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Sunday, October 16, 2005

Ambrose Chase (Planetary)

This is my adaptation of Ambrose Chase from Planetary. Now I know I could have used his more defined powers, but since he was considered potentially the most powerful member of the team, I figured I would give him some wiggle room as far as his capabilities go.

But while I was making him, he seemed pretty out of control, even for a Wildstorm character. Heck, even for a Warren Ellis character.

So please give me some feedback on him. I am using Simpson's sheet, so I many not be lining things up right.

AMBROSE CHASE
PL: 10  (150 pp)

ABILITIES:   STR: 12 (+1)  DEX: 16 (+3)   CON: 14 (+2)   INT: 14 (+2)   WIS: 13 (+1)   CHA: 11 (0)

SKILLS:  Acrobatics 7 (10), Climb 7 (8), Disable Device 5 (7), Escape Artist 3 (6), Gather Info 5 (5), Intimidate 4 (4), Investigate 4 (6), know: Physical Sciences 5 (7), know: Tactics 5 (7), Search 3 (5), Sense Motive 3 (4)

FEATS:  Equipment (5), Well-Informed, Quick Draw (1), Move-by Action, Ultimate Effort (1), Instant Up, Skill Mastery (1), Jack-of-All-Trades, Acrobatic Bluff, Precise Shot (1), Elusive Target, Improved Aim, Redirect, Uncanny Dodge

POWERS:  

FRICTION CONTROL - DC: 20 REF [10]
feat: AP: Nullify Snares [10]
feat: AP: Nullify Machines [10]
flaw: Range (touch) [10],

GRAVITY CONTROL - DC: 20 REF [10]
feat: AP: Super-Movement (Slow Fall, Wall-Crawling 2, [10], Sure-Footed 4, Permeate, Water Walking, Trackless)
feat: AP: Immovable (Unstoppable) [10]
feat: AP: Super-Strength [10]
flaw: Range (touch) [10]

SPATIAL CONTROL [TELEPORT] [10]
feat: AP: Deflect ("warping" space) [10]
feat: Change Direction
feat: Change Velocity
feat: Easy
feat: Progression
feat: Turnabout
feat: Accurate

TIME CONTROL [10]
feat: AP: Super-Senses (Precognition, Postcognition) [10]
feat: AP: Paralyze (Slow, Ranged) [10]
flaw: Range (touch) [10]

Equipment:
:arrow: HOLDOUT PISTOL [2]
:arrow: HEAVY PISTOL (SUPPRESSOR, STUN AMMO) [4]
:arrow: HEAVY PISTOL (SUPPRESSOR, STUN AMMO) [4]
:arrow: COMMLINK

COMBAT:  Attack 1  [Unarmed +1, Heavy Pistol +4, Heay Pistol +4 L]   Defense 10 (10 flat-footed)   Init  3

SAVES:  Toughness 2 (2 flat-footed)  Fortitude 3  Reflex 3  Will 1

Abilities 20  +  Skills 13 (51 ranks)  +  Feats 18  +  Powers 100  +  Combat 2  +  Saves 1  –  Drawbacks -4 = 150 / 150

1 brain pickings:

  1. Argh. Had to make a blogger acct to post here.

    Do you prefer posts here or on the Atomic Think Tank?

    I had NO idea Ambrose Chase has so many powers! What issues of Planetary are you referring to?

    Do the rest of them, too! I love Planetary but it's clear you know more about them than I do!

    ReplyDelete

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