known to exploit.
Enemy: The Syndicate: Little did Jason know that his handlers for the botch robbery, were in fact, a cell of a larger organization, Dr. Sin's Syndicate. Now that it is public knowledge that Jason Kwon is a meta-human, they seek to manipulate him into working for them again, and have put larger, more subtle plans into effect that can make Jason's life very difficult, and he doesn't always know who he can trust.
Identity: Jason Kwon, the Wild Card: Jason has never really taken the time to fabricate a heroic identity, and as such trouble always knows where to find him. This has created problems in his various relationships, makes finding a job difficult and can put the people whom he cares most about in considerable jeopardy.
Reputation: Sealed Juvenile Records: Jason was involved in a crime ring as a youth, with auto theft, break and enter, and eventually home invasion charges. This culminated in a manslaughter charge that was eventually dropped due to his testimony against his handlers. Unfortunately every now and then some crusading cop, or investigative reporter attempts to dig this record up and results in Jason trying to convince them otherwise. The public loves a fallen hero and this information continues to be damaging to him. A fact he is aware of and legitimately regrets every time he has to try to keep the truth from coming out.
Relationship: The Women in my Life: Chun-hei Kwon, his mother, is the most important woman in Jason's life. Since his father's death after the Ides of March, Jason would do ANYTHING to protect his mother. Especially considering that after Dae-jung's death, she revealed to Jason the hardships that his father went through to get the Kwon family to the U.S., as well as how alike she feels the two of them are. He also has a string of broken relationships that he is on moderate to good terms with, and any of them can come to him with a problem and due to his obsession with a Damsel in Distress, he is quite willing to drop everything and deal with anything from abusive boyfriends, to helping them get clean or needing a place to crash.
I think he gels with the group alot better than a couple monstrously large dogs. ;)

GM Echos Myron |

Joey, I liked the nemesis build better. The teleportation stuff you've got seems cool but not so fitting. And did I see a 20,000 mile port? Jeez, I wouldn't even know how to write for that.
Invictus, you really do have a problem, but I think that's normal for CoH players;)
I really liked your previous idea, but Wildcard fits more in line with the street theme. I'd say save the girl and her pooches for another time. Maybe someone will want to run a supernatural-themed game or something.

Invictus Legacy |

I miss CoH! :(

GM Echos Myron |

Would it be reasonable to have characters in by Sunday? If not crunch, at least background info so that I can have the introductory post up Sunday night/ Monday morning?email me .por files at jayfelix at gmail dot com.
Also, any tips on running mutants and masterminds vs pathfinder? Anything in particular to look out for?

Jason Kwon, Wild Card |

One of the key points to a super hero game is a supporting cast. Think of it as an ensemble cast TV show.
Each main character needs their thing to do, try to make sure that every so often a key point comes up for each character. Immunity to aging isn't that useful in the scope of a game, but throw the characters a thousand years ahead in time, and then have them meet their future self, and they'll geek about it for months. Look carefully at each character, it will give you an impression for what the character wants to do. Batman wants to solve a murder, Superman wants to save hundreds from a natural disaster, Flash wants to race against time to defuse ten bombs scattered through the city.
Make sure there is a solid supporting cast, think of all the DNPCs out there, J. Jonah Jameson, Gwen Stacy, Mary Jane Watson, Aunt May, Ma & Pa Kent, Lois Lane, Perry White, Jimmy Olsen ... they make comics. Watching Spider Man tangle with Doc Ock is meh, watching him tangle with Doc Ock while trying to race across the city to get to Aunt May's apartment for dinner, where he is going to propose to Mary Jane with the ring he's carrying that just got knocked out of his hand by one of Ock's tentacles. Now THAT's fun!
No, a street game is going to be slightly more gritty, there may be less opportunity to be 'heroic', but that doesn't mean there shouldn't be moments of kindness or compassion too, it makes the dark darker by contrast.
Rogue's Galleries! Having a stable of guys out to get you is awesome!

Jason Kwon, Wild Card |

Seeing as Watcher is an ex-con, and his powers are on his record, and Jason Kwon doesn't really go to all that much trouble to hide his identity, it's entirely possible that Alcorn was able to look us up on her own and reach out to us after we came together as individuals in an initial outing.
Also, the three confirmed characters remind me of some sort of joke, a priest, an ex-con and a thief walk into a bar ...

Dr. Quark |

Whoops! Just realized I had Hero Lab set to 20 points per level, giving me 160! I was building some characters for a different game and didn't reset.
Time to go destroy that build.
All of the fluff should be ok.

Dr. Quark |

Yeah. I was really pleased with myself, no realize am doofus. After pulling combat ability back, I think I am now ok. Wondering if I should have built him more around a sneak attack type build. I may try that as an alternate. I built him as a straight up awesome sword fighter.

The Watcher of the Freedomverse |

Well here he is what do you guys think?
????????
Power Level: 8; Power Points Spent: 120/120
STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)
Tough: +4/+5, Fort: +5, Ref: +5, Will: +5
Skills: Acrobatics 2 (+4), Bluff 4 (+4), Climb 1 (+5), Concentration 4 (+5), Gather Information 8 (+8), Intimidate 8 (+8), Knowledge (streetwise) 8 (+8), Notice 6 (+7), Profession (Boxer) 4 (+5), Search 7 (+7), Sense Motive 7 (+8), Stealth 5 (+7)
Feats: Assessment, Attack Focus (melee) 3, Defensive Roll, Diehard, Dodge Focus 3
Powers:
Adaptive Combat (Nemesis 5) (Limited (Personal Effects Only); Distracting)
Adaptive Reflexes (Nemesis 2) (Limited (Feats only); Distracting)
Hand to Hand Expert (Damage 4) (DC 23; Accurate (+2), Mighty (+4 to damage))
Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +10)
Attacks: Hand to Hand Expert (Damage 4), +8 (DC Staged/Tou ), Unarmed Attack, +6 (DC 19)
Defense: 17 (Flat-footed: 12), Knockback: -2
Initiative: +2
Languages: Native Language
Totals: Abilities 22 + Skills 16 (64 ranks) + Feats 9 + Powers 51 + Combat 14 + Saves 8 + Drawbacks 0 = 120
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Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.

Jason Kwon, Wild Card |

I don't see the point of two nemesis pills especially when one leaves you vulnerable. You can use enhanced traits, which isa personal effect, for feats anyways.
Your 18 strength plus Hand to Hand expert is at caps for power level 8. As such you couldn't use nemesis to bump your strength.
Just something to consider. Remember +8 Savage is equivalent to shot gun, even Mike Tysons never hit that hard! Lol!

Rigor Rictus |

Distracting as a Flaw generally means that you are distracted in any round in which you use the ability. In this case, it would probably be in the initial round where he reconfigures it, and in any round during which an effect of the power is used or active.
Distracting is a pretty big deal; it leaves you flat footed a lot of the time, and it is specifically not compensated for by Uncanny Dodge.
If it only counts for reconfiguring the ability, I think that's usually a Drawback instead, and worth far fewer point, as it is less of an obstical for the character.

GM Echos Myron |

So wait
The moment you use nemesis, you are flat footed until your stats return to their original point?
Or do you activate nemesis, then are flatfooted for that particular round, next round your stats are changed and you are not flatfooted until you activate nemesis again?
Sorry if I'm being dense, this just sounds tricky.

Jason Kwon, Wild Card |

Im a super hero I should hit harder then Mike Tyson LOL
Here's where you and I differ slightly, I think. According to your descriptors, your extra damage comes from intensive training & hand to hand expertise. As such they should still respect what is logical.
Mechanically, I still think it is in your best interest to be under capped on that H-t-H attack, because otherwise you are limiting what stats your Nemesis pool can affect. Currently your Nemesis pool cannot increase either your Attack or Strength as either would make that one attack break PL caps.
Also, remember, without upping the Nemesis pools to Duration (Continuous) every time you get Stunned, you lose all powers and have to spend a standard action to set them. With two pools, that's two standard actions. Just a warning. :)

The Watcher of the Freedomverse |

I changed it back to one pool after you reminded me that I could get feats in it and I lowered my Attack to plus 2 instead of plus 4.
Now here is a question about trade offs and my nemesis power since with out my strike I am only plus 6 to hit because I made it accurate can I pump my strength up rank 10 for Attack or can you only do trade offs when you create the character.

Jason Kwon, Wild Card |

Sadly, your H-T-H power is purchased as Damage with the Mighty Advantage, that ties it to your strength.
I am not sure you the new build specifics, but looking at the above;
Base Attack 3, +2 (Accurate) + Base Strength 4 + H-t-H Dmg 4 = 13.
You cannot increase your strength more than +3 (24 Strength) otherwise you break caps. You CAN however purchase another Might Dmg effect that is say Accurate 2, Dmg 5 Penetrating 9 and call it Claws, and since that Claw damage doesn't stack with your H-t-H damage it doesn't break caps.
The issue is the H-t-H effect I initially suggested is Mighty so any increase to your strength also effects your H-t-H effect, which then comes close to breaking caps. You can however bring your strength to 24 and stack some super strength. Assuming your Nemesis power says physicality is the way to go.

Rigor Rictus |

I know right! I had a very hard time finding art for Thoth. Try and find a picture of a badass black wizard that is not a bone in nose witch-doctor or horribly stereotypical leopard print wearing whatchamacallit... not easy.
I might have some of the pics I found but didn't use bookmarked somewhere; I'll see if I can find the links.

Rigor Rictus |

Rigor Rictus |

Concept: A low-level psychic that grew up in a labour camp in Siberia. He was able to use his abilities to parley into a career in the local (very illegal) fighting circuit run by the guards. When the word about the fights started to get out internationally, the government stepped in to shut them down and erase the evidence. He escaped the purge by hiding out in a small chapel and joining the monks there. He eventually started learning about the world, and had a religious conversion. After becoming a Priest, he went to work in Freedom City, looking after the old Cathedral in the roughest part of town. There he's become a local protector; keeping people safe, and stepping in where guidance or a lesson might be needed. In stark contrast to the assumptions about his vocation, he seems to have no compunction about getting his hands dirty, and seems oddly well versed in the subtleties of hand to hand combat.
I'm also toying with the idea of a public identity; that the church helped him go public with his experiences in exchange for a pardon, and that he now lives in freedom city, known to everyone who wants to know as the ex-mass murdering Siberian pit fighter, who reformed and became a bloody Priest!
Powers wise, the idea was to keep everything subtle. When I pictured a low-level psychic, I'm thinking that he still has to function at PL 8, but that nothing he can do is overt. You'll never see him fly, lift things with his mind, control a crowd of people, make force fields, or any of that stuff. Pretty much every single thing he can do will be passive, and could potentially be chalked up to a guy who happens to be in good shape, or just to dumb luck.
I had a little trouble (of course) getting what I wanted to fit in the package, so there are some limitations; chiefly that I could not find the points to get his saves up to where I think they should be. I'd love to hear constructive critiques, pointing out gaps, oversights, rules mistakes (if any - I ran him through Hero Labs first this time, so I think he's good on that point), playability issues and so on. One factor will be of course trying to determine what his out of combat role should be. I had initially assumed he would be the people person; face, diplomat, interrogator, rumour chaser, etc., and I think that is still viable, but again, I'd probably have to free up some points to get those skills to where they'd need to be to handle that role. Suggestions on where to best trim points would be greatly appreciated as well.
Pavil Ivanovich
Power Level: 8; Power Points Spent: 120/120
STR: +2 (14), DEX: +2 (14), CON: +3 (16), INT: +1 (12), WIS: +5(20), CHA: +2 (14)
Tough: +3, Fort: +5, Ref: +4, Will: +6
Skills: Acrobatics +4 (2), Bluff +2, Climb +2, Computers +2, Concentration +11 (6), Craft: Mechanic (2), Diplomacy +6 (1), Disguise +2, Drive +3 (1), Escape Artist +3 (1), Gather Information +4 (2), Handle Animal +2, Intimidate +10 (8), Investigate +2 (1), Knowledge: Streetwise +2 (1), Knowledge: Theology +5 (4), Language (2), Medicine +6 (1), Notice +11 (6), Perform: Oratory +4 (2), Pilot +3 (1), Profession: Priest +6 (1), Search +2 (1), Sense Motive +9 (4), Stealth +4 (2), Survival +5, Swim +2
Feats: Accurate Attack, Attack Focus: Melee 2, Benefit: Priesthood, Defensive Attack, Dodge Focus 5, Fearless, Improved Grab, Improved Grapple, Improved Throw, Luck 1, Stunning Attack
Powers:
Aura of Ass Whoopin’ 1 (Aura, Autofire 3,Continuous; Accurate 3, Mighty) 11pp
Mental Awareness (Mental Sense, Ranged (1), Acute (1), Analytical (1), Extended 1 (100 ft), Detect Weakness (2), Rapid (x10)(1), Assessment, Danger Sense, Uncanny Dodge = 10 pp
Predictive Combat (Linked Powers: Predictive Defense (Drain 8) (Drain: Attack, DC 18, Move Action, Perception Range; Check Required: Concentration, Limited: Only against Player, Limited: Only against assessed enemies; Slow Fade (Minutes), Subtle). Predictive Offense (Drain 8) (Drain: Defense, DC 18, Move Action, Perception Range; Check Required: Concentration, Limited: Only against Player, Limited: Only against assessed enemies; Slow Fade (Minutes), Subtle) 20 pp
Alt: Adrenaline Rush (Linked Powers: Boost 4 (Boost Trait Group: Ability Scores; Free Action, Linked: Adrenaline Rush; Personal, Tiring, Slow Fade; Full Power) Boost 3 (Boost Trait: Dodge Focus; Free Action, Linked: Adrenaline Rush; Personal, Tiring, Slow Fade; Full Power) Boost 3 (Boost Trait: Speed; Free Action, Linked: Adrenaline Rush; Personal, Tiring, Slow Fade; Full Power) Boost 3 (Boost Trait: Dodge Focus; Free Action, Linked: Adrenaline Rush; Personal, Tiring, Slow Fade; Full Power). Boost 2 (Boost Trait: Leaping; Free Action, Linked: Adrenaline Rush; Personal, Tiring, Slow Fade; Full Power) 1pp
Alt: Healing 9 (Restoration, Total, Distracting, Tiring; Stabilizing, Persistent)
Alt: Multiple Powers (Mind Control 8 (DC 18; Conscious; Mental Grapple Required, Touch); Mind Reading 8 (DC 18; Reaction/Free Action; Limited: Mind Probe Only; Touch); Transform (Mental) 8 (DC 18; Continuous, Mental Grapple Required, Touch)
Equipment:
Attack Bonus: +3 (+5 Range), +7 Grapple
Attacks: Ass Whoopin’ +11 (DC 18)
Defense: +8 (Flat-footed: +3), Knockback: -1
Initiative: +2
Stats with Addrenal Surge:
STR: +4 (18), DEX: +4 (18), CON: +5 (20), INT: +3 (16), WIS: +7 (24), CHA: +4 (18)
Tough: +5, Fort: +7, Ref: +6, Will: +8
Attack Bonus: +3 (+5 Melee), +9 Grapple
Attacks: Ass Whoopin’ +11 (DC 20)
Defense: +11 (Flat-footed: +3), Knockback: -2
Initiative: +4
Languages: English, Latin, Russian (Native)
Totals: Abilities 30 + Skills 13 (52 ranks) + Feats 16 + Powers 44 + Combat 12 + Saves 5 + Drawbacks 0 = 120
He lived in an all women’s camp until he was about 7-8, by which point the harsh conditions had already killed his mother and swallowed up all but her first name, Marya. The group had bound together to care for him, just like many other orphans. And just like all the other boys, he was shipped to the men's’ camp as soon as he was old enough to cause trouble. Boys introduced to a men’s labour camp or prison, where the inmates have neither seen a woman in years, nor have the prospect of seeing one for many more, are in instant danger, and their transition to a male camp usually marked the turning of a merely bad life into a truly horrible one. Many didn’t survive. Of those that did, they usually found a protector, found a way to exploit the commodity they possessed, or found a niche that enabled them to survive. Pavil suffered all the same traumas inflicted on the other boys, but was one of those that found the will to live. He had a talent to finding information it seemed, and he was able to play the trade of information and secrets to his advantage, making sure that the secrets of those who wronged him always seemed to get out at the worst possible times.
By the time he approached his early teens, he discovered another talent; fighting. At 12 or 13 years of old he killed a would be rapist with his bare hands, beating the man to death in the camp yard. Such events were not exactly rare, but the sight of a boy, half the size of his opponent, breaking and killing a full grown man in the full view of witnesses struck a chord with many, including the guards. Thereafter, he found himself in the guard’s goodbooks, receiving better quality food, and more of it, both of which were massive luxuries in a place where death by starvation was both a genuine risk and a daily occurrence. It turned out of course that they weren’t doing it out of the kindness of their hearts. There were more than two dozen gulags spread out across the Siberian wilderness, and far from being an optimum posting for a soldier, they were more like… being posted to Siberia. To entertain themselves, the guards organized fights, both within their camps for small time events and to identify new talent, and between camps for bragging rights and prestige. The fights also brought with them a flow of black market goods, which both the guards and the prisoners viewed as essential for survival in the wilderness.
Pavil found himself being entered in fights soon after. The fights were fairly informal, having no real rules other than that the two men were shoved into the ring without any weapons, and that the winner was determined when one gave in, was knocked out, or was dead. Death was rarely the goal, though death matches were occasionally scheduled. More often, they were just a side effect of men with compromised health, a sheer desperation to win, or completely accidental. The ring itself was often made from whatever was convenient. It the audience could be up above the fight, that was preferred, but if not, they’d just form a circle with the fighters in the middle. Most often, the ring would be a pit hastily dug in the ground with an excavator, or a ring of cargo shipping containers placed to form a square. The fights were cruel, brutal, often short, and occurred in any weather the guards could muster up the energy to watch.
Pavil made a name for himself. He was “transferred” from camp to camp, and sometimes back to his home camp, in order to meet challengers, and win his camp prestige, his guards money, and his fellow prisoners a little extra food, a sip of vodka, or just a looser rein in the prison yard. To ensure his health, he was eventually given the best food available, better than the guards in most cases, and whatever other modest items might be considered luxuries in the Siberian winter. As a person who killed without thought on a regular basis, and received anything he asked for, he developed something of a distorted view of the world, human beings, and the value of life in general. Many of the things he did in those days were motivated not by survival, but to making the most he could of his own life, regardless of how it impacted others, the results of which was often not pretty. It became common for the prisons to transfer him around, as even the guards found him so intimidating that they were not sure how to handle him, and disagreements had in the past led to injuries or even death to the guards involved. Though they must have thought of killing him off, his having become so difficult to handle, the prestige he brought the prison that held him kept the prison administrators from ever doing so.
However, the system could not last forever. With increasing openness to the west, the questions regarding the oft-forgotten prisons of Siberia were becoming more and more difficult to ignore. What crimes were the prisoners being held for? What sort of representation had they received at trial? Had they received trials? And of course, most importantly, what were the conditions like in these prisons, and how were they being treated? Was there anything to the rumours of gulag-like death camps, where prisoners were starved and/or worked to death? What about the rumours that the prisoners were political detainees, and not criminals at all? What about the rumours of fighting rings and death matches? Any of these would be a massive violation of human rights, and a major stain against any democratic society in the new, modern Russia.
The panic that followed in the wake of the decision to open the prisons to foreign review resulted in massive and immediate changes that needed to be instituted, and most of all, it meant that all sorts of embarrassing past practices were going to have to be eliminated, and any evidence of those practices completely purged. While some of the small time elements of the fighting rings, within camps at least, could be left in place to serve as the source of the rumours, and be blamed on junior administrators or even influential prisoners, all of the upper tiers of the operation would have to be wiped out all together. Naturally, like most bits of information in the prison, Pavil seemed to know about the purge before it even happened. Reluctantly, he left.
Walking away from a prison camp in the remote Siberian wilderness is not an easy task, but Pavil was able to use what remained of his influence to secure maps, provisions, and even some contacts. After a long, grueling journey, he made it out of Russia. With Spetnaz still looking for him throughout the former Soviet and Bloc countries, no documentation or ID to speak of, and only a limited understanding of how the outside world even operated, he had no choice but to find a place to lie low for a while in order to learn. He managed to gain entry to a small parish mission in rural Romania, where all new acolytes were required to spend their first year in silence. The site was an ancient 12th century church, and the monks spent most of their time maintaining the old structure, doing simple subsistence farming, and studying religious texts. For someone used to violence and vice, the shift in his world was dramatic. There were only a half dozen other monks, in addition to the priest that looked after the old cathedral. Given that the only speaking allowed was in confession, and that the only reading available was religious texts and commentaries, he ended up spending a lot of time contemplating religion and spirituality; concepts that he had heard of, but had never even really acknowledged before.
When his year was up, he felt compelled to confess his true history and many crimes. To his surprise, the order did not turn him over to Russian authorities, call the E.U., or Interpol. They told him they believed that his change of heart was genuine, and that they wanted to help him find a way to make up for his past wrongs. They told him that they believed there was something special about him, a gift that would allow him to serve God and his fellow man. They used contacts within the church to have him moved out of the country, and an identity constructed. It would be hard to call it a false identity, as he had never had a confirmed identity before this point. He eventually made his way to a seminary, where he was able to devote more time to study, and learn more about the modern world. He was eventually ordained, and given a posting in America. A run down district known as the Fens, in a troubled place called Freedom City.
More to come on his early experiences in Freedom City. I'm picturing him as having lived there for about 5 years or so by the present day.
Complications to follow, once I finish thinking out the Freedom City angle, and decide on a public or secret identity.

Jason Kwon, Wild Card |

Couple things ... your Aura of Ass Whoopin', I am going to assume that it's meant to be a counter punch, if you get successfully tagged in melee combat they take damage. Great, but it's advantages are a little odd.
Essentially Aura is Strike with a +3/rank Extra to bring it down to a Reaction effect. What this means is that there is no Attack check on your part. As such Multiattack & Accurate are wasted, A continuous duration effect is also ... odd. So when you are knocked out and the paramedics come to load you into an ambulance you backhand them?
Currently that aura is costing you 10 points. For 8 points you can get Strike 2 (Extra Action: Reaction +3/rank). Which forces a DC 17 Toughness check whenever you are hit in melee combat, you COULD purchase Mighty BUT you'd need to add another 3 points for each rank of Strength Damage you want to use, and the cost becomes difficult to maintain. Much better if you fold it into one of your arrays.
Secondly, and I am not the GM, I would never allow a Move action attack, M&M is all about action economy, want to throw a combination at someone, then use Power Attack and call it a combo strike. Being able to debuff & do damage on the same round is overpowering & unbalancing in my opinion.
You have several powers that are all tiring linked together, you'll incapacitate yourself if it is ever used. Fatigue & Exhausted stack.
Your mental awareness, I have no idea what most of it does. Is the Detect Weakness Analytical? Acute mental awareness would let you differentiate between people's thought patterns, but what would analytical mental awareness mean? Just curious.
It's a great concept, but I would drop the mental stuff, swap the mental awareness for spatial awareness or blind fighting, keep the detect weakness, roll the counter punch into your predictive array, that array cost will go down when you swap them to standard actions, apply the reaction on the counter punch to your upper level strength (Strike 1 Extra: Action: Reaction: +3/rank [4 extra ranks], 1 Mighty) so 17 points & you are forcing a DC 20 Toughness check whenever you are tagged in hand to hand combat.
Straighten out your boosts, remove tiring from them, maybe put a Power Loss limit on it for a -1 drawback, that after five rounds the power fails and must be recovered through meditation.
Keep the low level mental concept, but just internalize it and make it a descriptor for your ass kicking.

GM Echos Myron |

Holy crap I spent hours looking for an image for an NPC, and my options were literally different versions of Luke Cage. I got frustrated and didn't even make the post.
Father Ivanovich
As been said, a move action Attack is a SOB, especially when it's linked. I understand that for your character, it shouldn't be something he consciously spends too much time on, but gameplay-wise, I can see that being a problem. I'd say back to the drawing board on that one due to balance issues.
The Aura of Ass-Whoopin' is very creative. I wouldn't have thought of that myself. As was stated though, the extra abilities tagged on seem conflicting.
Describe to me how your mind powers work, specifically the mind control, mind reading and mental transform and your intentions for them. As someone who is a low-level psionic, I'm kind of confused by these three abilities.
Honestly anything I'd say has been touched on already. Those three mental abilities are outliers for me though, but maybe I'm just thinking of it differently.

Rigor Rictus |

I'll answer in a few shorter posts, as I'm on my phone, and don't want to lose a larger post.
Predictive combat: when I was looking at building this, the way the power appeared that it should work was that he basically always knows what is about to happen. I think of it like Telegraphing. If you've ever done martial arts or boxed, telegraphing is basically those little movements a person does unconsciously that give away what his next move is going to be; shifting his weight, changing centre of balance, and so on. Good fighters can read those clues to have a defense in place for that attack by the time it launches. The idea for Pavil here is that he basically gets those cues even further in advance than usual; as if every time someone attacks, they take the time to verbally explain exactly what their attack was going to be before launching it. That makes it far easier for him to block or dodge any hit, as well as land a punch, seeing as he knows in advance how the guy is going to react. I wasn't sure how to best represent this mechanically, so I started with Invictus' power suggestion. Now my thought had been that to make sense with what the power was supposed to be it would have to be area affect, free action, with no save. Obviously, that would be insanely expensive (not to mention balance/attack power, yada yada). This version was the best balance I could think of at the time to illustrate those traits. Personally, I still wish there was a better way to represent this idea without it necessarily being an attack. I'm not entirely sold on Drain, and even less so if it requires an action to use for each and every opponent.
Aura of Ass Whoopin': So this began as more of a regular attack power and morphed a little bit over time. What this is supposed to represent is not any actual Aura, but rather just a flurry of kicks, punches, and headbutts. The Autofire/Accurate combination is one that I've had on the back burner for a while; Autofire allows excess on your attack over te defense DC to apply to your damage 2 to one. Autofire 2 makes that 1 to 1 with a max of 5, Autofire 3 1:1 with a max of 10. Basically I see him picking a spot on an opponent (like the ribs) and then hitting the same spot 4-5-6 times in the blink of an eye. He may not be strong enough to break ribs with every hit, but add that kind if speed and precision together...
Having it be an aura was an afterthought. To quailify as an aura it has to be at least Sustained duration. I think Continuous was a mistake; it should have been Sustained. So the idea with an aura was that he is fast enough that anytime he is attacked with an unarmed attack, he gets a counterattack. If he is attacked with a weapon, he can attack the weapon. If he is grappled or grapples someone, the knees, elbows, and headbutts never stop. Basically, he is a vicious fighter that has learned to keep on the alert and keep fighting no matter what the circumstance. With sustained duration, he won't be kicking anyone while he's unconscious, so that issue isn't one to worry about. Aura's specifically state that they can be used offensively as well as defensively, so it makes a nice one stop shop for that. Theoretically, selective might be a good idea, so he does smack someone tossed into him (which could be a risk in some circumstances). As for mighty/strength, typically melee effects only require a single application of the mighty feat regardless of the strength bonus, unless there is something on aura that changes that. I'll go through again later and look for fine print. And does aura not require an attack? Again, I'll look for that when I review the extra. If that's the case, your suggestions may work better; I'll crunch the numbers...

Rigor Rictus |

Boosts: another power that is difficult to get it to do what you want; it's good for a lot of basic boosts, but rubbish when you want are small boosts to a variety of features. I was trying to model the power after the Adrenaline Boost power in UP. It is a power that affects multiple traits, without affecting an entire group, and causes fatigue when it wears off (not on initial use). Of course, my free version of Hero Labs doesn't have UP, so I used Boost. Now, according to my understanding, you should be able to create a single power with multiple effects, which are all affected by a overall set of flaws, feats, or extras. Hero Labs doesn't seem to handle that concept at all. The only place to apply said features is under an individual effect, not on the whole power. Perhaps a container would work... Can a container have alternate powers? Or be nested within an array? For some reason I think Hero Labs lets you do that (I accidentally created an array inside an array once, and it had no problem with that (surprisingly).
Long story short, it was intended to be a single tiring effect, tied to the use of the overall power, and not each individual effect. I'll look at other options.
Mental powers: This was a more expensive power I trimmed down. Basically, it is a combination of a few different sense powers; Analytical was part of the detect weakness/assessment power.

Rigor Rictus |

Aura: Naturally, you were right about aura's auto hitting, so Accurate would be wasted, at least on the reactive side if the equation. I'll take a look at your other suggestion. My big question on that point was, is an attack power that is less than a standard action ok under those conditions? Given that it is melee, and basically can't be used unless someone is already touching you? How does it work when he wants to hit someone then? That can't be a free/reactive action, can it? So would he need a different power, or what have you, for his offensive moves?

Rigor Rictus |

Any other suggestions on how to represent a combat advantage based on being able to predict your opponent's actions? That is really supposed to be the character's signature ability, but so far I can't think of a useful but balanced way to represent the idea...
All the other alternate abilities are offshoots at most and not thematically critical for the character, and so if the power value of the primary ability changes, or if the set up loses the ability to be contained within an array, I can still work with that.
Suggestions?

Rigor Rictus |

Thanks!
A quick look at this version of Mr. X basically just has his power providing a Enhanced trait bonus, with a Telepathy descriptor, which was one of the methods I brainstormed back at the beginning, and basically just makes him a martial arts character with some fluff/drawbacks related to the source of his powers. It is definitely a viable option, and one I'm attracted to for the sake of its simplicity.
The Mr. X comparison seems like an apt one, though where his powers are based on Telepathy, Father Ivanovich's would be based on precognition. The precognition limitation would likely be an obscure drawback that might only come up now and again, with an opponent who was unstuck in time (or had other temporal/causality type descriptors), or with another precog, where both of them would be basing their actions on events that hadn't actually happened yet, basically neutralizing their advantages against each other (the long lost evil brother who happened to have the same powers type riff).
Mister X was a little after my time, as I collected comics mostly in the early 90's, and I think he came along just a little bit later. I do remember him in one story where Wolverine has to infiltrate an illegal cage/deathmatch fighting ring that Mr. X was running (I remember Wolvie fights Speed-Demon, and then Mr. X fights Taskmaster). I remember reading it because I was thinking, Mr. X has always made a big deal of how he never finishes a match without killing his opponent, so how are they going to handle him fighting a named villain like Taskmaster? Turned out they used a lame cop-out; wolvie interfere's so that Task Master gets away after he is defeated (which was also kind a lame), and then Mr. X kills a random underling instead in order to satisfy his bloodlust. The storyline ended with wolverine deliberately pushing himself into a berserker rage, so that even he wouldn't know what his next action would be, preventing Mr. X from predicting his moves. Overall, it was not one of the stronger storylines...

Waveform |

Darn, I missed the link. My smoke guy wasn't working well, so I'm thinking about somebody that can redirect gravity on a personal scale.
Running on walls, falling up, punching with enhanced power, throwing with extra power, messing with people's balance if they get too close. That king of thing.
The backstory is that he was a small-time criminal experimented on by somebody. He's not sure if it's a government, or an agency, or a super-genius, or aliens. He escaped, but this makes him want to stay small-scale. He figures that super-powered friends will help him out.
Whaddaya think?

Jason Kwon, Wild Card |

It's a 5 point investment, but it would kick ass for Father Ivanovich. Seriously consider taking Immunity (Interaction Skills).
For example, Wild Card sparring with Ivanovich, if I opened with Acrobatic Feint, (assuming a roll of 11), it would be a DC 24 Insight or Bluff check vs Vulnerable/Defenceless. Acrobatic Feint, Feint, Startle, Trick, Set Up, Re Direct, you'd be immune to any of those effects that most 'skilled normal' builds rely on to set up their big power attack hits.
Something to see if you can work into the build. Like I said, I enjoy the concept despite any issues I may have brought up with the mechanics of the build!

GM Echos Myron |

Stat him out and post crunch when you can. I like the idea
Deadline is Tuesday night for background and at least a rough draft for crunch
You guys are established, have been a team for months (you decide how many). You've been receiving some money from FCPD to cover operating a base. I will put together base stats, so don't worry about that. Remember: this is a street-level game, keep that in mind when it comes to identity. Crime on the street level is rarely ever forgiving. Give me a contact or relationship to help flesh things out.
Gonna take some time to write. looking to have a game post up by the end of the week.