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
Argh. Had to make a blogger acct to post here.
ReplyDeleteDo 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!