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Everyman

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Some are born great, some achieve greatness... and some have greatness shoved roughly up their --

Power Level: 10 (150 PP)

Trade-Offs: ATT +2/DMG -2, DEF +2/TOU -2

Abilities: 8 + 6 + 8 + 2 + 6 + 6 = 26 PP

Strength 18 (+4)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat: 12 + 16 = 28 PP

Attack: +6 (+12 Melee, +12 Suppressor)

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Initiative: +7

Grapple: +16

Knockback: -4/-2

Saving Throws: 4 + 5 + 5 = 14 PP

Toughness: +8/+4 (+4 CON, +4 Protection [from costume])

Fortitude: +8 (+4 CON, +4)

Reflex: +8 (+3 DEX, +5)

Will: +8 (+3 WIS, +5)

Skills: 80r = 20 PP

Acrobatics 7 (+10)

Diplomacy 6 (+9)

Disable Device 8 (+9)

Drive 7 (+10)

Escape Artist 6 (+9)

Gather Information 8 (+11)

Intimidate 9 (+12)

Knowledge (civics) 6 (+7)

Notice 8 (+11)

Sense Motive 8 (+11)

Stealth 7 (+10)

Feats: 30 PP

All-Out Attack

Attack Focus (Melee) 6

Benefit (Police Officer)

Contacts

Distract

Dodge Focus 4

Elusive Target

Evasion 2

Improved Aim

Improved Initiative

Luck 5

Power Attack

Precise Shot

Prone Fighting

Skill Mastery (Drive, Intimidate, Notice, Sense Motive)

Startle

Takedown Attack

Powers: 8 + 7 + 17 = 32 PP

Flak Suit, 10 PP Device (Hard to Lose) [8 PP]

Protection 4 [4 PP]

Strike 4 (Power Feats: Mighty, Improved Critical) [6 PP]

Luck Control 2 (cancel GM Fiat, force reroll, Power Feats: Subtle) [7 PP]

Suppressor, 25 PP Device (Easy to Lose, Power Feats: Accurate 2) [17 PP]

Blast 8 (Extra: Autofire, Power Feats: Alternate Power 1) [25 PP]

Alternate Power: Stun 8 (Extras: Range (Ranged)) [24 PP]

Abilities (26) + Combat (28) + Saving Throws (14) + Skills (20) + Feats (30) + Powers (32) - Disadvantages (0) = 150 PP


It all started when he was a few years into the force and went out west to visit his girlfriend in San Francisco. He was going to surprise her at work at the Transamerica Building, and then Overthrow agents took it over as a blow against "the temple of capitalism." He evaded their notice and managed to take out the head of the operation before they knew what was going on, and suddenly, he was the hero cop whose name was on everyone's lips. It would have been a high point for his career... and then, a few years later, a cyberterrorist took over the air traffic control tower at Dulles while he was visiting family. Then he decided to visit Vegas, and someone hired a private army to knock over the most secure casino on the Strip. After about the fourth random coincidence, he realized that either he was the most unlucky son-of-a-bitch on the face of the earth, or someone or something wanted him in place to stop this stuff. So he decided to get proactive and do what most of the others who find themselves thrust up the ranks do - get a costume.

This build is basically John McClane, or your action movie hero of choice with a long string of sequels to their name, realizing that there's something more than coincidence at work and deciding to become a hero. His Powers aren't anything flashy, just a simple suit cobbled together from bulletproof material and a blaster likely taken off an Overthrow agent during his first trial. Like most of your Badass Normals, his flash lies in his Skills and Feats -- he's a damn fine shot, not bad at hand-to-hand, and keeps in touch with the word on the street. He's got a large amount of Luck and some Luck Control to reflect the fact that he's got to have some sort of narrative weight behind him to get through some of these affairs. The Luck Control is mostly limited to pantsing someone else instead of the "spend for others/lend others" functions of the power as a reflection that this guy is usually a lone wolf whenever danger strikes; however, as no one's a lone wolf for long on this site, it might be a good idea to buy up those functions with Power Points.

The main question for this character is, who's pulling the strings? The Moirae, the Norns, Heaven, some sort of anthropomorphic personification of Destiny? And once he figures that out, how's he going to develop? He could be the same old Badass Semi-Normal as he was before, but what if understanding his role in fate allows him to control it to a finer degree? Maybe he gains superpowers by being able to harness probability and turn it into a bludgeoning weapon.

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Gunslinger

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I do not aim with my hand. He who aims with his hand has forgotten the face of his father. I aim with my eye.

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG

Abilities: 4 + 8 + 4 + 4 + 6 + 4 = 30 PP

Strength 14 (+2)

Dexterity 18 (+4)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+12 Ranged)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +4

Grapple: +8

Knockback: -9/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection [impervious 8])

Fortitude: +7 (+2 CON, +5)

Reflex: +9 (+4 DEX, +5)

Will: +8 (+3 WIS, +5)

Skills: 64r = 16 PP

Craft (mechanical) 8 (+10)

Diplomacy 8 (+10)

Intimidate 8 (+10)

Knowledge (current events) 6 (+8)

Knowledge (history) 6 (+8)

Notice 8 (+11)

Ride 4 (+8)

Sense Motive 8 (+11)

Survival 8 (+11)

Feats: 24 PP

All-Out Attack

Ambidexterity

Attack Focus (ranged) 6

Distract

Dodge Focus 4

Evasion 2

Fearless

Improved Aim

Power Attack

Precise Shot 2

Prone Fighting

Quick Draw

Startle

Uncanny Dodge (visual)

Powers: 19 + 2 + 4 + 16 = 41 PP

Caliber Arms, 30 PP Device (Easy to Lose, Power Feat: Indestructible) [19 PP]

Blast 8 (Extras: Autofire 1, Power Feat: Alternate Power 4, Improved Critical 2) [30 PP]

Alternate Power: Damage 8 (Extras: Area Cone, Selective Attack) [24 PP]

Alternate Power: Blast 8 [16 PP] + Enhanced Feats 4 (Improved Ranged Disarm 2, Improved Sunder 2) [4 PP]

Alternate Power: Blast 8 (Extras: Penetrating 4, Power Feats: Improved Critical 2) [24 PP]

Alternate Power: Blast 8 (Power Feats: Affects Insubstantial 2, Improved Range 2 [400 ft. increments, 3200 ft. max range], Precise, Ricochet 2, Split Attack) [26 PP]

Shooting Supremacy 1 [2 PP]

Super-Senses (Extended Rapid Vision, Danger Sense) 4 [4 PP]

Warded Longcoat, 20 PP Device (Hard to Lose) [16 PP]

Protection 8 (Extras: Impervious) [16 PP]

Immunity (critical hits, cold, heat) 4 [4 PP]

Abilities (30) + Combat (24) + Saving Throws (15) + Skills (16) + Feats (24) + Powers (41) - Disadvantages (0) = 150 PP


Today we're building Roland Deschain, because it's not like I haven't stolen enough from Stephen King already in this thread. Roland is a Gunslinger, the heir to a very, very alternate take on Camelot. The line of King Arthur (Arthur Eld in this world) has survived long enough for Excalibur to be smelted down into a set of firearms, which are claimed by Roland as he's heir to the throne. Then the whole kingdom falls thanks to the man in black, and Roland goes off across the wastes to get revenge on him and find the Dark Tower, the heart of all worlds - and eventually his priorities change when he learns that the Tower holds the Crimson King, a mad god that wants to break it apart and send everything swirling into chaos.

The build is made so that any guns (or ranged weapons) will be impressive in this guy's hands, but with his special arms, he's superhuman. The guns are built to allow for all sorts of firearms tricks - autofire, hitting everything in the area rapid fire, shooting a gun or sword out of someone's hands, penetrating any sort of armor, and outright hitting anything, no matter how far the range. He's also one intimidating guy (like most gunslingers in Westerns are cuddly teddy bears), and he's fast enough on his feet to avoid gunfire and explosions alike. If you want to make the guns more mystical, it might be possible to stunt other effects or strip out some of the Blasts in favor of new ones - a Ranged Paralyze that hits someone with the fear of the gun, a Dazzle that amplifies the muzzle flash and bang, and so on. Or there's always the good old fashioned Perception-range Blast -- I wanted to make the guy incredibly skilled with his guns, but not perfectly skilled. Upon reflection, I've also added in one rank of Shooting Supremacy, to make sure that there's always a chance he'll hit his target instead of the arbitrary 5% chance of failure the critical miss system instills.

Now, FCPbP is not very enthused about the prospect of heroes toting guns, to say the least. However, like many Saturday morning cartoons, we are perfectly fine with characters toting blasters or guns that fire things that aren't metal bullets. It may be that the guns, wrought of Excalibur, channel the might of the legendary sword directly into their blasts, hitting someone with mystical energy or the wielder's will. It may be that they're just as lethal as the wielder wants, as mercy is the mark of a great man. Or, if that's still too much, there's always subbing them out for another ranged weapon, like throwing knives or a chakram. But if you want to keep the guns as straight-up guns, there's no reason this guy needs to be a hero - I'm pretty sure Deadshot could pull off most of Roland's tricks.

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The Murder League: A History

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We shall repay.

The true story of the Murder League is little known. In the eyes of most heroes, agents, and other operatives with an eye towards the shadows, it's existed since the mid-19th century, an order with adherents all the world over dedicated to "the predatory arts." All attempts to try and dig up more info through research often end in blood, and attempts to pry the information from the heads of captured agents via telepathy run headlong into mental walls planted during indoctrination. In truth, its history goes back much farther - and if its shadowy leaders can be trusted at all, it dates back to the dawn of history itself.

First off, the Murder League is but one name of the order, adopted around the time many believe the group began in order to streamline efforts to bring other groups under its umbrella. Until then, the core of the group was known as the Order of the Bloodied Stone. The League is a many-tiered organization, drawing into its ranks career criminals, hitmen, mercenaries, and some of the most broken individuals in all existence. The first step to recruitment is The First Mystery - the Material. Those inducted into the League at this Mystery, usually through a front group with mostly secular and apolitical goals, are plied with riches, companionship, and whatever goods they may desire. The rewards keep many blind to the fact that they are the League's most disposable pawns, used by proxy for "grunt work" or high-risk, low-yield assignments. For a number of recruits, the lap of luxury is enough, but often, having everything starts to wear on a candidate.

This is when they are made ready for the Second Mystery, one that many terrorists are directly recruited into -- the Salvation. Those disenchanted with mere riches are pointed towards a goal in line with their own politics or religion - or a dark reflection of such - and subtly guided to find common cause. This is where the first level of indoctrination takes place, as some of the more talented members of the League start to weave mental blocks into their agents that keep them from revealing the order's greatest secret. This is the tier where most of the League's "enlightened" operatives serve, dealing with the prestigious assignments that treat carnage as a byproduct of the greater good. However, the tier is also meant as a stress test. Whenever an agent initiated into the Second Mystery shows substantial promise, they are pushed to the limit, sent out on high-stress, high-risk assignments with a great chance of collateral damage, designed entirely to disillusion them towards their chosen cause. When the cognitive dissonance reaches its peak, one of the secret masters of the League steps in to bring the conflicted agent into the Third Mystery - the Glory.

The initiate is brought before the leader of the League, known only as "the Prodigal," and educated in the "true history" of the Order of the Bloodied Stone. The Order, to hear them tell it, stretches back before recorded history, to the first murderer himself - Cain. Cain killed his brother, Abel, as a sacrifice to God, the destruction of that which he loved best. For his act, Cain was blessed by God with immortality and protection for all mortal harm. In his wandering of the earth, he sired children in many lands, who learned at his feet about the gifts of death. His so-called "curse" did not pass along with him, however, and his children, seeking to join their father in earning the Lord's esteem, formed the Order, dedicated to mastering the art of killing until one could work a murder so great, it would earn the attention of God.

How much of this is true? Depends who you ask. The Prodigal is not Cain, and does not claim to be -- she claims to be her father's best student, however, one who has managed to earn the notice of Heaven through her crimes and claim the reward of longevity, but with the need to renew her "contract before the Lord" every so often. No one has heard from or seen Cain for the better part of two millennia, but for all that time, the League has been shadowed. A mysterious stranger, with a constantly bleeding wound and a scarred face, emerges from the darkness every few generations to violently smash the more sensitive operations of the League. Many in the third tier believe it is Abel, seeking to wrest the glory from his brother and his followers. But some whisper that it's not Abel - it's Cain, who's none too pleased with how his children have strayed.

Seven Faces of Death

The Merchants of the Scales (Tier One) - An international coalition of gun runners who prefer to operate via proxies, often supplying both sides of a conflict with the best and most lethal armaments as a way of testing who's willing to do the most for their cause. Their trade mostly lies in top-tier mundane firearms, but a few Merchants have managed to get their hands on "super tech," serving as a supply for whatever aspiring supervillain can pony up the cash to rain down carnage.

The Gentleman's Game (Tier One) - Less of a faction within the League and more of an extracurricular, the Gentleman's Game is a loose-knit social group defined by a semi-annual tradition. Every six months, one of its members is chosen as proctor; said proctor then compiles a list of essential individuals and divides the names amongst the members. The individuals in question make up targets for the six month window, ranging in importance from beat cops to mayors to superheroes to national politicians. There is no real reward beyond bragging rights, but that doesn't stop many members - especially since there's no rule against claiming the spoils of a successful kill. In truth, the Gentleman's Game began as an experiment by someone initiated into the Third Mystery to study how one murder can change the world; she has merely let it progress in the hands of her subjects, and charts the results from afar.

The Shadowed Seers (Tier Two) - How do you create the perfect murder? Study death itself. A holy order of necromancers, mediums, and other dealers in the dead, the Seers try to emulate the great accomplishment of Cain through studying the aftermath of murder. They read crime scenes to judge the emotional resonance of the act, interrogate ghosts to learn what they felt at the moment of death, and plan out their own killings like scientific experiments, measuring their impact on the local populace, the barrier of life and death, and, if possible, the world of the divine.

The Calf-Slayers (Tier Two) - While evidence suggests that the Thuggees were less of a cult devoted to Kali and more a band of plain old robbers and murderers who paid lip service to the goddess, there has been a secret order of fanatical Hindu murderers that has long harrowed India and the surrounding lands. The Calf-Slayers believe that the world is in the midst of the Kali Yuga - named not for the goddess, but for the male demon Kali - the last great age of the world, when men are given to vice, greed and betrayal. The bull of dharma stands on one leg in this time... and it is the job of the Calf-Slayers to knock that leg out, slaying dharma so that the Yugas may start again with renewed righteousness. The cult is made up of "ascetic hedonists" who encourage the flow of vice while abstaining from pleasures of the flesh. They also take their faith rather seriously, lamenting the informal dissolution of the caste system in India and striking at Dalits who dare to rise above their station.

The Last Free Men (Tier Two) - A mixture of illegalist anarchists, radical Objectivists, and just plain sociopathic creeps, the Last Free Men have moved beyond petty greed and desire and embraced "enlightened" greed and desire as a cause. After going through the trials of the First Mystery, those who join the Free Men come to believe that their self-interest and desire to seize everything is a morally right path, and they will serve as the beacons for a society with no restraints, no limits, just pure embrace of want. They take aim at the pillars of organized society - bureaucrats, politicians, police men, union bosses - and try to encourage violent dissent amongst the populace at every turn.

The Stone Circle (Tier Three) - The Stone Circle is regarded by others initiated into the Third Mystery as somewhere between mad scientists, drunken gods, and heretics. Made up of quantum engineers, sorcerers, and others who dabble with the fabric of the universe, the Circle maintains the network that connects the Murder League with other manifestations of itself throughout the multiverse. The leaders of the Circle follow a Gnostic variant on the gospel of Cain, believing that the many universes are reflections generated by "the Second Knowledge" - the murder of Abel, placed on par with eating the fruit of the Tree of Knowledge when it came to breaking the grip of the Demiurge. The Circle has extensive knowledge of Anti-Earth, believing it to be "a higher heaven" in the multiversal order where the ideals of Cain -- or Abel, in this universe -- have been fully realized, though they're slightly distraught to learn the counterpart of their own particular order is devoted to routing carnage and genocide.

The Lamentations (Tier Three) - Not all are accepting of the benevolence of the predatory arts. The holy texts of the Order of the Bloodied Stone hold that Abel rejected his position as God's favored sacrifice and gave in to envy, appointing himself the first martyr and sending the restless dead and their agents to harrow Cain and his children until the end of time. The Lamentations are the elite warriors of the Third Mystery, dedicated to investigating threats to the League and dispatching them as swiftly as possible. The Lamentations operate under the somewhat deluded belief that all those who strike against the League are agents of Abel, whether they know it or not -- and superheroes of any stripe who investigate the League have received dread gifts from the lord of martyrs with which to spoil their holy work.


The Murder League is, on its face, one of the potentially sillier elements of the Freedom City setting, likely drawing inspiration from something less silly but still not bearing the most marketable of names in the DCU (there's a reason it was "the League of Shadows" in Batman Begins). There's not a lot to go on aside from Elite's backstory in Hero High - we know they're multiversal, they don't take no for an answer, and, well, obviously they like murder. So when you're given a name like the Murder League, you need to work inwards towards the assumption that the group really likes murder. Not just for fun and games, but as a sacrament.

This version of the Murder League is part globe-spanning terror network, part mystery cult. The League of Assassins was a noted influence, with elements of a more recent DCU institution, the Church of Crime, folded in -- and when you think of horrible people who like bloodshed and revere Cain, you can't help but think of the Sabbat. In actual practice, the Murder League is more like either the Church or the Sabbat than the League -- they're not a proxy of some immortal madman with a goal for world domination or utopia through bloodshed, but a gigantic cult that got the tale of Cain and Abel horribly, horribly wrong. They're the kinds of people who will respond to "Why is there suffering and violence in the world?" with "Because God wills it" - not because there's some greater thing at work that humans can't understand, but because it's holy and right.

I included a few sample faces for the League at all three of their operating levels, but other branches definitely exist. As for the listed ones, there are many ways to bring heroes in. Maybe they get targeted as part of the Gentleman's Game. Perhaps they do some digging into an arms deal and find out the Merchants of the Scales are pulling the strings. Or maybe the Lamentations come at them out of the darkness, proclaiming them to be an agent of Abel and swearing not to rest until they fall.

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Anteros

eros.jpg

Some people call me the gangster of love...

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 8 + 4 + 8 + 2 + 4 + 8 = 34 PP

Strength 30/18 (+10/+4)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 30/18 (+10/+4)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Bow of the Erotes)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +2

Grapple: +20/+10

Knockback: -10/-5/-2

Saving Throws: 4 + 6 + 5 = 15 PP

Toughness: +10/+4 (+4 CON, +8 Protection)

Fortitude: +8 (+4 CON, +4)

Reflex: +8 (+2 DEX, +6)

Will: +15/+7 (+8 Mind Shield, +2 WIS, +5)

Skills: 52r = 13 PP

Bluff 7 (+17/+11, +21/+15 Attractive)

Diplomacy 7 (+17/+11, +21/+15 Attractive)

Gather Information 6 (+10)

Knowledge (theology and philosophy) 10 (+11)

Language (Greek [base], Latin, English, French)

Notice 8 (+10)

Sense Motive 11 (+13)

Feats: 17 PP

Accurate Attack

All-Out Attack

Attack Specialization (Bow of the Erotes) 2

Attractive

Dodge Focus 4

Distract

Fascinate (Bluff)

Improved Aim

Precise Shot

Power Attack

Ranged Pin

Redirect

Uncanny Dodge (visual)

Powers: 21 + 12 + 5 + 6 + 3 = 47 PP

Bow of the Erotes, 35 PP Device (Easy to Lose) [21 PP]

Emotion Control 10 (Extras: Area Selective, Power Feats: Alternate Power 5) [35 PP]

Alternate Power: Blast 10 (Extras: Alternate Save [Will]) [30 PP]

Alternate Power: Paralyze 10 (Extras: Range [Ranged]) [30 PP]

Alternate Power: Enhanced Strength 12 [12 PP] + Impervious Toughness 10 [10 PP] + Mind Shield 8 [8 PP]

Alternate Power: Blast 10 (Extras: Autofire 1) [30 PP]

Alternate Power: Confuse 10 (Extras: Area Cone, Selective Attack) [30 PP]

Enhanced Charisma 12 [12 PP]

Flight 3 (50 MPH, 500 ft./round; Flaws: Power Loss [bound wings]) [5 PP]

Protection 6 [6 PP]

Super-Senses (Detect Mood and Physical Condition, Psychic Awareness) 3 [3 PP]

Abilities (34) + Combat (24) + Saving Throws (15) + Skills (13) + Feats (17) + Powers (47) - Disadvantages (0) = 150 PP


Consider this one an early Valentine's Day gift. Love as a superpower is one of those things that usually ends up awkward at best, hideously creepy at worst. Some times you get characters whose powers are based around facilitating and ensuring love, like Starfox... who then had his powers and their ramifications utterly deconstructed during Dan Slott's run on She-Hulk (guess what - you've got cosmic roofies!) Some times you get characters singularly dedicated to love as an ideal, like the Star Sapphire Corps, and I'd need a long scroll of parchment to list all the things wrong with them as an institution and a literary construct.* So when it comes to comics, love usually gets twisted, broken, and bent -- and even if it's played straight, it's usually in the magical girl, "I'll save the day with my pretty love beams!" sense.

So how better to play the power of love straight and break the idea of it being limited to the "feminine" side of a false male-female dichotomy than by statting up one of the Erotes? It would be simple to stat up Eros, but he's the god of love, straight up, meaning that he's usually the guy responsible when a love spell leads to lust gone wrong. Anteros, on the other hand, is the god of requited love, meaning he represents love in its true, honest aspect - and, seeing as he's the avenger of love betrayed, has a bit more of a reason to be a superhero. As a minor god, Anteros has plenty of superhuman capacity, but not in all fields - he relies on his Bow for godly strength, but his personality stands out on its own. He's very, very good at making a good impression, even if someone were to strip him of his Enhanced Charisma. The Bow covers the traditional province of "arrows of love and hatred," but it also allows him to strike at the mind, harrow the will with strange bursts of emotion, root someone to the spot with the sheer overwhelming force of love, and... well, just fire plain old mundane arrows. In addition, it allows him to channel his providence as a champion of love by basically becoming a titan who can't be corrupted by mind magics.

The power set probably works best for someone who's a divine champion of love, as taking a psychic and making their power set all about stoking and manipulating love lands right back in unfortunate implications territory. There's no reason it has to be Anteros, however, and no reason it has to be a dude - if you want to play Aphrodite, Freya, Inanna or Hathor, that's certainly an option as well. Or maybe they're an artist powered by the sheer platonic weight of love, the same way Lady Liberty channels the spirit of America.

*But here's a short list! It's a group devoted to love made up almost entirely of women; despite being almost entirely made up of women, their costume consists of midriff-baring metal swimsuits and high heels; they're at the far end of the emotional spectrum, where it's noted Corps members have less control over their guiding emotions, meaning the predominantly female Corps is "all emotional" and overwhelmed by love; their form of love sometimes takes on the tone of brainwashing; and their Corps totem is known as "the Predator" and once possessed a stalker because he made a good receptive host. It's creep-a-licious!

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Living Continuity Error

Donnatroy.PNG.png

The world as it was is gone. But the world as it is needs champions.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 4 + 4 + 6 + 4 = 26 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Temporal Disarray)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +2

Grapple: +7

Knockback: -10/-5/-1

Saving Throws: 6 + 6 + 6 = 18 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +8 (+2 CON, +6)

Reflex: +8 (+2 DEX, +6)

Will: +8 (+2 WIS, +6)

Skills: 60r = 15 PP

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Knowledge (current events) 6 (+8)

Knowledge (history) 10 (+12)

Knowledge (physical sciences) 6 (+8)

Notice 8 (+11)

Sense Motive 6 (+9)

Feats: 16 PP

Accurate Attack

All-Out Attack

Challenge (Fast Startle)

Distract

Dodge Focus 4

Eidetic Memory

Instant Up

Move-By Action

Power Attack

Quick Change

Startle

Uncanny Dodge (visual)

Well-Informed

Powers: 1 + 8 + 4 + 38 = 51 PP

Features (Temporal Inertia) 1 [1 PP]

Protection 8 [8 PP]

Super-Senses (Detect Temporal Anomaly Ranged Extended Acute) 4 [4 PP]

Temporal Disarray, 32 PP Array (Feats: Accurate 2, Alternate Power 4) [38 PP]

  • Base: Enhanced Strength 16 [16 PP] + Impervious Toughness 10 [10 PP] + Flight 3 (50 MPH, 500 ft./round) [6 PP]
    Alternate Power: Paralyze 10 (Extras: Range [Perception]; Flaws: Action [Full-Round]) [30 PP]
    Alternate Power: Blast 10 (Extras: Area Shapeable; Power Feats: Incurable, Affects Insubstantial 1) [32 PP]
    Alternate Power: Corrosion 10 (Power Feats: Incurable, Reversible) [32 PP]
    Alternate Power: Healing 10 (Extras: Total, Restoration; Flaws: Personal; Feats: Persistent, Regrowth) [32 PP]

Abilities (26) + Combat (24) + Saving Throws (18) + Skills (15) + Feats (16) + Powers (51) - Disadvantages (0) = 150 PP


Comic books are a medium that relies heavily on continuity - at least, until the point that some companies say, "Screw it," and order a line-wide reboot in the name of simplification. As a result of both the former and the latter, some characters end up having their very natures turned sideways, either because someone didn't pay attention or decided to answer a question with something that just raised further questions. Examples of this range in complexity from Power Girl (from Superman's Kryptonian cousin to granddaughter of an Atlantean mage to the lone Kryptonian survivor of a universe that had vanished in the last Crisis) to Wonder Girl (from Wonder Woman's teenage self to an orphan raised by the Greek Titans to a magic mirror reflection cursed to many tragic fates to the conglomeration of every possible incarnation of Donna Troy across the multiverse) to Hawkman (I am nowhere near drunk enough to attempt taking that one on). Add in the fact that comic book universes often have reasons for time travel and the existence of parallel universes, and it seems reasonable enough that someone's personal chronology could have a corkscrew taken to it.

This is what happens when a hero gets directly affected by the time stream forking around them. The character begins as a Flying Brick type because, well, a good number of the continuity-afflicted examples listed above have super-strength, nigh invulnerability, and flight. But as a result of getting "time punched," their own power set shifts out in favor of direct influence over the time stream and the fabric between universes. They might open holes to the great screaming beyond and hit people with the bleed from between universes (or tachyon energy, if you're feeling up on your Star Trek babble), isolate a person from the flow of time and freeze them, hit something with the wear of ages, or concentrate on themselves and wholly reverse any damage they've suffered. They're not a complete master of time (we'll get to that when we work our way down the Tradition builds), but they've got a fragment of the time stream wedged in their very being, and they know how to use it. And with a knowledge of when time's being messed with and the ability to resist its vagaries, they're likely going to need it whenever the next blow to the time stream occurs.

There are other ways to build someone afflicted from the flow of time, of course. Maybe instead of getting caught between the folding pages of the Book of Time, they instead got "helped" by someone who was playing with the space-time continuum and became a fixed point in the universe. In which case, feel free to add Regeneration by the boatload to reflect the fact that they keep "rewinding" to the point where they once were. There are a lot of ways the character might have ended up in this mess that don't involve continuity errors. Maybe they're a novice time traveler who accidentally got caught in a grandfather paradox and is trying to work it off through probationary duty in the time police. Or maybe they're not a hero at all - maybe they're someone who remembers how this world used to be, and who's willing to do anything to set it "right".

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The Light of Truth

White_Lantern_Power_Battery.jpg

Let all see our light.

Mentor, the founder and central database of the Star Knights, spent millennia gathering information from individuals all across the galaxy. He learned from diplomats, star pirates, nomads, traders, mentats, and even the occasional cosmic intelligence. Five centuries before the formation of the Star Knights, one of his subroutines learned from a passing trader of a solar system on the outer part of the Carina-Sagittarius Bar that existed under conditions of perfect harmony. Mentor, who'd already begun formulating the idea of a means for protection following trade route conflicts between the Lor and the Grue, sent some of his drones into the system to discover whether the stories were true.

What he found amazed him. On each settled world in the system, there was peace, prosperity, and absolute harmony. Mentor soon learned the reason for the peace - a military order known as the Light of Truth. The Lightbearers, the order's knights, told Mentor that they had once been soldiers in a world-spanning conflict of attrition, something that began out of a petty trade dispute but had claimed hundreds of thousands of lives and saw no sign of ever ending. During a conflict on a deserted planet on the outer rim of one system, a young soldier named Galun fell into a cave and found an antique torch that burned with a pure, white flame. When he took the torch, he felt peace come over him. He returned to the field and, using the torch as a beacon, got both armies to sit down and agree to terms of peace. From that battlefield was born the Light - those who plunged their hands into the torch found that they carried a portion of its flame inside them, which could be used to spread its calming effect and as a weapon for all efforts where negotiations failed. Within two centuries, their light shone in every city on every planet, and crime, war, and poverty were things of the past.

Mentor was impressed to hear of their success... but something kept nagging at the back of his head. While the system seemed prosperous and well-maintained, it did not have the tech level to be a perfect post-scarcity society, meaning that there had to be some level of poverty. And while the political workings of the various planets were civil and courteous, it struck him as odd that there were no dissident or fringe factions with any sort of organization. Mentor sent some of his more subtle agents - spy drones, nanoclouds, and sentient radio signals - into the chapterhouses of the Light of Truth to discover the secret of their operations. After three days of seemingly nothing, he was shocked to find a thief dragged into a pure white room to be interrogated by Lightbearers who kept their faces masked. Once he had been made to confess to his crimes, a replica of the torch that was the source of the Light's power was brought before the thief, and he had his head plunged into the flames. Once he was removed from the chapterhouse, Mentor tracked him down and established mental contact, to find that part of his consciousness had been burned away by the flames. Fearing the worst, he sought out several citizens amongst the populace of the many worlds and established mental contact with them, to see if the account of the Light's rise was true. To his horror, he found that memories pertaining to the exact nature of the war and the events after its conclusion had been purged from every subject he probed.

Mentor was left with a quandary - how to reestablish freedom in a system where the very concept had been purged away? A few days after his grim discovery, he began a guerilla war against the Light of Truth, using his drones to help perform psychic therapy on those lobotomized by the Lightbearers. It was a slow and risky process, but in time, free will began to return to the population. The next question was how to keep it. Once Mentor felt he had enough of the population returned to full mental capacity and rallied behind his banner, he struck the first blow against the Light of Truth, destroying their chapterhouse on the system's core planet. A long and desperate war followed, between the Lightbearers and whatever captives they could convert to their side, and Mentor and the free citizens of the system. In time, however, Mentor gained the upper hand, and cornered the remaining agents of the Light in their final stronghold. To Mentor's eternal regret, it seemed the Lightbearers chose death over surrender, as the entire building was torn to atoms in a bright burst of white flame. The Light of Truth was gone... but Mentor grew suspicious when he could not find the legendary torch in the crater where the stronghold had once been.

Mentor spent the next few generations helping to oversee the system, finally removing his agents from direct intervention when it seemed like the many worlds had become stable again. He kept observers on watch, in case the Light returned to lay claim to the system once more, but kept his hand out of local affairs. When the Lor-Grue conflict spilled out into full-on war, he created the Star Knights, taking steps to make sure they maintained order his way - as peacekeepers and diplomats, not as demagogues and tyrants. Mentor's fears about the Light, however, are true. They were not destroyed at their last stand, but rather flung halfway across the universe. When they settled, they began converting the native populations to their ways, by force if necessary. They have claimed several systems in the time since they were exiled from the Milky Way. And now, they want to come home...

Brand of the Light, 85 PP Device (Hard to Lose, Power Feats: Indestructible) [69 PP]

Blast 10 (Extras: Autofire, Power Feats: Alternate Power 6) [36 PP]

Alternate Power: Emotion Control 10 (Extras: Area Burst, Selective Attack; Flaws: Limited to Calm) [30 PP]

Alternate Power: Blast 10 (Extras: Area Burst) [30 PP]

Alternate Power: Mental Transform (personality) 10 (Extras: Duration [Continuous]; Flaws: Range [Touch], Action [Full-Round]) [30 PP]

Alternate Power: Mind Control 10 (Extras: Conscious) [30 PP]

Alternate Power: Enhanced Strength 16 [16 PP] + Super-Strength 5 (+25 Lifting Strength; Power Feats: Bracing, Countering Punch, Groundstrike, Shockwave) [14 PP]

Alternate Power: Dazzle (visual) 10 (Extras: Area Selective) [30 PP]

Immunity (life support) 9 [9 PP]

Flight 3 (50 MPH, 500 ft./round) [6 PP]

Protection 10 (Extras: Impervious) [20 PP]

Space Travel 9 (500c) [9 PP]

Super-Senses (Darkvision, Direction Sense, Infravision, Radio) 5 [5 PP]


As has been pointed out in chat quite a few times lately, Freedom City could use a few more cosmic threats. Oh, sure, there are independent actors like Blackstar and Captain Kraken, armies like the Grue, and threats to existence like the Terminus, but there needs to be more out in the great starry beyond if we want some real cosmic-level action amongst our heroes (a la Annihilation and the many cosmic events that spun out of that). So when I thought cosmic, I thought about everything that's been done wrong with the Guardians of the Universe in recent years. Now, throughout the history of the Green Lantern Corps, the Guardians have had their share of screw-ups - they were responsible for the Manhunters, of course, and they had to deal with the species they diverged from, the Controllers. But at some point in recent years, the Guardians vanished up their own butts. The resurrection of Hal Jordan likely has something to do with this from a storytelling perspective - as Hal was a hot-shot fighter pilot who rankled under authority but now worked for the cosmic embodiment of The Man, he had to have something to oppose, hence why his superiors claimed cosmic providence but kept doing horrible things. From granting their officers of peace and justice lethal force to ignoring that one of their number had been corrupted by the very essence of undeath to, as of recently, lobotomizing the only sane member of their number, the Guardians have gone from a force of justice to, as Green Arrow would put it, "little blue fascists."

So, why not run with that? Why not have the Guardians, and the Green Lanterns serving under them, be horrible, horrible people, trying to bring peace to the galaxy by utterly brainwashing everyone into a little fascist wonderland? Story-wise, the Light of Truth serves the same role to the Star Knights as the Manhunters did to the Green Lanterns - they were the first experiment, the one whose wonders turned out to hide a dark underbelly that, if allowed to thrive, would have crushed freedom in the universe. They were banished, with the force that drove them away swearing to learn from their mistakes - only Mentor actually has, rather than falling right into the same pattern of horrible that the Guardians seem to be dancing these days. Story-wise, the Light of Truth can serve many roles. Maybe they show up on Earth pledging to solve all our problems, a la the Hyperclan, while Star Knight is mysteriously "inconvenienced." Maybe they begin on the outer fringes of Lor space, surging in having organized into something resembling the Imperium. Or maybe they've refined their brainwashing skills, and are sending in sleeper agents to help destabilize a local system so that they can swoop in and take it over.

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Connected Reality Hacker

Planetary4.jpg

Magic is just the cheat codes to the universe.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 6 + 4 + 8 + 4 + 4 = 28 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 18 (+4)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Sphere of Correspondence)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +7

Knockback: -10/-5/-1

Saving Throws: 4 + 6 + 6 = 16 PP

Toughness: +10/+2 (+2 CON, +8 Force Field)

Fortitude: +6 (+2 CON, +4)

Reflex: +9 (+3 DEX, +6)

Will: +8 (+2 WIS, +6)

Skills: 76r = 19 PP

Bluff 8 (+10)

Computers 10 (+14)

Concentration 10 (+12)

Diplomacy 6 (+8)

Disable Device 8 (+12)

Gather Information 6 (+8)

Knowledge (arcane lore) 6 (+10)

Knowledge (technology) 8 (+12)

Notice 8 (+10)

Sense Motive 6 (+8)

Feats: 13 PP

All-Out Attack

Blind-Fighting

Dodge Focus 4

Evasion

Move-By Action

Power Attack

Ritualist

Skill Mastery (Computers, Concentration, Knowledge (technology), Notice)

Uncanny Dodge (visual)

Well-Informed

Powers: 8 + 38 + 4 = 50 PP

Force Field 8 [8 PP]

Sphere of Correspondence, 30 PP Array, Feats: Accurate 2, Alternate Power 6 [38 PP]

  • Base: Teleport 9 (anywhere on Earth, Extras: Accurate; Feats: Change Velocity, Easy, Turnabout) [30 PP] “travel the invisible threadâ€
    Alternate Power: Teleport 9 (anywhere on Earth, Extras: Portal; Flaws: Action [Full-Round], Power Feats: Easy) [28 PP] “the door between everywhereâ€
    Alternate Power: Apply Impervious and Reflective (any physical) to Toughness [30 PP] “stop hitting yourselfâ€
    Alternate Power: Move Object 10 (Extras: Area Burst, Damaging; Flaws: Limited to Pull) [30 PP] “open the singularityâ€
    Alternate Power: ESP (visual, audio) 6 (20 miles) [18 PP] + Communication (mental) 6 (20 miles) [6 PP] “localized broadcastâ€
    Alternate Power: Blast 10 (Extras: Area Shapeable) [30 PP] “down upon your headsâ€
    Alternate Power: Dimensional Pocket 10 (100,000 lbs. capacity; Extra: Area Selective) [30 PP] “down the rabbit holeâ€

Super-Senses (Extended Radius Vision, ESP Awareness Analytical) 4 [4 PP]

Abilities (28) + Combat (24) + Saving Throws (16) + Skills (19) + Feats (13) + Powers (50) - Disadvantages (0) = 150 PP


We're back into the Traditions, and this time, we're handling the Virtual Adepts. The Adepts are the newest of the Traditions - they were originally a part of the Technocracy, the big conspiracy for order and reason, but walked out after the higher-ups had Alan Turing killed for claiming the order was doing too much to preserve stasis, too little to inspire the masses. Their paradigm is not for anyone who's ever thrown Warren Ellis's more tech-heavy stuff against a wall. They're proponents of the holographic principle, that all points in reality are reflections of one great singularity that defines the core of all existence. The "Information" cast by the "Correspondence Point" bears closer relations than anyone thinks - if you can read a letter and imagine yourself at the scene it describes, then who's to say you can't really be there? As such, they bear an affinity with the Sphere of Correspondence, which deals with the connections between all things and thus heavily involves teleportation, scrying, and sympathetic magic.

Now, sympathetic magic - "toilet bombing," as it's sometimes called - isn't something we like to use much in Freedom City, as there's nothing really heroic about hitting your opponent from half a city away just because you got one of their toenail clippings. Everything else, however, is fair game. This mage can rip open holes in space, allowing him the ability to travel anywhere in the blink of an eye - or, if he takes his time, to allow his colleagues to come along for the ride. Establishing connections is his big trick, and one of the major uses for Correspondence in Mage - this guy can drop things on people by summoning them to appear right over their heads, open holes to the space between spaces right beneath their feet, or (in a trick shamelessly borrowed from Neverwhere) catch people off their feet by temporarily ripping open a controlled connection to the event horizon of a black hole. When they're not playing merry hell with the fabric of space, they're able to cast their gaze anywhere in a reasonable area and project their consciousness to deliver a message along it, a sort of bilocation. The Super-Senses allow them to register when they're being watched by their very own methods, as well as be aware of what's happening at all times.

I didn't give the guy Dimensional Movement, as Correspondence is mostly about what happens in this realm - you'd need Spirit to go to the other ones. However, it's not unreasonable to give someone who can rip open space the ability to walk to the world next door. Likewise, they might be able to fracture space in ways that Nauseate all those who look upon it, or toss up a Ward by hardening the conceptual barriers around them. Origins for such a character will likely involve realty hacking or other Matrix shenanigans, but there are other ways to explain the space-warping prowess. Maybe they're the incarnation of a Boltzmann brain formed from the information gathered by a black hole, someone connected to the secret roads of reality who knows how to "redraw the routes"... or just an extremely skilled teleporter who knows every trick in the book.

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Angelic Paragon

1286169-seraph_super.jpg

Of course He hears you. That's why He sent me.

Power Level: PL10 (150 PP)

Trade-Offs: DEF -2/TOU +2

Abilities: 6 + 4 + 6 + 2 + 4 + 6 = 28 PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Combat: 12 + 8 = 20 PP

Attack: +6 (+10 Heaven’s Strength)

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Initiative: +2

Grapple: +22/+9

Knockback: -10/-5/-1

Saving Throws: 0 + 4 + 7 = 11 PP

Toughness: +12/+3 (+3 CON, +9 Enhanced CON)

Fortitude: +12/+3 (+3 CON, +9 Enhanced CON, +0)

Reflex: +6 (+2 DEX, +4)

Will: +9 (+2 WIS, +7)

Skills: 60r = 15 PP

Diplomacy 12 (+15)

Gather Information 6 (+9)

Intimidate 10 (+13)

Knowledge (arcane lore) 4 (+5)

Knowledge (theology and philosophy) 10 (+11)

Language (English [Native], Enochian)

Notice 7 (+9)

Sense Motive 10 (+12)

Feats: 9 PP

All-Out Attack

Dodge Focus 4

Move-By Action

Power Attack

Startle

Uncanny Dodge (audio)

Powers: 6 + 18 + 8 + 25 + 10 = 67 PP

Comprehend (Languages) 3 [6 PP]

Enhanced Constitution 18 [18 PP]

Flight 4 (100 MPH, 1000 ft/round) [8 PP]

Heaven’s Strength, 20 PP Array (Power Feats: Accurate 2, Alternate Power 3) [25 PP]

  • Base: Enhanced Strength 14 [14 PP] + Super-Strength 2 (Lifting Strength 45, Power Feats: Shockwave, Bracing) [6 PP] "strength of ten"
    Alternate Power: Strike 7 (Extras: Autofire 1 [10], Power Feats: Mighty, Improved Critical 2) [20 PP] "flaming sword"
    Alternate Power: Damage 10 (Extras: Area Cone, Selective Attack; Flaws: Action [Full-Round]) [20 PP] "divine breath"
    Alternate Power: Move Object 10 [20 PP] "principle of motion"

Impervious Toughness 10 [10 PP]

Abilities (28) + Combat (20) + Saving Throws (11) + Skills (15) + Feats (9) + Powers (67) - Disadvantages (0) = 150 PP


And now it's time for another edition of Fun With Editorial. During the Crisis of Infinite Earths, it was decided that one thing that would happen in the new DC Universe would be that Superman was well and truly the last survivor of Krypton. This is why Supergirl (Kara Zor-El) was killed by the Anti-Monitor and Power Girl (the other Kara Zor-El) had her backstory rewritten so that now she was the heir of an Atlantean mage, except when she wasn't. Within a few years, however, it became clear that the Supergirl name had staying power, so the question emerged - how to make a Supergirl when she most definitely could not be from Krypton? There were a number of attempts before editorial said, "Screw it, she's Kara Zor-El," but one of the longer lasting ones was Linda Danvers. She was a Smallville teen who'd been lined up for sacrifice by her Satanist boyfriend when she was rescued by her predecessor, the shapeshifting Supergirl known as Matrix. Linda was still gravely wounded, though, so Matrix accidentally merged with her in the process of trying to save her. And here's where it gets slightly weird - Matrix's sacrifice in trying to save Linda had been so magnanimous, Linda became host to a benevolent fallen angel, gaining not just the standard Paragon power set, but control over heavenly flame.

So here we have a Paragon who gets their powers from Heaven above. Unlike our own Freedom Angel, who's an all-purpose divine emissary, this one's more of an angel of war. I know I've already made a Paragon with divine origins and control over flame, but approaching the flavor from different angles is always interesting. Besides, this Paragon is more of an emissary from Heaven - she has the ability to speak in tongues, wield a flaming sword, and bring hope to all those she speaks with. She's also got telekinesis, one of those things I kind of threw in because the comic book version had it (yeah, her power set got downright Silver Age Superman at times). I originally had Inspire and Luck in the build but, well, Paragon powers are expensive. They're strongly recommended for buying with Power Points down the line.

There's the most obvious origin for a heroine like this - devout individual caught in a rough place, guardian angel sacrifices individuality to save them, they come out of the deal with superpowers. They could be a hero with flame powers who first "awakened" after touching a divine artifact, coming into full angelic power after a brush with death (I'm not just saying that because I played someone like that in City of Heroes). If you want to go for deep esoterica, they could be one of the Tzadikim Nistarim, or one of the nephilim who's managed to atone for the sins of his forefathers.

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Onmyoji

1182652-abe_no_seimei_large.jpg

The world is full of invisible things. Surely they need one who can settle their affairs.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 4 + 4 + 4 + 6 + 4 = 24 PP

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Onmyodo)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +6

Grapple: +20/+7

Knockback: -13/-5/-1

Saving Throws: 5 + 5 + 7 = 17 PP

Toughness: +10/+2 (+2 CON, +8 Force Field)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+2 CON, +5)

Will: +10 (+3 WIS, +7)

Skills: 72r = 18 PP

Concentration 8 (+11)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Knowledge (arcane lore) 12 (+14)

Knowledge (theology and philosophy) 12 (+14)

Language (Japanese [base], English)

Notice 7 (+9)

Sense Motive 8 (+10)

Feats: 13 PP

All-Out Attack

Contacts

Distract

Dodge Focus 4

Evasion

Improved Initiative

Power Attack

Ritualist

Skill Mastery (Concentration, Diplomacy, Intimidate, Knowledge (arcane lore))

Uncanny Dodge (visual)

Powers: 2 + 8 + 38 + 6 = 54 PP

Comprehend (Spirits) 1 [2 PP]

Force Field 8 [8 PP]

Onmyodo, 31 PP Array (Power Feats: Accurate 2, Alternate Power 5) [38 PP]

  • Base: Nullify Mental Influence 10 (Extra: Area Burst; Power Feats: Selective) [31 PP] “yin-yangâ€
    Alternate Power: Enhanced Strength 18 [18 PP] + Impervious Toughness 10 [10 PP] + Immovable 3 [3 PP] “earthâ€
    Alternate Power: Insubstantial 1 [5 PP] + Elongation 5 (100 ft.) [5 PP] + Super-Movement (Water Walking) 1 [2 PP] + Strike 9 (Extras: Penetrating 3; Power Feats: Affects Insubstantial 2, Improved Critical, Mighty, Knockback 2, Split Attack) [19 PP] “waterâ€
    Alternate Power: Blast 10 (Extras: Area Shapeable; Power Feats: Variable 1 [fire/lightning]) [31 PP] “fireâ€
    Alternate Power: Flight 5 (250 MPH, 2500 ft./round) [10 PP] + Move Object 10 (Power Feats: Subtle) [21 PP] “airâ€
    Alternate Power: Immunity (mental effects) 10 (Extras: Duration [sustained]) [10 PP] + Telepathy 10 (Power Feats: Subtle) [21 PP] “voidâ€

Super-Senses (Detect Spirits Ranged, Precognition) 6 [6 PP]

Abilities (24) + Combat (24) + Saving Throws (17) + Skills (18) + Feats (13) + Powers (54) - Disadvantages (0) = 150 PP


Oh hey, look, Trollthumper's diving into something occult and esoteric, what are the odds. Onmyodo is a magical style that doesn't see much play in Western media. Steeped in Japanese mystical tradition, it involves the manipulation of the yin, the yang, and the godai (the Japanese version of the five classical elements). Starting in the 7th century, the courts of imperial Japan would make use of onmyoji, the practitioners of the way, first as astrologers and fortune tellers, then as exorcists. And like many mystical practitioners, they had their powers blown way, way out of proportion by media that came centuries after their heyday. Abe no Seimei, one of the most prominent onmyoji in Japanese history, is basically the local equivalent of Merlin. And since Freedom City's power scale is less on the John Constantine end and more on the Doctor Strange end, I thought it'd be more fitting to make an onmyoji who doesn't just use the elements of his work to guide him, but calls them up for power.

Unlike my other animism-influenced build, this practitioner doesn't so much call upon spirits for favors as he does embody the principles of his work within him. I tried to embody the principles of the godai in his Array. Earth is linked with the muscles, thus resulting in a mini-Powerhouse build, while water is linked with flowing, change, and adaptation, hence why he basically becomes Inque. Fire is more offensive than the others, but it was either a straight Blast or Emotion Control. I recognize yin and yang got a bit shortchanged as a sort of "reconciliation of dualities" power, but I plan to explore the potential of said duality in a later build.

Origins for this guy? Well... he's an onmyoji. That's how his powers are built, and that's where his origins lie. Then again, there are plenty of different ways to play a mystic - he could be the favored of Takamagahara, a la Dr. Strange, or a down-and-dirty street exorcist with enemies in the most corrupt of spirit courts, a la John Constantine. And there's always the option that he's not an onmyoji at all, but rather someone chosen as a neutral emissary in the conflict between the various bodies of elementals.

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Kinetic Duplicator

Madrox.jpg

I want you to hit me as hard as you possibly can.

Power Level: PL10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 4 + 4 + 4 + 6 = 26 PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Knock Back)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +6

Grapple: +20/+8

Knockback: -10/-5/-1

Saving Throws: 4 + 6 + 5 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +6 (+2 CON, +4)

Reflex: +8 (+2 DEX, +6)

Will: +7 (+2 WIS, +5)

Skills: 56r = 14 PP

Acrobatics 8 (+10)

Bluff 8 (+11)

Diplomacy 6 (+9)

Gather Information 8 (+11)

Intimidate 4 (+7)

Knowledge (current events) 8 (+10)

Notice 8 (+10)

Sense Motive 6 (+8)

Feats: 12 PP

All-Out Attack

Blind-Fighting

Dodge Focus 4

Evasion

Improved Initiative

Move-By Action

Power Attack

Uncanny Dodge (visual)

Well-Informed

Powers: 10 + 9 + 27 + 5 + 8 = 59 PP

Concealment 10 (all senses, Flaws: Miss Chance Only) [10 PP]

Knock Back, 20 PP Array (Power Feats: Accurate 2, Alternate Power 5) [27 PP]

  • Base: Applies Reflective (all physical) to Impervious Toughness [20 PP]
    Alternate Power: Communication 3 (1000 ft., Extras: Area, Flaws: Distracting, Power Feats: Selective) [4 PP] + ESP (all senses) 3 (1000 ft.) [15 PP]
    Alternate Power: Quickness 5 [10 PP] + Speed 5 (250 MPH, 2500 ft./round) [10 PP]
    Alternate Power: Applies Area Burst and Selective to Strike [20 PP]
    Alternate Power: Applies Autofire, Knockback 5 and Penetrating 5 to Strike [20 PP]
    Alternate Power: Move Object 10 (Extras: Area Burst; Flaws: Action [Full-Round]) [20 PP]

Impervious Toughness 10 (Flaws: Limited to Physical) [5 PP]

Protection 8 [8 PP]

Strike 8 (Power Feat: Mighty) [9 PP]

Abilities (26) + Combat (24) + Saving Throws (15) + Skills (14) + Feats (12) + Powers (59) - Disadvantages (0) = 150 PP


So, here's another one of the good old fashioned unique superpowers of the hero world, Jamie Madrox. While the comics world has a fair number of duplicators, Jamie's powers are unique in that they're triggered by kinetic impact, as first discovered when the doctor pulled him out of his mother, gave him the customary slap on the buttocks, and found himself dealing with two babies. During his life, Jamie has certainly learned his way around his powers - he's realized his dupes have some manner of independence, he can absorb whatever knowledge they're learned during their time on walkabout if he draws them back into his body, and he heals when he merges with any of them. But for this build, we're focusing on the core of his powers - that the core of his duplication is a response to kinetic energy.

Credit must be given where credit is due. A lot of the manifestations of Duplication on this build come from AA's own effort to simulate Duplication. Unlike his build, however, this one isn't an all-purpose Powerhouse that carries the power of Duplication so much as someone overflowing with kinetic energy that manifests an energy-based copy as a result of any solid blow against him. Reflective represents the automatic response, and is likely the part of the Array that this guy has up at all times. His Strike reflects the fact that the same overflow of kinetic energy that results in his duplicates means his punches pack a real wallop. He's more of a siege engine than an all-purpose infiltrator, but he definitely knows how to use his duplicates to get around. Odds are with time, he might develop some of Madrox's secondary functions of Duplication - a Personal Total Healing that represents calling a duplicate back into himself, or a Variable Skill Point pool to reflect knowledge gathered by his copies during their travels.

Odds are this character will be a mutant, like Madrox himself. There's already a kinetic-based Duplicator in setting, in the form of Slamdance from the Iron Age book (whose stats suck, hence another reason for this build). Perhaps this character is a child of Slamdance trying to break out of their father's villainous history, or trying to tear down the system where he could not, or is actually Slamdance himself. Then again, there may be more mystical reasons for the power. Like the Seven Deadly Brothers, they may be masters of an ancient martial art that allows them to manifest any disruption to their chi as a clone ready to strike back.

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Former Criminal Mastermind

modestyblaise.gif

You have no idea how boring the underworld gets. This is much more fun.

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG, +2 DEF/-2 TOU

Abilities: 8 + 6 + 8 + 4 + 4 + 6 = 36 PP

Strength 18 (+4)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 12 + 12 = 24 PP

Attack: +6 (+12 Melee, +12 Crossbow)

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +17

Knockback: -4/-2

Saving Throws: 3 + 6 + 5 = 14 PP

Toughness: +8/+4 (+4 CON, +4 Catsuit)

Fortitude: +7 (+4 CON, +3)

Reflex: +9 (+3 DEX, +6)

Will: +7 (+2 WIS, +5)

Skills: 100r = 25 PP

Acrobatics 8 (+11)

Bluff 12 (+15)

Disable Device 10 (+12)

Escape Artist 8 (+11)

Gather Information 8 (+11)

Intimidate 6 (+9)

Knowledge (civics) 4 (+6)

Knowledge (streetwise) 8 (+10)

Language (English [base], French, Spanish, Russian, Italian)

Notice 8 (+10)

Sense Motive 8 (+10)

Sleight of Hand 8 (+11)

Stealth 12/8 (+15/+11)

Feats: 28 PP

All-Out Attack

Attack Focus (Melee) 6

Benefit (Wealth)

Challenge (Fast Feint, Fast Taunt) 2

Connected

Contacts

Distract

Dodge Focus 6

Evasion 2

Hide in Plain Sight

Improved Ranged Disarm

Improvised Tools

Power Attack

Skill Mastery (Bluff, Disable Device, Notice, Stealth)

Taunt

Uncanny Dodge (audio)

Powers: 8 + 15 = 23 PP

Catsuit, 10 PP Device (Hard-to-Lose) [8 PP]

Enhanced Skills (Stealth 4) 1 [1 PP]

Protection 4 [4 PP]

Strike 4 (Power Feats: Mighty) [5 PP]

Crossbow, 20 PP Device (Easy-to-Lose, Power Feats: Accurate 3) [15 PP]

Base: Blast 8 (Power Feats: Alternate Power, Improved Critical 2, Ranged Pin) [20 PP]

Alternate Power: Sleep 8 (Flaws: Action [Full-Round], Power Feats: Improved Critical 2) [18 PP]

Abilities (36) + Combat (24) + Saving Throws (14) + Skills (25) + Feats (28) + Powers (23) - Disadvantages (0) = 150 PP


The "bad girl gone good" is a long-standing archetype in comics. One of the longer standing examples (in three-panel form, if not full-on graphic novel form) would be Modesty Blaise. Even in the market of over-the-top origins, Modesty's is one that pushes incredulity to the breaking point. An orphan of war turned sneak-thief, she seized control of an Tangiers-based gang at the age of 20 -- and, over the next 10 years, managed to expand that gang's holdings to reach the world entire. And at the age of 30, she and her business partner were able to get out of the game and retire into the lap of luxury... except that luxury gets pretty damn boring, especially for someone who's spent most of their life surviving by their wits. So instead of causing crimes, they got into the market of solving crimes - at least, the kinds that peaked their interest.

This one is straight-up Badass Normal. No Luck Control, no magic weapons, just a life's experience in less-than-legal pursuits, the remnants of a crime network, an armored catsuit and a crossbow with narcotic bolts. Even without her suit or crossbow, she's a fairly respectable PL8 Offense/ PL9 Defense when adjusted for caps. She's not quite built to be a front-line fighter - most of her best work involves clinging to the shadows, unnerving opponents, and negating advantages while taking out mooks with tranquilizers. But if she needs to get into the fray, she can easily take guys apart in hand-to-hand combat. This build probably represents her at the start of her second career. As she goes down the line, depending on where she spends her money, she might invest points in a healthy Gadgets pool. Or just lots of Equipment.

The thing about being involved in "the game" is there are so many games that could be. She could be the spy who came in from the cold, the local jewel thief who decided that she was tired of dancing between the heroes and the loose cannons of supervillainy, or the black ops mercenary whose conscience got the better of her. Heck, with the right Knowledge skills, she might have been involved in a stranger game - purveyor and obtainer of cursed artifacts, galactic infiltrator, Labyrinth agent gone rogue.

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Alchemical Super-Scientist

180px-Doc_eon.jpg

Science doesn't keep us down. Science builds the ladder that leads us up, and the rungs for others to follow in our path.

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG

Abilities: 2 + 4 + 4 + 6 + 4 + 2 = 22 PP

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 16 (+3)

Wisdom 14 (+2)

Charisma 12 (+1)

Combat: 12 + 12 = 24 PP

Attack: +6 (+12 Sphere of Matter, +12 Ether Ray)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +2

Grapple: +7

Knockback: -5/-1

Saving Throws: 4 + 5 + 6 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Molecular Superweave)

Fortitude: +6 (+2 CON, +4)

Reflex: +7 (+2 DEX, +5)

Will: +8 (+2 WIS, +6)

Skills: 72r = 18 PP

Bluff 8 (+9)

Craft (mechanical) 10 (+13)

Diplomacy 6 (+7)

Disable Device 11 (+14)

Knowledge (arcane lore) 8 (+11)

Knowledge (physical sciences) 11 (+14)

Knowledge (technology) 6 (+9)

Notice 6 (+8)

Sense Motive 6 (+8)

Feats: 10 PP

Artificer

Dodge Focus 4

Distract

Jack-of-all-Trades

Power Attack

Skill Mastery (Bluff, Craft (mechanical), Disable Device, Knowledge (physical sciences))

Uncanny Dodge (visual)

Powers: 15 + 8 + 38 = 61 PP

Ether Ray, 25 PP Device (Easy to Lose) [15 PP]

Blast 8 (Extras: Penetrating 3, Power Feats: Accurate 3, Improved Critical 2, Split Attack) [25 PP]

Molecular Superweave, 10 PP Device (Hard to Lose) [8 PP]

Protection 8 [8 PP]

Features (Quick Change 2) 2 [2 PP]

Sphere of Matter, 32 PP Array (Power Feats: Accurate 3, Alternate Power 3) [38 PP]

  • Base: Transform (inanimate matter to inanimate matter, same state) 8 [32 PP]
    Alternate Power: Disintegration 8 (Flaws: Affects Objects Only) [32 PP]
    Alternate Power: Shape Matter 8 [32 PP]
    Alternate Power: Healing 8 (Extras: Action [standard], Affects Objects, Total; Flaws: Affects Objects Only) [32 PP]

Abilities (22) + Combat (24) + Saving Throws (15) + Skills (18) + Feats (10) + Powers (61) - Disadvantages (0) = 150 PP


And back to the Traditions. This time, we're building the other big science-oriented Tradition, the Sons of Ether. One of the major themes of Mage was the battle between potential and stasis, and "science," in the form of the Technocracy, was left holding the bag for stasis. In contrast to the Technocracy's vision of science were the Sons of Ether, who believed in SCIENCE! In fact, they were originally part of the Technocracy, dedicated to offering the masses a way of enlightenment through science. As the Technocracy grew more hidebound, however, they began telling the Sons of Ether to sit down and shut up, starting with "disproving" theories of the luminiferous ether. At this point, the Etherites jumped ship over to the Traditions, but not before injecting the idea of quantum physics into the consensus and really screwing with the idea of science as stasis. Their major focus is the Sphere of Matter, which allows them to transform, shape, and destroy inanimate matter.

I decided to go with the "pulp scientist" aspects of the Sons of Ether in building the character. The Etherites, for the most part, are mad scientists, gadgeteers, and adventurers, ranging down the list from Doc Savage to Doc Brown to Doctor Frankenstein (the picture above is Doctor Eon, a Sons of Ether NPC who's basically a black Doc Savage/The Doctor crossover). As such, I was able to give him a small bag of super-science tricks outside of Matter, such as a ray gun and shapechanging armor. The major difficulty of the build is that simulating Matter is expensive - and ironically, the weaker deeds of Matter in Mage are some of the more expensive ones in M&M. You want to change water to oil? That's the second level of Matter in Mage, and Transform at 4 PP/rank in M&M. You want to make metal as bendy as plastic? Matter 3, 4 PP/rank. You want to annihilate matter at range? You get the idea. Create Object is probably the cheapest way to emulate Matter, and that's one of the top-tier things you can do with it in Mage. And I ended up avoiding that in favor of more creative tactics, though don't let that stop you if you want to use the build. Then again, the reason these things are so expensive in M&M is if you think about it, you can do anything with them. Army of robots bearing down on you? They're now chocolate. Solid impervium bulkhead blocking your way? Now there's a hole the size of a screen door in it. Someone's holding up a detonator and threatening to blow up Pyramid Plaza? That detonator is now its component atoms.

Like I said, there are many other powers you can add on to this Array - such as Create Object - or simpler ways to stunt effects. Turning concrete to mud might require Transform, or it might just require Area Burst Snare. As for origins, there are a number of them. They may be a scientist who awakens to a legacy of alchemical experimentation by their ancestors, or an inventor who learns his inventions are just conduits for an innate magical ability and tries to find a way to blend magic and science. You could also strip out the gadgets, rebuild around the Sphere of Matter, and play a straight-up alchemist. In Mage, the predecessors to the Etherties in the Traditions were the Solificati, alchemists who had their power base shattered when their leader was found doing something he really shouldn't have. Or perhaps they're just a super-powerful mutant who knows how to play with matter the way most kids play with Play-Doh.

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Brain Booster

Hourman2.gif

Do I know how to disarm a bomb? Sure! Just give me a minute...

Power Level: 10 (150 PP)

Trade-Offs: +5 ATT/-5 DMG, +5 DEF/-5 TOU

Abilities: 10 + 4 + 10 + 4 + 4 + 4 = 36 PP

Strength 20 (+5)

Dexterity 14 (+2)

Constitution 20 (+5)

Intelligence 26/14 (+8/+2)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+11 Melee, +10/+15 Alternate Form)

Defense: +15/+11 (+6 Base, +5 Dodge Focus, +4 Alternate Form), +3 Flat-Footed

Initiative: +8/+2

Grapple: +20/+16

Knockback: -2

Saving Throws: 3 + 5 + 5 = 13 PP

Toughness: +5 (+5 CON)

Fortitude: +8 (+5 CON, +3)

Reflex: +7 (+2 DEX, +5)

Will: +7 (+2 WIS, +5)

Skills: 60r = 15 PP

Bluff 8 (+10)

Craft (chemical) 8 (+18/+10)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Knowledge (tactics) 8 (+18/+10)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 20 PP

Attack Focus (Melee) 5

Beginner’s Luck

Dodge Focus 5

Luck 2

Master Plan 2

Power Attack

Redirect

Speed of Thought

Uncanny Dodge (visual)

Well-Informed

Powers: 42 PP

Alternate Form 10 (Extras: Total Fade; Flaws: Fades, Unreliable [5 uses/day], Power Feats: Slow Fade 2 [10 minutes]) [42 PP]

Enhanced Attack 4 [8 PP]

Enhanced Defense 4 [8 PP]

Enhanced Feats (Improvised Tools, Jack-of-All-Trades) 2 [2 PP]

Enhanced Intelligence 12 [12 PP]

Quickness 4 (Flaws: Limited to Mental) [2 PP]

Super-Senses (Analytical Rapid Vision, Analytical Rapid Hearing, Danger Sense) 6 [6 PP]

Variable Skills 2 [12 PP]


This build is a different take on the Hourman school of "superpowers for a brief window of time." Limitless, which I watched recently for work-related purposes, deals with a man who finds a drug that temporarily rewires his brain for peak efficiency. Some ads used that damnable "only use 10% of your brain" lie, but fortunately, that got excised in the final cut. As a result, the user is capable of learning anything, recalling anything, and noticing anything. They can learn Chinese by hearing it spoken for a few hours, write a great American novel in 4 days, or survive a fist fight based entirely on recalled kung fu movies. Problem is, like any drug that affects brain function, being off it means you're really off it, constant usage risks certain side-effect... oh, and if you drop it cold turkey, you die. Can't say the last one applies to Ritalin.

This guy is a fairly capable PL8 without powers - more of a straight-up hand-to-hand fighter than anything else, but still able to hold their own and dodge blows. With his Alternate Form, however, he's basically a Swiss Army Knife. With Jack-of-All-Trades, he can do anything untrained, and with his Enhanced INT, he has a professional/expert-level knowledge of anything. Quickness allows him to do it fast, and Super-Senses allow him to process everything just as fast and detect the subtle dirty look that precedes a punch to the face. The Variable Skills cover everything else - while a straight-up Variable pool is always expensive, you have 40 skill ranks to kick around in suddenly remembered/easily acquired knowledge. For if you want to be a theological scholar, Olympic athlete, and piano virtuoso all at the same time.

This build follows the assumption that the character cooked his own miracle drug. Or it may be that they acquired it through strange means, or were born with it in their system as a byproduct of a mad scientist father who liked to self-experiment. The drug, whatever form it takes, will likely be a good source of Complications - if it's addictive (like how Hourman eventually got addicted to the drug that gave him his powers), if it has any side-effects, if the user starts to build a resistance, or if it gets out and becomes a street drug. Then again, maybe it's not a drug at all - maybe they're able to plug into the collective unconsciousness of mankind for brief windows, cramming the assembled knowledge of humanity into their own skull for a short period of time before letting it back out again (either because they just can't hold it down, or because doing it for any longer would risk an aneurysm).

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Explosion Girl

310607-184480-boom-boom_super.jpg

I'd say you've got bigger problems right now. Like, say, that ticking noise...

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 6 + 4 + 4 + 6 + 4 = 26 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 High Explosives)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +7

Knockback: -5/-1

Saving Throws: 5 + 6 + 5 = 16 PP

Toughness: +10/+2 (+2 CON, +8)

Fortitude: +7 (+2 CON, +5)

Reflex: +9 (+3 DEX, +6)

Will: +8 (+3 WIS, +5)

Skills: 76r = 19 PP

Bluff 8 (+10)

Concentration 8 (+11)

Diplomacy 8 (+10)

Disable Device 8 (+10)

Gather Information 8 (+10)

Knowledge (current events) 6 (+8)

Knowledge (streetwise) 6 (+8)

Notice 8 (+10)

Sense Motive 8 (+10)

Sleight of Hand 8 (+10)

Feats: 13 PP

All-Out Attack

Challenge (Fast Feint)

Contacts

Dodge Focus 4

Evasion 2

Move-By Action

Power Attack

Precise Shot

Uncanny Dodge (audio)

Powers: 8 + 39 + 5 = 52 PP

Force Field 8 [8 PP]

High Explosives, 33 PP Array (Power Feats: Accurate 2, Alternate Power 4) [39 PP]

  • Base: Blast 10 (Extras: Area Explosion, Power Feats: Improved Critical, Indirect, Triggered [Time]) [33 PP]
    Alternate Power: Blast 10 (Extras: Autofire, Power Feats: Improved Critical, Indirect, Triggered [Tripwire]) [33 PP]
    Alternate Power: Blast 10 (Extras: Area Burst, Selective Attack, Flaws: Action [Full-Round], Power Feats: Improved Critical, Indirect, Triggered [Time]) [33 PP]
    Alternate Power: Dazzle (visual, audio) 7 (Extras: Area Burst, Power Feats: Improved Critical 2, Indirect, Slow Fade 1 [5 rounds], Triggered [Tripwire]) [33 PP]
    Alternate Power: Stun 10 (Extras: Range [Ranged], Power Feats: Improved Critical, Indirect, Triggered [Tripwire]) [33 PP]

Immunity (dazzle effects) 5 [5 PP]

Abilities (26) + Combat (24) + Saving Throws (16) + Skills (19) + Feats (13) + Powers (52) - Disadvantages (0) = 150 PP


One of those weird recurring motifs in superhero media is women who blow s**t up. Jubilee (before the depowering and the vampirification), Boom-Boom, Plastique, and Curveball from the Wild Cards books are just a few examples. Of course, men aren't exactly hurting here, but it's amazing how many women like to get their high explosives on in comics.

So, here's a build with powers centered entirely around explosions. Which kind of explosions? Any kind of explosions. The slots of her Array run the grounds from a volley of firecrackers to a flash-bang grenade to a stun grenade to a land mine. Not only that, but the Power Feats applied to her attacks give her a chance to really vary things up. Sometimes she can throw a grenade over an embankment, sometimes she can leave a time bomb while she clears the distance between herself and the safe ("You were only supposed to blow the bloody doors off!"), and sometimes she leaves a claymore planted in the ground for someone to trip over. The Force Field likely emerges from the same kinetic mastery that allows her to generate explosions out of thin air, and the Immunity reflects enough time around explosives that she doesn't have to worry about the side effects (tinnitus is never fun).

Given the variety of explosion generators in comics, there are a number of origins for this build. I went with a route like Gambit and Boom-Boom, with an experienced thief and safecracker who really knows how to bust things open when the lockpicks fail. In this origin, the explosions are a mutant power based in manipulation of raw kinetic energy, but there are a number of ways to tailor the build around this. Craft (Chemical) for someone who builds their own boomers, Knowledge (Arcane Lore) and Artificer for an alchemist who's uncorked the raw essence of destruction (God, what is it with me and alchemists lately?), or Acrobatics for a pro athlete with a killer throwing arm who's learned how to turn a discus into a flying mine.

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Hopping Vampire

811666-jiang_shi_large.jpg

There's a beast within me that must be kept down...

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 6 + 6 + (-10) + 4 + 4 + 4 = 14 PP

Strength 30/16 (+3)

Dexterity 16 (+3)

Constitution –

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Melee, +10 Yang Manipulation)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +20/+13

Knockback: -10/-5/--

Saving Throws: 0 + 5 + 5 = 10 PP

Toughness: +10/-- (Protection +10)

Fortitude: --

Reflex: +8 (+3 DEX, +5)

Will: +7 (+2 WIS, +5)

Skills: 48r = 12 PP

Acrobatics 12 (+15)

Diplomacy 6 (+8)

Intimidate 8 (+10)

Knowledge (arcane lore) 4 (+6)

Language (Mandarin [Native], Cantonese, English)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 12 PP

Acrobatic Bluff

All-Out Attack

Challenge (Fast Acrobatic Feint)

Dodge Focus 4

Evasion 2

Move-By Action

Power Attack

Uncanny Dodge (visual)

Powers: 1 + 30 + 5 + 6 + 10 + 3 + 2 + 31 = 88 PP

Drain Con 2 (Flaws: Requires Grapple) [1 PP]

Immunity (Fortitude Effects) 30 [30 PP]

Impervious Toughness 10 (Flaws: Not Applicable to Holy/Yin) [5 PP]

Leaping 6 (Long Jump Max. Distance 5000/3250 ft.) [6 PP]

Protection 10 [10 PP]

Regeneration 6 (Recovery Bonus 5 [+0], Resurrection 1/week, Flaws: Source [Chi Energy]) [3 PP]

Super-Senses (Darkvision) 2 [2 PP]

Yang Manipulation, 25 PP Array (Power Feats: Accurate 2, Alternate Power 4) [31 PP]

  • Base: Enhanced Strength 14 [14 PP] + Adds Vampiric and Improved Critical 1 to Unarmed [11 PP] "draw the wind from the root"
    Alternate Power: Blast 10 (Extras: Penetrating 2, Power Feats: Improved Critical 2, Incurable) [25 PP] "lashing breath"
    Alternate Power: Strike 7 (Extras: Alternate Save [Fort, 10], Penetrating 3, Power Feats: Improved Critical 2, Incurable, Mighty, Split Attack) [25 PP] "poison the chi"
    Alternate Power: Paralyze 10 (Power Feats: Affects Insubstantial 2, Improved Critical 2, Reversible) [25 PP] "stem the river"
    Alternate Power: Emotion Control 10 [20 PP] + Immunity (emotion effects) 5 (Duration: Sustained) [5 PP] "call the po"

Drawbacks: -10 PP

Weakness (Sunlight; dead in 10 rounds) [-7 PP]

Weakness (Holy/Yin-infused items; dazed by Charisma check) [-3 PP]

Abilities (14) + Combat (24) + Saving Throws (10) + Skills (12) + Feats (12) + Powers (88) - Drawbacks (10) = 150 PP


And now we get multicultural with the vampire builds. The jiang shi, or hopping corpse, is often called the Chinese vampire, for a number of reasons - it's a dead thing active at night and possessing superhuman strength that kills humans in order to get at the life-giving substance within them. Reasons for how or why a jiang shi come into being are mixed between the tales; unlike Western vampire myths, where the vampire usually gets sired by another, jiang shi just spontaneously generate, either because the deceased had an imbalance of chi, had more pos (lower souls) than huns (higher souls), or got resurrected the wrong way. Of course, White Wolf made a game all about them, and while it's more than a little bit Orientalist, it definitely explores the potential of the jiang shi.

So, here's my stab at same. It has a lot in common with your typical vampire - undead, requires life force to heal, weak against holy items. For other powers, though, I went with a blend of two potential origins for a jiang shi - that a corpse has more yang energy than yin, and that it has seven lower souls over three higher souls. As a result, its power set is based around manipulating chi and calling on its own po (and the pos of others) for power. It can shut off the flow of chi in others, rooting them to the spot. It can call on inhuman strength to pin someone to the ground and draw enough chi out to heal itself - or it can deliver a mighty blow on the field of battle that does the same. It can shoot out jets of flame by calling on the fire-oriented yang energy that surges through its body, or cause another person's yang energy to go into overdrive with the right blow. And by calling its bestial soul to the surface, it can resist the deprivations of mind tricks and trigger the lizard brains of others.

Regardless of how the jiang shi comes back, though, there needs to be some answer as to why they came back. Maybe they were a Taoist mystic lying at death's door who cast one desperate ritual to remain alive, and decided to use their new, undead talents to fight crime while searching for a way to reorient their chi and return to life. Maybe they were someone who ended up in Diyu for the wrong reasons - or who atoned after ending up there for the right reasons - and was released to act as an agent of the Yama Kings, tracking down evildoers and delivering judgment. Or maybe there's no greater reason why they came back - maybe they're just a mindless, predatory beast produced by fluke chance and ordered around like foot soldiers by one of the aforementioned Taoist mystics.

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Super Horse

200px-CometAndyjones.JPG

Justice rides a white horse!

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG

Abilities: 6 + 6 + 4 + 2 + 4 + 4 = 26 PP

Strength 26/16 (+8/+3)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+12 Unarmed, +12 Frost Burst)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +18/+8

Knockback: -5/-1

Saving Throws: 5 + 5 + 4 = 14 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +8 (+3 DEX, +5)

Will: +6 (+2 WIS, +4)

Skills: 56r = 14 PP

Acrobatics 9 (+12)

Bluff 6 (+8)

Diplomacy 6 (+8)

Handle Animal 8 (+10)

Knowledge (arcane lore) 6 (+7)

Notice 6 (+8)

Ride 9 (+12)

Sense Motive 6 (+8)

Feats: 14 PP

Acrobatic Bluff

Animal Empathy

Attack Specialization (Unarmed) 3

Challenge (Fast Acrobatic Bluff)

Dodge Focus 4

Evasion

Move-By Action

Power Attack

Uncanny Dodge (visual)

Powers: 60 PP

Alternate Form 12 [60 PP]

Additional Limbs 2 [2 PP]

Enhanced Strength 10 [10 PP]

Flight 3 (50 MPH, 500 ft./round) [6 PP]

Frost Burst, 24 PP Array (Power Feats: Accurate 3, Alternate Power 2) [29 PP]

  • Base: Blast 8 (Extra: Area Trail) [24 PP]
    Alternate Power: Damage 8 (Extras: Area Burst, Selective Attack) [24 PP]
    Alternate Power: Snare 8 (Extras: Backlash) [24 PP]

Morph (standard horse) 3 [3 PP]

Protection 8 [8 PP]

Super-Movement (Sure-Footed) [2 PP]

Abilities (24) + Combat (24) + Saving Throws (14) + Skills (14) + Feats (14) + Powers (60) - Disadvantages (0) = 150 PP


I blame Gizmo for this. All of this. So, one of the more cracktacular elements of the Silver Age was Supergirl's horse, Comet. The fact that Supergirl had a super-pony wasn't that out there - after all, Superman had a super-dog, and everyone knows that young women and ponies go together like peanut butter and jelly. The crack came in when Supergirl started dating her horse. Comet was a centaur trapped in horse form as a result of a botched attempt by Circe to turn him human, but he could temporarily assume human form under certain circumstances. He took on the identity of a rodeo cowboy, fell for Supergirl, and started dating her, never really telling her about his other identity. Post-Crisis, Comet was brought back in Peter David's Supergirl, and... if you can believe it, that rendition had even more crack. The time-saving equation to explain Post-Crisis Comet would be "crippled jockey rebuilt with equine DNA by evil organization + mortally wounded bisexual poetess + fallen angel = frost-spewing, centaur-bodied Angel of Love." Yes, this was a thing.

So, here's something along those lines - a human, or something else in a human body, that's really able to let loose by tapping into the inner equine. He's got a centaur's build, hence the Additional Limbs without the corresponding Disability (no hands), but he's able to pass as a normal horse when he needs to. His hooves are hard as steel, his hide can repel a flurry of arrows, and he runs so fast he can climb the air. The frost array is directly lifted from Post-Crisis Comet - in the comics, it was meant to serve as a counterpoint to Supergirl's flame-based powers. It also gives me an excuse to bust out the rarely-seen Area Trail Extra. There's always been something to the bitching van art image of a flying horse trailing magic, and this way, they can hit someone in the face with it.

What kind of origin can you give to a hero like this? Well, despite the more... off-beat elements to it, the Silver Age origin is pretty good for something like this (again - "for something like this"). A centaur caught between the worlds of man and horse, with all of history at his back and trying to find a way to walk between humanity and nature. If you want to work it into the setting, you might have it that he royally pissed off Medea and she screwed with his duality, forcing him to go through centuries of random changes until he finally managed to gain control. If that's not quite up your alley, perhaps they're blessed of a horse god or a deity with a liking towards horses, such as Bai-Ulgan. Maybe they're a knight of the Dream Dimension that's able to merge bodily with a nightmare, spewing flame so cold it burns as they race through the night sky. Just as long as they're not a straight-up werepony. This has been silly enough as is.

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The Pentacle

It's a tough market out there. We're just trying to stir up business.

Being a supervillain is never an easy life. Hell, you have to be really cracked to adopt that term, the kind of person who thinks maniacal laughter is the great way to punctuate any point. For every person in the life who's there because of some driving ethos or some world-encompassing vision, there are two who do it because they just need some cash or because their circumstances prevent them from ever going straight. And then there are the weird go-betweens - the people who haven't quite thrown things like justice or idealism to the wind, but whose ideas of enforcing said ideals put them on the outs with law enforcement and "the caped crusaders." There's a thick line between those who fight for freedom and those who wish to seize the world in their bonds, and you'd be surprised how many people fit into that line.

The Pentacle is one such fellowship, made up of villains by trade and anti-heroes with empty wallets, a long list of enemies, and few people to turn to but each other. Brought together over the years by fate, shared targets, and even romance, the various members of the Pentacle decided to bind their fortunes together seven years ago.

Operating out of the Shadowed Demesne, a townhouse in NYC that serves as an intersection point on the Cosmic Coil, the core five and their mysterious "sixth wheel" have had their shares of gains and losses, their victories and their failures. They've come together more times than they can count... and come damn close to killing one another on just as many occasions.

The Builder (Earth) - Ted Radnor was once one of NYC's most promising architects, capable of creating designs that seemed to emerge from the city naturally. Then came the breakdown, at first traced by doctors to a family history of schizophrenia. It wasn't until he was six months into his term at the mental hospital that Ted realized the voices had a source - he could hear the city talking to him, in the flash of street lights, the hum of power lines, and the rush of water through pipes. He left the hospital soon after, but realized there was no real market for him. As he wasn't schizophrenic, taking the pills prescribed to him would result in tardive dyskinesia and other motor conditions... but no one was keen to hire an architect who'd had a very public breakdown, especially if word got out that he refused to take his medication. With little to do, Ted gave in to the voices of the city around him, and it guided him to vaults that yielded to his touch and troves buried under asphalt. But in return for these riches, he had to do the will of the urban choir. The Builder was born, acting at the city's whims and bending it to his own. He quickly developed a working relationship with Azoth and Sepulchre, fell more than once into the schemes of Richard Roe, and enjoyed a long-standing fling with Firecracker - one that detonated spectacularly. He was the one to find the Shadowed Demesne while the group was seeking a place to escape the heat, and through that act, became the one to help solidify the group's bonds.

Sepulchre (Spirit) - Magic was never supposed to be Lillian Hannigan's gift. The middle daughter in a lineage of dark wizards dating back to the fall of Rome, she was meant to be kept in the dark while her elder brother was raised in the arts of the blood. But when he died after recklessly challenging a stronger practitioner to a magical duel, she found the raw potential of magic thrust upon her. Having to deal with both the onslaught of wild magic and the realization that her family weren't exactly good people, she went into hiding in New York City, trying to use her powers to carve a chunk out of the city's occult underground. It was during an attempt to a private collection of mystical artifacts that she met Azoth, who was trying to talk himself into the owner's confidence. After the job went south and they got away with nothing, they found some form of comfort in each other, a love that stood out amongst the seedier elements of their profession. Sepulchre has always been the driving force for the Pentacle - she was the one who cracked the defenses on the Shadowed Demesne and constructed the group around the symbolism of the five elements. When pushed to the edge, however, she'd gladly be willing to let the entire group burn to save Azoth - starting with Richard Roe.

Azoth (Fire) - Psychology was never Marsh Segel's thing. It was more the business his family forced him into by obligation. Sure, he had a talent for reading the faults in individuals and either shoring them up or exploiting them, but dealing with some neurotic sitting on his couch wasn't his idea of a life. He wanted excitement, to move through the world without limits. Finding a piece of meteor rock at his grandfather's estate sale was his key to that world. Pricking himself on the rock, he experienced a sudden change, his body serving as a conduit for the fires of the universe. Leaving his practice behind, Azoth worked crime from both angles, worming his way into the confidence of others with his people skills and pulling simple smash-and-grabs as Azoth. He met The Builder working a job on City Hall and Sepulchre while breaking into a storehouse for artifacts, and through these two, Azoth felt a real, honest connection for the first time in a while. He quickly took to the idea of the Pentacle, using it as an opportunity to install himself as would-be team leader. If they aren't up for hire, he's usually the one trying to find some project from the team to pursue. He's also the one who usually has to put out the schemes of Richard Roe when they inevitably run awry.

Richard Roe (Water) - Barney Harris always had a talent for playing with faces. Growing up with nothing on the streets of London, he clawed his way up from numbers runner at 14 to head of an East End outfit at 19 - and exile in the face of scandal at 20. So it went - moving from organization to organization, either proving his value before departing and establishing a reputation as a valuable asset, or sticking around long enough to get burned. While on the run after screwing over an important operation by Overthrow, he ran into The Builder, and the two established a solid working relationship. Richard was able to worm his way in while the Pentacle was being formed, bringing his cash, his contacts, and his wits to the table. Of course, since that time, nearly everyone has had one reason or another to want to stick a knife in his back - though least of all Firecracker, with whom he's currently enjoying something on the down low.

Firecracker (Air) - Robin Smulders was once one of Canada's hottest pop sensations. Then her Terminus-based powers erupted on the final stop of her first big tour, turning the sound that reverberated through the club into a raging inferno. Dozens died in the chaos, and Robin retreated from the spotlight, dealing with both the deaths on her shoulders and the backlash against her once it became clear she was a "T-baby." As the royalties ran out, she turned to mercenary work to put food on the table, hiring herself out as a "person of mass destruction." After spending years isolated from others, fearing what would happen if her powers got out of control, she ran into The Builder, who was trying to stop her from detonating a townhouse in Park Slope. The tension between the two blossomed into a romance -- one that fell to pieces within a few years, but which encouraged her to make contacts with others and get more involved in the criminal fraternity. Lately, she's been feeling distant from the rest of the Pentacle, identifying more with Richard Roe than with anyone else. If push comes to shove, she may leave and try to take him with her.

Crux (???) - No one knows who, or what, the hell Crux is. As far as anyone knows, he came with the Shadowed Demense, offering them the runabout of his services. Those "services" seem to extend to folding time and space around him, granting them instantaneous travel anywhere. He is often their "retrieval service" should a job go awry, and extra muscle if they're on a particularly sensitive operation. Sepulchre has been able to borrow his powers on occasion, which leads her to believe he's either a magical construct created by a mage of great power or the spirit of the Demesne itself. Any attempt to try to dig deeper into the source of his power through her arcane senses results in blinding headaches, however.


Originally I was going to let this bit of madness speak for itself, but on reflection, I decided it would be best if I offered some sort of explanation. A discussion of Batman and his various media incarnations led to Ecalsneerg making a mention about how all he could see was the cast of How I Met Your Mother as the Secret Six. The gauntlet was tossed down, and I had to pick it up. The elemental themes came in because I wanted to give the group some sort of mystic tie that distinguished them from other five-man villain teams. That, and there's a sorceress in the group, and she's all about that stuff. The builds seemed a bit obvious, given the various roles in the show - Ted the architect, Lily the dreamer and instructor (though I'll admit that Alyson Hannigan's last major TV role had some influence), Marshall the Genius Bruiser, Barney the supercilious schemer, and Robin the girl between two worlds with a pop star past (which led to the Dazzler build). Gizmo, of course, mentioned that the group was nothing without Ranjit, the cab driver who always ends up falling into their lives, so I threw him in as the group's transporter and wild card.

Like the Secret Six, this group is the gang of villains that's always caught somewhere in the middle. At best, they're like the crew on Leverage, using their criminal talents to screw over bad people because someone offered them a paycheck for it. At worst, they're like the Six themselves, thieves and killers for hire who may hate their place in society but either can't go straight or just don't know how to. They're good for high-scale raids (like, say, on ArcheTech or an AEGIS safe house), hostage situations, or those rare cases where the heroes and the would-be villains have to team up because they've found out they're both after the same target, who is a bastard and a half.

(And to complete the madness... if we map the team to the dynamics of the Secret Six, The Builder/Ted is Catman, Sepulchre/Lily is Black Alice, Azoth/Marshall is Bane, Richard Roe/Barney is Deadshot, Firecracker/Robin is Scandal Savage, and Crux/Ranjit is Ragdoll.)

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Patriotic Medium

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Marines never die. They just go to Hell to regroup.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 4 + 6 + 2 + 4 + 4 = 24 PP

Strength 30/14 (+10/+2)

Dexterity 14 (+2)

Constitution 16 (+3)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (Channeling +10)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +11

Grapple: +20/+8

Knockback: -10/-5/-1

Saving Throws: 5 + 6 + 6 = 17 PP

Toughness: +10/+3 (+3 CON, +7 Protection)

Fortitude: +8 (+3 CON, +5)

Reflex: +8 (+2 DEX, +6)

Will: +8 (+2 WIS, +6)

Skills: 72r = 18 PP

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Knowledge (arcane lore) 6 (+7)

Knowledge (tactics) 10 (+11)

Notice 10 (+12)

Stealth 8 (+10)

Sense Motive 8 (+10)

Survival 6 (+8)

Feats: 16 PP

All-Out Attack

Benefit (use Knowledge [tactics] for Initiative)

Dodge Focus 4

Evasion

Fearless

Hide in Plain Sight

Master Plan 2

Move-By Action

Power Attack

Set-Up

Startle

Uncanny Dodge (visual)

Powers: 2 + 38 + 7 + 4 = 51 PP

Comprehend (Spirits) 1 [2 PP]

Channeling, 32 PP Array (Power Feats: Accurate 2, Alternate Power 4) [38 PP]

  • Base: Enhanced Strength 16 [16 PP] + Impervious Toughness 10 [10 PP] + Flight 3 (50 MPH, 500 ft./round) [6 PP]
    Alternate Power: Move Object 10 (Extras: Range [Perception], Power Feats: Precise, Subtle) [32 PP]
    Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Affects Insubstantial 2) [32 PP]
    Alternate Power: Astral Form 6 (20 miles, Power Feats: Dimensional 2 [underworlds]) [32 PP]
    Alternate Power: Emotion Control 10 (Extras: Area Burst, Selective Attack; Flaws: Limited to Fear, Power Feat: Subtle) [31 PP]

Protection 7 [7 PP]

Super-Senses (Danger Sense, Detect Ghosts Ranged) 4 [4 PP]

Abilities (24) + Combat (24) + Saving Throws (17) + Skills (18) + Feats (16) + Powers (51) - Disadvantages (0) = 150 PP


This one would be what we call a perfect storm of concepts. AvengerAssembled suggested in chat that I should build a character based on Captain Triumph, the Golden Age Powerhouse who gained his powers by merging with the ghost of his twin brother. And in thinking on it, a lot came together. I'd been thinking about building a White Wolf-style Sin-Eater, who gains their powers by merging with a spectral entity (hell, my own character Nick Cimitiere practically is a Sin-Eater, minus the geist). And what do you know - I'm also currently playing in a game of Geist where my character's a former Marine who became a Sin-Eater after an encounter with an IED. I'd also been thinking about making an Amalgamverse-style take on Nick and Cannonade, a veteran with punk leanings, a la Mike McColgan, who'd picked up the ability to channel the dead after a traumatic experience overseas. And that idea had its roots in wanting to do something with Marvel heroine and flagrant Irish stereotype Shamrock, who got her generic "luck o' the Irish" powers by channeling the angry ghosts of war dead. So, one simple suggestion resulted in a whole lot of random crap from my roleplaying life coming together in the form of this build.

The traditional Captain Triumph powerhouse build is just one example of his spectral powers, showing what happens when his ghostly passenger merges with him bodily and suffuses his form with ectoplasm. The other powers, however, reflect what happens when the ghost is on walkabout, affecting the world around him. Like with Nick, I drew a lot of the powers from White Wolf's ghost games, in this case the Manifestations of Geist. The ghost can throw switches and trucks with equal skill (the Marionette), unleash spectral blasts of force that cut through ghosts and mortals alike (the Rage), inflict an epidemic of fear around them (the Curse), and exit the body to survey the land about them (the Boneyard/Oracle). Hell, the Powerhouse slot matches with the Caul and the Shroud. There are many more possibilities for ghost powers, of course - for one, maybe the spectral passenger drags the host "backstage", granting them Concealment 10 (Flaws: Phantasm) and Intangibility 4. There's also my favorite, the Variable Skill pool, reflecting Skills he's able to channel from the ghosts he deals with every day.

Given the character's built as a Marine, odds are the way he came into power wasn't sunshine and roses. Maybe he ended up on the wrong end of an ambush, came to death's door, and made a deal with a ghost who wanted to touch the other side. Or maybe it was with a psychopomp, or some entity like one of the aforementioned geists (calling itself some honked-up name like "the Saint of Whispers," "La Llorona," or "the Charnel Gardener"). Maybe the death wasn't his own - it was the loss of half his unit in a freak incident, which awakened his long-buried powers and has forced him to shoulder the burden of solving his unit's unfinished business. Then again, there's always the possibility they got in touch with their powers stateside (likely due to the loss of a beloved family member, a la Captain Triumph), then decided to enlist, realizing they'd be one hell of an asset in intelligence gathering.

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Earth N-Eurydice-1

The Rising

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Folks, I'd hate to say it, but... it looks like we're down to just one certainty in life... - David Letterman, July 17th, 1994

In 1993, Freedom City mourned the loss of its greatest son, the Centurion. It seemed like the end of an era, with the world dealing with a wound that might never heal. But life went on, with other heroes fighting for justice while honoring the memory of the man who gave his life so that Omega could be driven back. Which made it one hell of a shock when, one year to the day after his death, his grave was found torn open - not from desecration, but as if something had ripped its way from the bowels of the earth. Three days later, after spending some time in his Sanctum to regain his bearings, the Centurion returned to the skies over Freedom City. He was the first one to try and write off his prolonged experience in the grave - he had no memories of any sort of afterlife, and assumed that his time dead was more of a hibernation state, his body responding to a near-death experience by adapting in new ways.

That idea, however, lasted for all of six days, when news came of a murder victim waking up in the morgue and walking off the gurney, her stab wounds knitting themselves. She was taken in for prolonged examination; it was clear she was not a regenerator, at least in circumstances beyond death (and testing that was out, for obvious reasons). She had no sort of powers, metahuman, mystical or otherwise, and no memories of encounters on the other side. This woman, Jane Valdez, was the second to claw her way out of the grave - and she was not the last. By the end of the year, it was estimated that of the roughly 153,000 people who die each day, 50 would return from the dead for reasons unknown.

The freshly dead were not the only ones. After an incident where Jeremy Bentham's mummified corpse revivified and the terribly confused philosopher broke his way out of his glass display case at University College London, it became clear that anyone, no matter how long since time of death, could return at any time. The governments of most nations were quick to respond, enforcing a law that every cemetery had to have state-of-the-art sensors in case any of their occupants revivified six feet under. With the mass resurrection came a number of questions - what legal holdings did a person have a right to if they'd already been distributed according to their will? If a man executed for heinous crimes revivified, was he to be condemned again or freed, his sentence having been served? And with the existence of the divine proven by entities like Baron Samedi, what did it mean that none of the returned had memories of the other side?

Close to twenty years after the Centurion's resurrection, the existence of the Returned has become something of a non-event. It's just another thing, along with the occasional alien invasions, giant monster attacks, and battles between warring mages. But as much as everyone tries to ignore it, it's not going away - and some tallies say that with every year, more of the dead are returning. And no one is more disturbed by this than the Deathlords themselves, the various gods of death of all the world's pantheons. It's their province to release the dead back into the world of the living, but it seems that someone's doing scab work. A whisper's spread many times across the halls of the dead - that when the Terminus struck, it attacked the very laws of the universe itself, and greatly damaged the rules of mortality. Budding from this idea is a darker possibility - that Omega did this knowingly, as a direct attack against the godhead of Earth N-Eurydice-1. There is a secret Deathlord, hidden from their attentions, who swears loyalty to the Terminus and the Terminus alone. He is the one leading the elect back from the dead lands -- but to what purpose?


One of the big things that distinguishes Freedom City from your typical comic book setting is that Comic Book Death is not a thing here. The Centurion is dead, and will stay dead until one of us Refs goes completely nuts, at which point the rest of us will mob him and the "returned" Centurion will just turn out to be the Alpha-Centurion or a Grue or something. Were you to think about it, the return of Superman could be considered the moment Comic Book Death metastasized into its current form. Sure, people had "returned from the grave" (Jean Gray... kinda) or fallen back into the universe from their sort-of afterlife (the Justice Society, post-Crisis), but Superman was the first time that a character's death was devised with the direct idea of when to bring him back. So that led to an idea - what happens if you have a universe where Comic Book Death applies to everyone? Where anyone, no matter how dead, has a chance to return?

Tonewise, Earth N-Eurydice-1 is likely not that different from Earth-Prime. There may be some more conflicting legal codes regarding what happens when the dead return to the world of the living (the Felix Castor series was something of an inspiration here), a few dead celebrities up and walking, the occasional "zombie" joke ("Hey, you can't use that word, that's our word"), and some people who are just plain displaced, trying to cope with a world centuries or even millennia beyond when they last strode its surface. Of course, underneath that, there's got to be some creeping sense of paranoia, of what it means that something so fundamental to the nature of the world has become completely arbitrary. Visiting Earth N-Eurydice-1 would be an interesting experience for some of the more mystically-oriented PCs, because if there is some sort of force calling the dead back for an occluded purpose, they'd be the first ones to find out why - and possibly have to make the choice of whether or not to fix the damage by putting everyone back where they belong.

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Immortal Soldier

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Do you have any idea how many times I've done this thing? What are the odds you can show me something new?

Power Level: 10 (150 PP)

Trade-Offs: +5 ATT/-5 DMG, +1 DEF/-1 TOU

Attributes: 10 + 6 + 10 + 4 + 4 + 4 = 38 PP

STR 20 (+5)

DEX 16 (+3)

CON 20 (+5)

INT 14 (+2)

WIS 14 (+2)

CHA 14 (+2)

Combat: 18 + 12 = 30 PP

Attack: +9 (+15 Unarmed, +15 Ranged)

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Initiative: +12

Grapple: +20

Knockback: -4/-2

Saving Throws: 2 + 6 + 5 = 13 PP

Toughness: +9/+5 (+5 CON, +4 Protective Vest)

Fortitude: +7 (+5 CON, +2)

Reflex: +9 (+3 DEX, +6)

Will: +7 (+2 WIS, +5)

Skills: 88r = 22 PP

Acrobatics 4 (+7)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 12 (+14)

Knowledge (arcane lore) 2 (+4)

Knowledge (current events) 6 (+8)

Knowledge (history) 10 (+12)

Knowledge (tactics) 10 (+12)

Knowledge (theology and philosophy) 2 (+4)

Language (Latin [base], French, Spanish, English, Arabic)

Notice 8 (+10)

Sense Motive 8 (+10)

Survival 6 (+8)

Feats: 34 PP

All-Out Attack

Attack Focus (Ranged) 6

Attack Specialization (Unarmed) 3

Benefit (use Knowledge [tactics] as Initiative, Security Clearance) 2

Challenge (Fast Startle)

Dodge Focus 5

Evasion 2

Equipment 7

Master Plan 2

Power Attack

Skill Mastery (Gather Information, Intimidate, Knowledge [history], Notice)

Startle

Uncanny Dodge (visual)

Well-Informed

Assault Rifle (Blast 5, Extras: Autofire) [16 ep]

Tactical Vest (Protection 4) [4 ep]

Stun Grenades (Stun 5, Extras: Explosion) [15 ep]

Powers: 1 + 12 = 13 PP

Immunity (aging) 1 [1 PP]

Regeneration 12 (Bruised/Unconscious 3 [No Action], Injured/Staggered 6 [No Action], Resurrection 1/week, Power Feats: Persistent, Regrowth) [12 PP]

Attributes (38) + Combat (30) + Saving Throws (13) + Skills (22) + Feats (34) + Powers (13) - Disadvantages (0) = 150 PP


(Before we go forward: SPOILERS for Gladiator. If that's a problem, turn back now.)

So this time we're getting away from some of the weirder elements of comic book history and into the weirder elements of film history. Gladiator made all the moneys and got all the Oscars, so it was decided that a sequel would be made, despite the challenging element of Russell Crowe's character, Maximus, being dead. Then again, death is no release from a sequel, so off-beat musician/author Nick Cave (who would prove his cinematic accolades with The Proposition) was tapped to write the script. And write it he did. The script has Maximus end up in the afterlife, only to find the Roman gods are growing weaker and accepting that their time had passed due to the rise of Christianity. After sorting out a feud between a weak and weary Jupiter and Vulcan, Maximus is resurrected and ends up fighting to protect the persecuted Christians against the armies of Rome. And immortality came as part of the resurrection, which means Maximus ends up fighting in every war in history, eventually finding himself in the halls of the Pentagon. Russell Crowe was actually pretty stoked for this idea, and Ridley Scott wasn't entirely against it, but as you might imagine, the producers didn't share their enthusiasm.

And Hollywood's loss in this board's gain. Here we have a hero whose powers are limited to passive effects. They recover way the hell quickly from injury and will live from here until doomsday, but they're not the kind to throw fireballs or lift tanks over their heads. Instead, they get by on centuries, if not millennia, of experience in combat. They're extremely well-trained, though not superhuman, and are equally skilled with their fists and whatever ranged weapons they manage to get into their hands. Since this guy isn't exactly Daedalus, he uses state-of-the-art but still commonly available equipment - mind you, FCPbP is not cool with heroes using automatic ballistic weapons, so if you want this guy to be a hero, just make it a blaster with the mechanical stats of an assault rifle. Of course, if you want him to have collected a bag of tricks throughout the ages, you can always prune some Skill points and all the ranks of Equipment in favor of some ranks in Gadgets.

Why did this character get up from a dirt nap? Maybe Ares strong-armed Hades into resurrecting a soldier so that he could have an immortal champion, only for the poor soldier to realize he wanted nothing to do with Mr. Maim-Kill-Burn himself and rebelling (or maybe Athena did it out of mercy, meaning no divine animosity). Perhaps the soldier's a Wandering Jew-type figure, like in the Casca series. Or maybe they're just a mutant whose incredible regenerative abilities triggered on the battlefield, and kept fighting in various wars until he found a cause he could believe in. They could either be a costumed adventurer who's taken to moving through the background of world conflict, or someone who's wormed their way into the halls of powers and lends himself out to the local equivalent of USSOCOM. Or maybe they're not a hero at all - maybe Ares, or some other blood-thirsty war god, got the champion they wanted in the first place...

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The Communion

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All is one within us. All shall be one within us.

Two hundred years ago, a Lor starfaring expedition found a strange planetary body in the Perseus Arm, approximately 17,000 light years out from the star known as Sol. A surface scan indicated that the body was completely devoid of organic life, and made, right down to the mantle, of an extremely sturdy superconductive material. A few orbital drones were sent down, and the crew discovered to their great confusion that the planet had not only once been alive, but had hosted a civilization. They could find the bones of it all over - buildings, trees, highways, oceans, and beasts, all transformed into the same material. After touching one of the drones down and ensuring there was not some "gray goo" threat awaiting them, the ship landed, and a party took to the planet.

A number of theories emerged. The planet had fallen prey to a nanotech disaster, but the active nanotech had long since broken down, leaving its workings. The planet was built to serve as a living computer, not unlike some Dyson spheres in the further reaches of Lor space, and had been crafted with simulacra of a civilization as some sort of distinguishing mark. In any event, the party's engineer, an experienced technopath, attempted to make contact with the inert planet, in an effort to dig something from its database. Fifteen seconds later, the screaming started. Thirty seconds later, the planet's drones, long since left in a state of suspension, roared back to life and swept across the surface, attempting to get at the new organics who had touched down. The party barely made it off the planet with their lives, dragging the screaming technopath all the while. Once they had her quarantined, the crew's counselor attempted to parse the relevant data from the technopath. What he got was fragmented, broken, and utterly horrifying.

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The planet had been organic once - once being nearly twenty thousand years ago. Two separate data banks ran in parallel through the technopath's head - one a record of the planet's history up until its transformation, one a record of victory by the thing that had done it. The entity referred to itself as "the Communion," one singular consciousness at the heart of an endless, expansive army of drones. It had sent servants to prepare the way on the planet, subverting its orbital defenses and broadcasting messages that would "sway" the citizens to its glory. As it touched down, it broadcast a telepathic signal that brought the citizens of the planet into its fold; those that resisted were destroyed under psychic assault. After the planet was pacified, the work of conversion began. Those converted citizens who had worthwhile memories were absorbed, body and mind, into the folds of the Communion. Those who were worthless would be slain and turned into computronium, to aid the processing speed and memory capacities of the greater collective. The transformation complete, the drones would lift off, leaving the world as a relay point for the greater network and a monument to the glory of the Communion. Why would they do this? For the simple reason that the Communion believed it was the perfection of thought, and everything else was static against the void.

Once news of this got back to the Lor Security Council, a covert investigation was made into the nature of the Communion threat. If its goals were so expansionistic, then why had no one heard of it until now? A team was assembled, consisting of infiltrators, archaeologists, and top-range mentats, with the aim of prying knowledge of the Communion out of wherever it could be found. It turned out that other species and galactic entities had knowledge of the Communion; it was just buried under the auspice of legend or out of sheer loathing. The Grue Unity regarded the Communion as a mythical figure of anathema, the "Un-Thought" that bent will rather than stringing it together into a collective whole. One of The Curator's drones shared information, though at a high price, revealing how its greater self regarded the Communion as an affront to existence, something that wrecked unique entities in order to turn them into just another piece of a disturbing whole. Aside from conjecture, however, the search turned up little. The Communion had vanished from the known parts of the Milky Way millennia before.

Or so it was thought. But one year ago, the planet in the distant reaches of the Perseus Arm - the one that clued the Lor into the existence of the Communion - showed signs of movement. As if it was booting up. It was a passing thing, and ended as soon as it had begun, but no one is taking it as a comforting sign.

Greater Communion Drone

Power Level: 15 (408 PP)

Trade-Offs: -5 ATT/+5 DMG, -5 DEF/+5 TOU

Abilities: 0 + 10 + (-10) + 10 + 10 + 8 = 28 PP

Strength 50/10 (+20/+0)

Dexterity 20 (+5)

Constitution –

Intelligence 40/20 (+15/+5)

Wisdom 20 (+5)

Charisma 18 (+4)

Combat: 28 + 30 = 58 PP

Attack: +14 (+2 w/ Growth, +10 Unarmed, +10 Induction)

Defense: +22/+15 (+10/+3 w/ Growth)

Initiative: +5

Grapple: +30

Knockback: -17

Saving Throws: 0 + 7 + 10 = 17 PP

Toughness: +20/-- (+20 Protection [15 Impervious])

Fortitude: --

Reflex: +12 (+5 DEX, +7)

Will: +15 (+5 WIS, +10)

Skills: 80r = 20 PP

Computers 5 (+20/+10)

Craft (mechanical) 5 (+20/+10)

Disable Device 5 (+20/+10)

Gather Information 8 (+12)

Intimidate 11 (+15)

Knowledge (current events) 5 (+20/+10)

Knowledge (history) 5 (+20/+10)

Knowledge (physical sciences) 5 (+20/+10)

Knowledge (technology) 5 (+20/+10)

Notice 10 (+15)

Search 6 (+11)

Sense Motive 10 (+15)

Feats: 20 PP

All-Out Attack

Attack Specialization (Unarmed) 4

Distract

Eidetic Memory

Fearsome Presence 8

Interpose

Move-By Action

Power Attack

Startle

Well-Informed

Powers: 18 + 14 + 20 + 10 + 61 + 30 + 69 + 35 + 8 = 265 PP

Datalink 18 (anywhere in the same galaxy) [18 PP]

Enhanced Defense 7 [14 PP]

Enhanced Intelligence 20 [20 PP]

Flight 5 (250 MPH, 2500 ft/round) [10 PP]

Growth 20 (Extras: Permanent, Power Feats: Innate) [61 PP]

Immunity (Fortitude effects) 30 [30 PP]

Induction, 60 PP Array (Power Feats: Accurate 4, Alternate Power 5) [69 PP]

  • Base: Mind Control 20 (Extras: Conscious, Targeted Area Burst; Flaws: Action [Full-Round]) [60 PP]
    Alternate Power: Damage 20 (Extras: Targeted Area Burst, Alternate Save [Will], Selective Attack)
    Alternate Power: Blast 20 (Extras: Autofire 1)[60 PP]
    Alternate Power: Telepathy 20 (Extras: Targeted Area Burst) [60 PP]
    Alternate Power: Transform (any inert matter into computronium) 20 (Extras: Targeted Area Burst, Flaws: Range [Touch]) [60 PP]
    Alternate Power: Mental Transform (devotion) 20 (Extras: Targeted Area Burst, Flaws: Range [Touch]) [60 PP]

Protection 20 (Extras: Impervious 15) [35 PP]

Space Travel 8 (250c/year) [8 PP]

Abilities (28) + Combat (58) + Saving Throws (17) + Skills (20) + Feats (20) + Powers (265) - Disadvantages (0) = 408 PP


While talking Doctor Who in chat (yes, we're geeks, good of you to notice), it was noted that while Omegadrones are kind of the Daleks of the site, we don't quite have a Borg/Cyberman equivalent. Sure, the Grue are a hive mind, but they aren't exactly the type to horrifically force you into joining it. While thinking about that, I also thought about two miniseries events in comics that dealt with a space-faring horror that would wrack your minds with visions of despair until you gave in - the Ultimate Galactus Trilogy (which gave us a fairly different take on everyone's favorite Purple Planet Eater) and DC's Final Crisis (which finally showed us what the Anti-Life Equation did). So when I thought about mind-raping, space-faring abominations that subvert lesser beings to their will and run them through with nanotech, I couldn't help but think about the Reapers from Mass Effect.

Here we have yet another Galactus Expy - but whereas the original Galactus (and our counterpart, the Gorgon) wipe out worlds for a motive that could be benevolent if you looked at it sideways while drunk, this Ultimate Galactus wipes out worlds because it hates the little things that crawl over them. Like the Reapers, it lurks in the dark places of the galaxy, waiting for the time to rouse and feast. Like the Borg or the Cybermen, it turns those it conquers into entities of the greater whole, usually through invasive processes. And it does all of this because it thinks it's the most important thing in the galaxy, and needs a lot more room for all its thoughts. It's a heavy hitter with an aim towards mental tactics, though if GMs want to have mercy on characters with poor Will saves, there are simple Toughness-based offenses that still pack enough of a punch to make the Communion dangerous.

The Communion makes a great plot for cosmic level characters. Maybe they find a world ship of the Preservers that had the misfortune to encounter the Communion and got converted while in deep space. Maybe they run into another one of the "memory worlds," which is slowly waking up and hungry for more material to transform into computronium. Or maybe the Lor Empire contacts them because all signs point to a scout force of Communion drones pushing their way into the Milky Way, perhaps towards Earth...

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Ecstatic Chronomancer

cultofecstasy10.jpg

The world is a song. Dance like it'll never end.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 6 + 4 + 2 + 6 + 4 = 26 PP

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Baton, +10 Sphere of Time)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +8

Knockback: -5/-1

Saving Throws: 5 + 6 + 4 = 15 PP

Toughness: +10/+2 (+2 CON, +8 Force Field)

Fortitude: +7 (+2 CON, +5)

Reflex: +14/+9 (+3 CON, +5 Enhanced Reflex, +6)

Will: +7 (+3 WIS, +4)

Skills: 60r = 15 PP

Acrobatics 10 (+13)

Concentration 8 (+10)

Diplomacy 8 (+10)

Knowledge (arcane lore) 8 (+9)

Knowledge (current events) 4 (+5)

Perform (dance) 8 (+10)

Notice 8 (+11)

Sense Motive 6 (+9)

Feats: 16 PP

Acrobatic Bluff

All-Out Attack

Challenge (Fast Acrobatic Bluff)

Dodge Focus 4

Evasion

Fascinate (Perform)

Luck 2

Move-By Action

Power Attack

Ritualist

Skill Mastery (Acrobatics, Concentration, Perform [dance], Notice)

Uncanny Dodge (visual)

Powers: 9 + 8 + 4 + 26 + 7 = 54 PP

Baton, 15 PP Device (Easy to Lose) [9 PP]

Strike 8 (Power Feats: Accurate 2, Mighty, Improved Critical 2, Improved Disarm, Improved Trip) [15 PP]

Force Field 8 [8 PP]

Luck Control (force reroll) 1 (Power Feats: Subtle) [4 PP]

Sphere of Time, 20 PP Array (Power Feats: Accurate 2, Alternate Power 4) [26 PP]

  • Base Power: Applies Targeted Area Burst and Autofire 1 to Baton [20 PP] “one-second barrageâ€
    Alternate Power: Healing 10 (Extras: Affects Objects, Flaws: Distracting) [20 PP] “like it never happenedâ€
    Alternate Power: Speed 5 (250 MPH, 2500 ft./round) [5 PP] + Quickness 5 (x50 normal speed, Extras: Affects Others) [10 PP] + Enhanced Reflex 5 [5 PP] “in the blink of an eyeâ€
    Alternate Power: Paralyze 10 (Extras: Area Shapeable; Flaws: Action [Full-Round]) [20 PP] “frozen momentâ€
    Alternate Power: Dimensional Pocket 10 [20 PP] “let the world forget youâ€

Super-Senses (Detect Temporal Anomaly Ranged, Postcognition [Flaws], Precognition [Flaws], Time Sense) 11 [7 PP]

Abilities (26) + Combat (24) + Saving Throws (15) + Skills (15) + Feats (16) + Powers (54) - Disadvantages (0) = 150 PP


I guess it has been a while since I did a Tradition build. So today, we're tackling the Cult of Ecstasy, one of the real "mish-mash" Traditions. While Mage is, at its heart, a syncretistic game and often groups beliefs into one big overarching category, the Ecstatics are one of those Traditions that's more about using a lot of different practices for the same end - transcending the limited, stultifying definition of the world and embracing eternity through exhaustion of the body and refinement of the will (or, in some cases, the other way around). The group includes everyone from Sufi dervishes to modern-day berserkers to would-be maenads to Hellfire Club-style tricksters to, yes, tantric sex cultists. Given that you'd have a better chance of selling hot sauce in Hell than getting a sex-focused superhero approved on this board, we're going with a rather more PG-13 interpretation, that being a dancer/acrobat who draws from the traditions of dervishes. As the Cult of Ecstasy is all about transcending this limited world and reaching the eternal moment, it makes sense that they're adept at the Sphere of Time, which involves scanning, controlling, reversing, and even travelling in the fourth dimension.

Like the Tradition it stems from, this build is something of a mishmash powers-wise. It's one of the cases where the Sphere is relatively low-powered, but can do a lot with what it has. An actual time reversal power would be a pain in the ass to build (try looking up Time Stop in UP and not choking back bitter tears at the point cost), so instead, there are ways to simulate it. Want to make sure that damaging attack never happened? Use Luck Control to go with the lesser of two evils, and if that fails, reverse time around the affected party so that it was just a graze. Want to freeze time around you? Why not just freeze your targets in time - or failing that, move faster than the impending doom? Want to push someone out of the time stream? Well... that's relatively simple, but still. One of the other areas where Time gets interesting when moving from Mage to M&M are the time senses, especially pre- and postcognition. Having one of the two is warned against as a potential gamebreaker in the corebook, and having both could sabotage any detective plot. Hence why I added Unreliable, to show that it takes some real talent to read the tide of time, and while this chronomancer may be good at the heavy lifting, they may need to work on the more delicate stuff. I didn't include Features (Temporal Inertia) to show that playing in time can have consequences, and I didn't include Super-Movement (Temporal Movement) because this character probably wouldn't like to face those - but if you want to throw them in, go right ahead.

So how did this character come into time magic? Perhaps they found the diaries of Lord Deosil, the 17th-century clockmaker who was Master Mage of his era, and were able to initiate themselves into a style of magic based around the passage of time. Maybe they were a yogi in training who managed to surpass the illusion of the world and come back with knowledge of how to call the moment of enlightenment into this existence. Or maybe they're not a mage at all - perhaps they're a Clockworker gone rogue, or a being from the end of time that managed to throw themselves into the past after being touched by the moment when all time collapses into one place.

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Hive Mind Representative

386404-139283-stepford-cuckoos.jpg

My name is... oh, you know what our name is, for we are full to the brim.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 2 + 4 + 6 + 6 + 4 = 26 PP

Strength 14 (+2)

Dexterity 12 (+1)

Constitution 14 (+2)

Intelligence 30/16 (+10/+3)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Multitudes)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +10/+1

Grapple: +8

Knockback: -5/-1

Saving Throws: 5 + 6 + 6 = 17 PP

Toughness: +10 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+1 DEX, +6)

Will: +9 (+3 WIS, +6)

Skills: 64r = 16 PP

Computers 7 (+17/+10)

Diplomacy 8 (+10)

Disable Device 7 (+17/+10)

Gather Information 7 (+9)

Intimidate 8 (+10)

Knowledge (current events) 5 (+15/+8)

Knowledge (technology) 6 (+16/+9)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 12 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 4

Power Attack

Skill Mastery (Computers, Disable Device, Intimidate, Notice)

Speed of Thought

Startle

Uncanny Dodge (visual)

Well-Informed

Powers: 37 + 8 + 4 + 6 = 55 PP

Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP]

  • Base: Enhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Electronics) 2 [4 PP] + Datalink 9 (anywhere on Earth, Power Feats: Machine Control) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] “machine-mind interfaceâ€
    Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] “pyrotechnicsâ€
    Alternate Power: Telepathy 10 (Extras: Area Burst, Power Feats: Rapid, Selective) [32 PP] “roving interfaceâ€
    Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] “mass effectâ€

Protection 8 [8 PP]

Super-Senses (Mental Sense Acute Radius Ranged) 4 [4 PP]

Variable Skills 1 [6 PP]

Abilities (26) + Combat (24) + Saving Throws (17) + Skills (16) + Feats (12) + Powers (55) - Disadvantages (0) = 150 PP


Hive minds tend to be bad guys in fiction. The Borg, The Grue, some other variants on the Skrulls... we just don't like the idea of something subsuming our consciousness into part of a greater whole. But if it's a willing arrangement, there are some incredible benefits to be had. All of a race's knowledge available with just a thought, the ability to keep in contact with anyone in your sphere instantly... and who knows, maybe all that brain power funneled into one place would result in some tangible, psychic effects. There are plus sides to unity, and they're just waiting to be explored.

Originally I was going to build this character along the lines of Legion from Mass Effect 2 (so I'm on a Mass Effect kick lately, so sue me), but the build turned out a lot more organic than that. Eventually, the build drifted more towards the X-Men's Legion - then again, that's more Dissociative Identity Disorder than being an actual hive mind. In the end, I settled for something like a technopathic/telekinetic version of the Stepford Cuckoos. Most of their brainpower is tied up in their connection to each other, reflected by the pooled brainpower, but they're able to divorce themselves from the hive mind temporarily and use the leftover psychic energy as a bludgeoning weapon. One of my personal favorite, the Variable Skills pool, makes a return, though in slightly diminished volume.

So how big is their connection? Maybe, like the Cuckoos, they're just part of a psychic set of quintets who like to keep in touch while doing their own thing in different parts of the world. Maybe they're part of an alien race that used cybernetic implants to form a stage-one hive mind, but the implants had side effects that awakened latent psychic powers within them. Or maybe you want to make a character who's more of a mystical hive mind, a la Ragman. In which case, you can scrap out the tech Skills in favor of arcane stuff, and feel free to drop parts of the Enhanced Intelligence tree (such as Datalink) in favor of more mystically inclined powers, like Postcognition. I may end up making the ME2 Legion build at some point - it's just gonna require Immunity (Fortitude), the disassembly of the Multitudes Array into different pieces, and some other offensive means.

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Truenamer

jesse.jpg

And Adam named all the beasts and gave them shape and purpose. Can't believe he stopped there.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 4 + 4 + 4 + 8 + 6 = 28 PP

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 16 (+3)

Combat: 10 + 12 = 22 PP

Attack: +5

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +6

Grapple: +6

Knockback: -9/-5/-1

Saving Throws: 5 + 5 + 6 = 16 PP

Toughness: +10 (+2 CON, +8 Protection)

Fortitude: +8 (+2 CON, +6)

Reflex: +8 (+2 DEX, +6)

Will: +10 (+4 WIS, +6)

Skills: 64r = 16 PP

Diplomacy 8 (+11)

Gather Information 8 (+11)

Intimidate 8 (+11)

Knowledge (arcane lore) 10 (+12)

Knowledge (theology and philosophy) 6 (+8)

Perform (oratory) 8 (+11)

Notice 8 (+12)

Sense Motive 8 (+12)

Feats: 13 PP

Challenge (Fast Startle, Fast Demoralize) 2

Dodge Focus 4

Distract (Intimidate)

Fascinate (Perform)

Improved Initiative

Ritualist

Skill Mastery (Gather Information, Intimidate, Knowledge [arcane lore], Sense Motive)

Startle

Well-Informed

Powers: 35 + 6 + 16 = 55 PP

Art of Naming, 30 PP Array (Power Feats: Alternate Power 5, Drawbacks: Power Loss [when unable to speak, -2]) [33 PP]

  • Base: Mental Blast 10 (Flaws: Sense-Dependent [Auditory]) [30 PP] “power wordâ€
    Alternate Power: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Sense-Dependent [Auditory]) [30 PP] “thou shaltâ€
    Alternate Power: Healing 10 (Extras: Range [Perception]; Flaws: Sense-Dependent [Auditory]) [30 PP] “Lazarus, come forthâ€
    Alternate Power: Animal Control 10 (Extras: Area Burst, Instant Command; Flaws: Sense-Dependent [Auditory]) [30 PP] “naming of the beastsâ€
    Alternate Power: Stun 10 (Extras: Area Cone) [30 PP] “voice of thunderâ€
    Alternate Power: Confuse 10 (Extras: Area Burst, Range [Perception], Slow Fade [5 rounds]; Flaws: Sense-Dependent [Auditory]) [30 PP] "tongues of Babel"

Comprehend (Languages) 3 [6 PP]

Protection 8 (Extras: Impervious) [16 PP]

Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (13) + Powers (55) - Disadvantages (0) = 150 PP


A common method in fantasy as of late is the idea of the "true name," that all things have some name that defines the core of their being. The whole idea of "true names" goes back to the idea of Adam naming all the beasts in the Garden of Eden, thus giving them form and purpose, but also pops up in folklore here and there (one word - Rumplestiltskin). A "true name" may be the name they were given at birth, or some sort of magical equivalent of DNA. If you know something's true name, you have power over it - and if you actually have the means to change something's true name, you can transform it into whatever you want. It's basically license to open the command prompts of the universe.

I realize that I seem to have fallen into a little rut with my builds, what with a common Attack/Attack Focus/Accurate breakdown and a common reliance on Arrays for power. So in an attempt to break from that, I decided to make a character whose powers don't really require an Attack Bonus. This guy still has one, though, in case someone manages to work a gag on his mouth. I decided to build the limitations of the power around Jesse Custer. Jesse basically bears the Word of God, which means whatever he says, gets obeyed - but the target actually needs to hear and understand it in order for the power to take effect. I decided to remove the "understand" bit to reflect that we're dealing with something that transcends language barriers, but the user being able to speak and the target being able to hear seem good enough to work. The powers are a mix of psychic-style mind screws and actual Biblical miracles involving speech - but I also threw in an effect that doesn't require hearing, just to show that the guy's voice alone has mojo aplenty.

If you're using a true namer, odds are their origin is going to be magical. They could have discovered the lost writing of John Dee, who went beyond charting the language of angels into charting the language of reality itself. They could share blood with the Norns, and have an innate talent for the casting of the runes that describe all things. But if they're a villain... well, there's one thing I considered giving the build, but eventually backed down on. Super-Senses (Detect Name). It's something that, in a heroic character's hand, could tear a detective plot in two. But in a villain's hand, it's a formidable weapon. Imagine how much someone's secret identity might go for on the black market...

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Penanggalan

Penang77.jpg

Trust me, I've got a lot of guts. Would you like to see them?

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 10 + 6 + (-10) + 2 + 4 + 4 = 16 PP

Strength 30/20 (+10/+5)

Dexterity 16 (+3)

Constitution –

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Kris, +10 Shadow Heart)

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Initiative: +3

Grapple: +26/+11

Knockback: -5

Saving Throws: 0 + 5 + 6 = 11 PP

Toughness: +10/-- (Protection +10)

Fortitude: --

Reflex: +8 (+3 DEX, +5)

Will: +8 (+2 WIS, +6)

Skills: 52r = 13 PP

Acrobatics 8 (+11)

Gather Information 8 (+10)

Intimidate 8 (+10)

Knowledge (arcane lore) 5 (+6)

Knowledge (streetwise) 8 (+9)

Language (Malay [base], English)

Notice 8 (+10)

Sense Motive 6 (+8)

Feats: 14 PP

All-Out Attack

Challenge (Fast Startle)

Contacts

Dodge Focus 4

Evasion

Improved Disarm

Improved Grab

Improved Pin

Power Attack

Startle

Uncanny Dodge (visual)

Powers: 24 + 6 + 30 + 10 + 5 = 75 PP

Alternate Form 8 (Flaws: Limited to Night, Projection) [24 PP]

Drain Con 2 (Flaws: Requires Grapple) [1 PP]

Enhanced Feats (Fearsome Presence 5) 5 [5 PP]

Flight 3 (50 MPH, 500 ft./round) [6 PP]

Shadow Heart, 21 PP Array (Power Feats: Accurate 2, Alternate Power 2) [25 PP]

  • Base: Additional Limbs 4 [4 PP] + Elongation 7 [7 PP] + Enhanced Strength 10 [10 PP]
    Alternate Power: Strike 5 (Extras: Autofire 1 [10], Penetrating 3; Power Feats: Improved Critical 2, Mighty) [21 PP]
    Alternate Power: Strike 5 (Extras: Targeted Area Burst [10], Penetrating 3; Power Feats: Improved Critical 2, Mighty) [21 PP]

Super-Senses (Darkvision, Acute Scent) 3 [3 PP]

Kris, 10 PP Device (Easy-to-Lose) [6 PP]

Strike 5 (Extras: Accurate 2, Mighty, Improved Critical, Split Attack) [10 PP]

Immunity (Fortitude effects) 30 [30 PP]

Protection 10 [10 PP]

Regeneration 6 (Recovery Bonus 5 [+0], Resurrection 1/week, Flaws: Source [blood], Power Feats: Persistent, Regrowth) [5 PP]

Drawbacks: -3 PP

Weakness (must consume 3 CON points of blood per day or experience mounting -1 penalty to all abilities) [0 PP]

Weakness (holy items; dazed by Charisma check) [3 PP]

Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (14) + Powers (75) - Disadvantages (3) = 150 PP


One of the weirder global vampire myths is that of the penanggalan, mainly because of the sheer spectacle of the thing. It's a severed head that flies through the air, trailing its organs behind it like the world's most macabre bicycle streamers. Unlike most vampires, who are only wholly active at night, the penanggalan spends its days as a mortal woman; it's only when sunset comes around that it pulls a little Marie Antoinette. Traditionally, the penanggalan feeds on the blood of expectant mothers, but there's only so screwed up we can make this concept and still allow it to feasibly be played as a hero.

The first thing that needs to go is the organ trail. While the idea of a severed head flying around dispensing justice has a certain appeal, I'm not going to have her restrain bad guys with her small intestine. So instead, once the head separates from the body, a mass of shadowy tendrils fly down from the neck and trail behind her as she flies. It's still disturbing, but it's much less visceral. These tendrils can be used to completely engulf opponents in a grapple, lash out like a cat-o'-nine-tails, or fly out in all directions like shadowy spines. Why the kris? Because she needs some means to fight crime during the day, and there's something intriguing in the idea of a silat practitioner who turns into an undead horror at nightfall. The Projection Flaw on Alternate Form is the best way to reflect that a penanggalan doesn't turn their body into that mass of organs - they leave the vast bulk of it somewhere, making it vulnerable.

Assuming you're not using her as stock undead, how would you make a penanggalan a hero? Well, one of the folkloric origins for them involves midwives making deals with the devil, which often come with an additional clause that the first party must hold to for at least forty days. Should they break it, they're cursed to live out the rest of their nights as the world's messiest decapitation. Infernal bargains that backfire horribly are second nature in the Freedomverse (see: Mr. Infamy), and if the origin's good enough for Ghost Rider, it's good enough for her. If you want to make it even more tragic, you could have it that they made the deal on behalf of a loved one, and the demon never told them about the little secondary clause ("Should've read the fine print...").

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