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Freedom City PBP: A How-To Guide
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Posts posted by Aoiroo
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Character Name: The Puppeteer
Power Level: (7) (105/105PP)
Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness (or "None")Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 24PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 16 (+3)
Combat: 4 + 8 = 12PP
Initiative: +8
Attack: +2 Melee, +2 Ranged, +6 Strings
Grapple: +2
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2
Saving Throws: 3 + 3 + 1 = 7PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +5 (+4 Wis, +1)
Skills: 44R = 11PPBluff 7 (+10)
Craft (Carpentry) 8 (+10)
Concentration 11 (+15)
Diplomacy 7 (+10)
Language 1 (Base: Manderin, English)
Perform (Puppetry) 7 (+10)Notice 1 (+5)
Search 1 (+5)
Sense Motive 1 (+5)Feats: 13PP
Accurate Attack
All-Out Attack
Attack Specialization (String) 2
Dodge Focus 6
Defensive Roll
Improved Initiative 2
Power Attack
Uncanny Dodge (Hearing)
Powers: 32 + 6 = 38PP
String Array (30PP, Feats: Alternate Powers x2) 32PPBase Power: Snare 8 ( Extras: Constricting Feats: Chokehold, Improved Range 3 (x50 ft), Subtle, Tether) 30PP
Alternate Power: Mind Control 7 ( Extras: Alternate Save: Reflex, Area: Burst, Conscious Feats: Improved Area (10ft), Subtle) 30PP
Alternate Power: Move Object 8 ( Extras: Damaging Feats: Improved Range 3 (x50 ft), Precise, Tether) 29PP
Super-Movement 2 (Slow Fall, Swinging, Extras: Affects Others) 6PP
Drawbacks: (-0) + (-0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Mind Control Perception DC 17 Reflex (Staged) Mind Control
Move Object Range DC23 Toughness (Staged) Damage
Snare Range DC18 Reflex (Staged) Entangle/Bound
Totals: Abilities (24) + Combat (12) + Saving Throws (7) + Skills (11) + Feats (13) + Powers (38) - Drawbacks (0) = 105/105 Power Points
The Puppeteer, isn't exactly a common power in comic books, but it's not unheard of. In this case, this is someone who can control string, and can use the string to control other people, like puppets. Mind you, they can also tie people up with the string (snare), or simply pick them up and throw them in the wall. At this level, there are no minions involved, but this is a great build to add minions too later in the form of combat puppets, but this build isn't so weak that it can't simply fight on it's own. The main story is, this is a Chinese puppeteer, how they got control over string, well they may of been blessed by some deity of the celestial court that enjoyed their show, or they could be a metahuman. If you want some extra points, you could toss the powers in a device and say it's just the string that's special, not the person wielding it. This build is pretty power heavy, but you can get a lot of milage out of it, and even without them the character isn't totally helpless as to not be able to avoid attacks. Also, the are control of the people would certainly help, why fight the mobs when you can make them fight each other.
Should be noted, if you want to make this build at PL 10, you can fairly easily just bump up the accuracy and dump the rest of the points into a decent minion.
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Character Name: Sneaky Acrobat
Power Level: (7) (105/105PP)
Trade-Offs: Melee +1 Attack / -1 Damage, +5 Defense / -5 ToughnessAbilities: 1 + 10 + 4 + 6 + 0 + 0 = 21PP
Strength: 12 (+1)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Combat: 6 + 8 = 14PP
Initiative: +5
Attack: Range +3, Melee +8, Baterangs +7
Grapple: +13
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 2 + 2 + 4 = 10PP
Toughness: +2 (+2 Con, +0)
Fortitude: +4 (+2 Con, +2)
Reflex: +7 (+5 Dex, +2)
Will: +4 (+0 Wis, +4)
Skills: 116R = 29PPAcrobatics 10 (+15)*
Computers 12 (+15)*
Disable Device 12 (+15)*
Escape Artist 10 (+15)
Gather Information 8 (+10)
Investigation 10 (+15)*
Knowledge (Technology) 12 (+15)*
Knowledge (Tactics) 12 (+15)*
Language 6 (Native: English, French, Spanish, Italian, German, Manderin, Japanese)
Notice 8 (+10)*
Search 8 (+10)
Sense Motive 8 (+10)
Stealth 10 (+15)*
*Skill Mastery
Feats: 31Acrobatic Bluff
Assessment
Attack Focus (Melee) 5
Attack Specialization (Baterang) 2
Dodge Focus 8
Equipment 5
Fast Task (Acrobatic Bluff)
Grappling Finesse
Hide In Plain Sight
Power Attack
Skill Mastery (Acrobatics, Computers, Disable Device, Investigation, Knowledge (Tactics))
Sneak Attack
Throwing Mastery
Well Informed
Uncanny Dodge (Hearing)
Equipment 20EP
Eskimo Sticks (Strike 3, Feats: Mighty, Subtle) 5EP
Binoculars 1EP
Handcuffs 1EP
Mini Tracer 1EPMulti-Tool 1EP
Rebreather 1EP
Utility Belt Array (10EP, x3 Alternate Powers) 15EP
Base: Exploding Baterang (Blast Explosion 4, Area: Burst, 10ft) 10EP
AP: Smoke Bomb (Obscure 5, Area: 50ft, Visual) 10EP
AP: Baterang (Blast 3, Feats: Mighty, Subtle) 5EP
AP: Snare 5 10EP
Powers: 0 = 0PP
Drawbacks: (0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC18* Toughness (Staged) Damage (Physical)
Blast Range DC21* Toughness (Staged) Damage (Physical)
Blast Area:Burst DC22* Toughness (Staged) Damage (Physical)
Sticks Touch DC21* Tougness (Staged) Damage (Physical)
Snare Range DC15 Reflex (Staged) Snare
*With Sneak Attack
Totals: Abilities (21) + Combat (14) + Saving Throws (10) + Skills (29) + Feats (31) + Powers (0) - Drawbacks (0) = 105/105 Power Points
This is Robin, he was hard. Note that most of his damage is only fully shifted with Sneak Attack, which basically means, you have to be concealed to deal the max amount of damage. This would be a problem if Robin wasn't one sneaky little bugger. Hide In Plain Sight definitely helps with that. Robin also has a ultility belt array you can stunt off of, and escrima sticks (yes I took these from Midnight II's build, but they're tots canon especially since Midnight II is essentually like Nightwing with minor obscure powers). He is also a total SKILL MONKEY. That's just where you fall if more then twenty five points are allocated to skills alone. Skill mastery too, and acrobatic bluff. He's got a couple of options for disabling someone, but he's really great for overall coordination and for feinting an opponent with Acrobatic Bluff while you have a heavy hitter (like Superboy) knock they're block off while they're flat-footed.
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Character Name: Dual Wielder
Power Level: (7) (105/105PP)
Trade-Offs: +1 Attack / -1 Damage, +3 Defense / -3 ToughnessAbilities: 4 + 8 + 8 + 0 + 0 + 0 = 20PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Combat: 8 + 12 = 20PP
Initiative: +12
Attack: +8 Swords, +4 Ranged
Grapple: +8
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: +2
Saving Throws: 0 + 3 + 4 = 7PP
Toughness: +4 (+4 Con, +0 [Other])
Fortitude: +4 (+4 Con, +0)
Reflex: +7 (+4 Dex, +3)
Will: +4 (+0 Wis, +4)
Skills: 72R = 18PP
Acrobatics 11 (+15)*Climb 9 (+10)*
Escape Artist 11 (+15)
Notice 10 (+10)
Seach 10 (+10)
Sense Motive 10 (+10)*
Stealth 11 (+15)**Skill Mastery
Feats: 39PP
Accurate Attack
Acrobatic Bluff
All-Out Attack
Ambidexterity
Assessment
Attack Specialization (Swords) 2
Dazzling AttackDefensive Attack
Distract
Dodge Focus 4
Elusive Target
Evasion 2
Equipment 3
Fast Task (Acrobatic Bluff)
Improved Critical 2 (18-19, Swords)
Improved Initiative 2
Grappling Finesse
Luck 2
Move By Action
Ninja Run
Power Attack
Skill Mastery (Acrobatics, Climb, Sense Motive, Stealth)
Stunning Attack
Takedown Attack 2
Throwing Mastery 2
Weapon Bind
Uncanny Dodge (Hearing)
Equipment 15EP
Dual Swords (Strike 4, Extra: Autofire, Feats: Extended Reach, Mighty, Split Attack) 11EP*
Throwing Knives (Strike 2 Feats: Mighty, Subtle) 4EP
Powers: 1 = 1PP
Speed 1 (Training Descriptor, 10MPH, 40ft Per Move Action) 1PP
Drawbacks: (-0) + (-0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC16 Toughness (Staged) Damage (Physical)
Dual Swords Touch DC 21* Toughness (Staged) Damage (Physical)
Knives Range DC 19 Toughness (Staged) Damage (Physical)
*Autofire
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (20) + Combat (20) + Saving Throws (7) + Skills (18) + Feats (39) + Powers (1) - Drawbacks (0) = 105/105 Power Point
Guess who loves Sword Art Online! Anyway, this build isn't Kirito, but this is a similar concept, basically the dual sword wielder. A quick note is this build isn't very physically strong, but then again, it doesn't have to be, because it's SUPER fast. Well not speedster fast, but generally high initiative, high defense and lots of dexterity for acrobatics abound. Of course the story for this is this is a trained warrior, somebody used to fighting who uses dual swords as a specialty. This swords are either thinner or lighter then the normal +3 attack swords in the book (being +2 damage each), but of course that's why you're able to dual wield them at all. They come with autofire because of the fact of multiple hits in a round, and split attack for double stabby action. Having the speed power at rank 1 with the training descriptor is something you can do, you can do the same with leaping and swimming as well as long as you don't go above one or two ranks. We also have ninja run, so le parkor! Anyway, this is very featy, and very similar to another hero Jack of All Blades, mind you, Jack has actual powers, this build doesn't. Which is of course why it can afford 39 PP worth of feats as well as Luck 2.
*Note: Now you may want to spend some points to make the dual swords a device as opposed to equipment, or when you get more points later, give them better made swords with more feats and such as a full on device. You should be warned, equipment can break in the heat of battle, that's after all, why they're so cheap.
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Character Name: The Full Body Prosthesis
Power Level: (7) (105/105PP)
Trade-Offs: NoneAbilities: 4 + 6 + 10 + 0 + 0 + 0 = 20PP
Strength: 14/24/44 (+2/+7/+12*)
Dexterity: 14/24 (+2/+7)
Constitution: 16 (+3)
Intelligence: 20 (+10)
Wisdom: 10 (+0)
Charisma: 10 (+0)
*Carrying Capacity Only
Combat: 6 + 8 = 14PP
Initiative: +7
Attack: +7 Melee, +3 Ranged
Grapple: +20
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 2 + 0 + 4 = 6PP
Toughness: +7 (+3 Con, +4 Defensive Roll (+3 Flat-Footed)
Fortitude: +5 (+3 Con, +2)
Reflex: +7 (+7 Dex, +0)
Will: +4 (+0 Wis, +4)
Skills: 84R = 21PP
Acrobatics 3 (+10)Climb 3 (+10)
Computers 5 (+10)
Craft (Electrical) 10 (+15)
Knowledge (Tactics) 10 (+15)
Knowledge (Technology) 10 (+15)
Notice 10 (+10)
Search 10 (+10)
Sense Motive 10 (+10)
Survival 10 (+10)
Stealth 3 (+10)
Feats: 13PPAccurate Attack
All-Out Attack
AssessmentAttack Focus (Melee) 4
Defensive Roll 2*
Dodge Focus 3*
Inventor
Interpose
Improved Grapple
Power attack
Stunning Attack
Takedown Attack
*Only With Device
Powers: 35 = 35PP
Device 8 (40PP, Flaws: Hard-To-Lose, Feats: Subtle, Restricted 2 (Only Him)) 35PPFeature (Allows Movement of Paralyzed Legs) 1PP
Enhanced Feats (Defensive Roll 2, Dodge Focus 3) 5PP
Enhanced Strength 10 10PP
Enhanced Dexterity 10 10PP
Leaping 4 (425ft Running Jump, 212ft Standing Jump, 106ft High Jump) 4PP
Speed 2 (25 MPH) 2PP
Super-Strength 4 (Light Load 1 Ton, Medium Load 2 Tons, Heavy Load 3 Tons, Max Load 6 Tons, Push Drag 12 Tons) 8PP
Drawbacks: (-4) = -4PP
Drawback (Paraplegic; Frequency: [Common]; Intensity: [Major]) [-4PP]DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (20) + Combat (14) + Saving Throws (6) + Skills (21) + Feats (13) + Powers (35) - Drawbacks (4) = 105/105 (or 150/150) Power Points
Right this concept is inspired by the character Mecha Maid by Spinnerette (this build isn't though, actually her) that is, a budget power suit. In this case, it is in fact a prosthesis created by someone disabled to help them move normally again. This build I'm thinking a soldier (who actually knows how to fight) paralyzed in duty who went on to become an Engineer. This is a little strange because it doesn't have the Normal Identity drawback, the reason, well this suit isn't a suit at all, it's an exoskeleton that's subtle enough to be worn under clothes, so unless physically removed there's no reason why a person wouldn't be able to wear this normally, if only to be able to walk again. It also doesn't actually have any built in weapons, it just increases strength, and dexterity, making the user much stronger and faster then normal. It increases reflexes which is show in the enhanced feats of dodge focus and defensive roll (which it has in lue of say protection for the simple fact that this isn't a suit so it doesn't have protective plating). Whether this person wears a costume or not is up to you, but if they did it wouldn't be immediately obvious that this is in fact a power suit user which could be an advantage to some of the tactics used for them (like say, EMPs).
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Character Name: Mini Paragon (Superboy)
Power Level: (7) (105/105PP)
Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness
Abilities: 0 + 10 + 0 + 0 + 0 - 2 = 8PP
Strength: 10/30/50 (+0/+10/+20*)
Dexterity: 20 (+5)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 8 (-1)
*Carrying Capacity Only
Combat: 4 + 4 = 8PP
Initiative: +13
Attack: +2, +4 Unarmed
Grapple: +18
Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -3
Saving Throws: 11 + 1 + 4 = 15PP
Toughness: +12 (+0 Con, +12, +7 Impervious Toughness)
Fortitude: +11 (+0 Con, +11)
Reflex: +6 (+5 Dex, +1)
Will: +4 (+0 Wis, +4)
Skills: 28R = 7PP
Knowledge 4 (Political Science) (+4)
Knowledge 4 (History) (+4)
Intimidate 5 (+4/+8 Attractive)
Notice 5 (+5)
Search 5 (+5)
Stealth 5 (+10)
Feats: 11PP
Accurate Attack
All-Out Attack
Attack Specialization (Unarmed)
Attractive
Defensive Attack
Improved Critical (Unarmed) 2
Improved Initiative 2
Interpose
Takedown Attack
Powers: 2 + 21 + 4 + 19 + 4 + 8 = 59PP
Comprehend 1 (Language) 2PP
Enhanced Strength 20 (Feats: Innate) 21PP
Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP
Protection 12 (+7 Impervious Toughness) 19 PP
Super-Sense (Hearing, Accute, Extended 3) 4 PP
Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP
Drawbacks: (-3) = -3PP
Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC25 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (13) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points
Superboy! Is only slightly beat out by M'gann by sheer power point spendage, but only barely. He's tough as hell, can dish out the pain, and if you don't mind losing some damage with accurate attack, or just taking the hit with All-Out Attack (which he can probably take with the +7 Impervious toughness) you'll actually hit something. He loses some points for charisma, but it adds some flavor since clones don't socialize well. Great character for interposing and tanking. He's a wall, and if you want to play with the PL10s, he'll be able to run with them without being knocked out too soon.
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Character Name: Aquatic Badass
Power Level: (7) (105/105PP)
Trade-Offs: Blast +2 Attack -2 Damage
Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP
Strength: 24/34 (+7/+12*)
Dexterity: 16 (+3)
Constitution: 24 (+7)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 10 (+0)
*Carrying Capacity Only
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 (+9 Blast)
Grapple: +16
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 0 + 2 + 1 = 3PP
Toughness: +7 (+7 Con, +0)
Fortitude: +7 (+7 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +3 (+2 Wis, +1)
Skills: 36R = 9PP
Acrobatics 3 (+6)
Bluff 6 (+6)
Knowledge (Arcane Lore) 4 (+6)
Knowledge (Atlantian History) 4 (+6)
Languages 1 (Native: Alantean, English)
Notice 8 (+10)
Search 8 (+10)
Stealth 2 (+5)
Feats: 10 PP
Accurate Attack
All-Out Attack
Defensive Attack
Dodge Focus 3
Power Attack
Stunning Attack
Teamwork
Uncanny Dodge (Hearing)
Powers: 9 + 1 + 4 + 6 = 19 PP
Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP
Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP
Base Power: Blast 5 (Feats: Accurate, Improved Range 2)
Alternate Power: Move Object 6 (Extras: Tether) 12 PP
Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP
Immunity 1 (Drowning) 1PP
Super-Strength 2 (+10 Carrying Capacity) 4PP
Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP
Drawbacks: (0) = 0PP
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 25 Toughness (Staged) Damage (Physical)
Blast Range DC 20 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105
Okay, so Kaldur, yeah, freaking loved him in this show. He's a pretty straight forward even steven no trade off builds, but he is so badass. He's got damage wise peak human strength, but that Atlantean super strength will get you some millage in picking up and throwing stuff. Then there's the water bearers, pretty awesome device there, with some move object, blast, and the little swish army knife of weapons it presents in the form of variable descriptor. He's the most balanced I think just in terms of power, skills and overall feats on the team, and a great combat generalist.
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Character Name: Shapeshifting Mentalist
Power Level: (7) (105/105PP)
Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness
Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP
Strength: 12/22 (+1/+6)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 10 (+0)
Combat: 8 + 5 = 13PP
Initiative: +0
Attack: +8 Melee, +4 Ranged
Grapple: +12
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: +5
Saving Throws: 2 + 4 + 6 = 12PP
Toughness: +10 (+0 Con, +10 Protection)
Fortitude: +2 (+0 Con, +2)
Reflex: +4 (+0 Dex, +4)
Will: +10 (+4 Wis, +6)
Skills: 24R = 6PP
Concentration 11 (+15)
Pop Culture 6 (+6)
Notice 4 (+8)
Search 3 (+7)
Feats: 0PP
Ambidexterity
Attack Specialization (Unarmed) 2
Dodge Focus 3
Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP
Comprehend 2 (Any Sentient Language) 2PP
Enhanced Strength 10 10PP
Flight 2 (25 MPH) 4PP
Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP
Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP
Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP
Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP
Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP
Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP
Base Power: Move Object 7 (Extras: Damaging) 21PP
Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP
Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP
Alternate Power: Mind Control 7 14PP
Protection 10 10 PP
Drawbacks: (-4) = -4PP
Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC21 Toughness (Staged) Damage (Physical)
Move Object Perception DC22 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points
And here's the Miss Martian build. There's a pattern here if you can tell. Of course this is a VERY power heavy build, drawing on two seperate arrays for it. The first array covering unarmed attack and the extension of limbs, M'gann can knock a fool's block off from 7 yards away. The second array is all perception range abilities so capped at PL7, mind you, you can do a LOT with what's there, especially move object which is a very versatile power. Of course the rest of the build is pretty feat and skills light, but you can build on that however you like while the powers themselves can help you muscle throw threads.
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Character Name: Smart Speedster
Power Level: (7) (105/105PP)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Combat: 8 + 8 = 16PP
Initiative: +20
Attack: +4 Ranged, +10 Strike
Grapple: +0
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 2 + 8 + 4 = 14PP
Toughness: +2 (+0 Con, +2 Costume)
Fortitude: +2 (+0 Con, +2)
Reflex: +12 (+4 Dex, +8)
Will: +4 (+0 Wis, +4)
Skills: 48R = 12PPAcrobatics 5 (+9)
Computers 5 (+10)
Gather Information 5 (+5)
Knowledge (Earth Sciences) 3 (+8)
Knowledge (Life Sciences) 3 (+8)
Knowledge (Physical Sciences) 5 (+10)
Knowledge (Popular Culture) 2 (+7)
Knowledge (Technology) 5 (+10)
Notice 5 (+5)
Search 5 (+5)
Stealth 5 (+9)
Feats: 22PPAll-Out Attack
Dodge Focus 8
Elusive Target
Equipment
Evasion
Improved Iniative 4
Inventor
Move-By Action
Power Attack
Quick Change
Takedown Attack
Uncanny Dodge (Hearing)
Equipment 5EP
Binoculars 1EP
Goggles (Immunity Visual Dazzle (Dust)) 1EP
Padded Costume (Protection 2) 2EP
Multi-Tool 1EP
Powers: 1 + 14 + 2 + 3 = 19PP
Regeneration 1 (Recovery Rate) 1PP
Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP
AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP
Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP
Drawbacks: (0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Strike* Touch DC19 Toughness (Staged) Damage (Physical)
Autofire Additional 2 Points for Every 2 above hit, capped at half total damage)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points
Of course another comic book staple is the speedster. This speedster isn't as fast as most are being based on Kid Flash (even if 1000MPH is pretty impressive) but he plenty competitant. He's a scientific prodigy, and very VERY hard to hit. Mind you, if someone gets a hit in, he'll go down, but won't stay down for too long (regeneration and all). Power attack helps you up the damage to full +10, which if you hit accurately enough with autofire can go up to +15.
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Character Name: Bow User
Power Level: (7) (105/105PP)
Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness
Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 Range, +10 Melee
Grapple: +14
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -3
Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +5 (+3 Wis, +2)
Skills: 48R = 12PP
Acrobatics 7 (+10)
Bluff 7 (+10)
Language 2 (Native: English, Vietnamese, French)
Medicine 2 (+5)
Notice 7 (+10)
Search 7 (+10)
Sense Motive 7 (+10)
Stealth 7 (+10)
Survival 2 (+5)
Feats: 27PP
All-Out Attack
Accurate Attack
Ambidextrious
Attack Focus (Melee) 3
Defensive Attack
Defensive Roll
Dodge Focus 5
Equipment 2
Improved Critical 2 (Bows)
Improved Initiative
Improved Grapple
Jack Of All Trades
Luck 2
Power Attack
Precise Shot
Ricochet
Skill Mastery (Acrobatics, Bluff, Search, Notice)
Takedown Attack
Uncanny Dodge (Hearing)
Equipment 10EP
Binoculars 1EP
Crossbow (Blast 3, Range 40ft) 7EP
Flashlight 1EP
Master Work Tools First Aid (+4 First Aid Skill) 1EP
Powers: 10 = 10PP
Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP
Bow Array (11PP, x4 Alternate Powers)
Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP
Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP
Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP
Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP
Drawbacks: (0) = -0PP
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC19 Toughness (Staged) Damage (Physical)
Blast Range DC22 Toughness (Staged) Damage (Physical)
Blast Area:Burst DC18 Toughness (Staged) Damage (Physical)
Stun Range DC13 Fortitude (Staged) Stun
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points
Bows are in universe a popular staple around superheroes since it's a reasonable ranged alternative to guntotting (which is pretty much a nono in our setting). Of course standard rangers specialize in keeping a distance, this build is someone trained to hold their own with bows and with their fists if someone manages to close the distance. Artemis is a good example of this type of ranger.
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Character Name: Master of Diguise
Power Level: (7) (105/105PP)
Trade-Offs: Unarmed +5 Attack / -5 Damage, Throwing Knives +1 Attack / -1 Damage, +4 Defense / -4 Toughness
Abilities: 4 + 4 + 4 + 4 + 6 + 10 = 22PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 20 (+5)
Combat: 16 + 8 = 22PP
Initiative: +6
Attack: +12 Unarmed, +8 Ranged
Grapple: +14
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2
Saving Throws: 3 + 3 + 2 = 8PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +5 (+3 Wis, +2)
Skills: 112R = 28PP
Bluff 10 (+15)*Diplomacy 10 (+15)*
Disguise 10 (+15)*
Drive 4 (+9)
Escape Artist 8 (+10)
Gather Information 10
Language 6 (Base: English, French, Italian, German, Japanese, Manderin, Spanish)
Notice 12 (+15)*
Sense Motive 12 (+15)
Search 12 (+15)
Sleight of Hand 10 (+15)
Stealth 8 (+10)
*Skill Mastery
Feats: 25PPAmbidexterity
Attack Specialization (Unarmed)
Defensive Roll
Dodge Focus 6
Equipment 3
Improved Initiative
Jack Of All Trades
Luck 2
Power Attack
Quick Change 2Skill Mastery (Bluff, Diplomacy, Disguise, Notice)
Throwing Mastery 2
Uncanny Dodge (Hearing)
Well InformedEquipment 15EP
Concealable Microphone 1EP
Disguise Kit 1EP
Mini Tracer 1EP
Motor Cycle 9EP
Strength 15
Speed 5 (250 MPH)
Defense 10
Toughness 8
Size MediumThrowing Knives (Blast 2, Subtle) 3EP
Powers: 0 + 0 + 0 = 0PP
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC17 Toughness (Staged) Damage (Physical)
Knives Range (20ft) DC21 Toughness (Staged) Damage (Physical)
Totals: Abilities (22) + Combat (22) + Saving Throws (8) + Skills (28) + Feats (25) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
The Master of Disguise, not usually a heroic character, but it has been done, like Black Orchid for example. This character is a non-powered infiltration specialist. They can and will adopt as many faces as they like, and scrap there way out if they get caught. They have throwing knives as a base weapon, but if disarmed can use other things as weapons with throwing mastery. Who are they? They could be a former thief gone straight, an ex government agent who's working the streets, a stage magician who decided to use some tricks on the bad guys or maybe a ninja or some other shadowy person who decided to mend their ways. Either way, they're VERY good at what they do, and in a team setting they're an excellent scout or someone more suited to lead more subtle operations.
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Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes.
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Character Name: Artemis
Power Level: (7) (105/105PP)
Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 Range, +10 Melee
Grapple: +14
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -3
Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +5 (+3 Wis, +2)
Skills: 48R = 12PPAcrobatics 7 (+10)
Bluff 7 (+10)
Language 2 (Native: English, Vietnamese, French)
Medicine 2 (+5)
Notice 7 (+10)
Search 7 (+10)
Sense Motive 7 (+10)
Stealth 7 (+10)
Survival 2 (+5)
Feats: 27PP
All-Out Attack
Accurate Attack
Ambidextrious
Attack Focus (Melee) 3
Defensive Attack
Defensive Roll
Dodge Focus 5
Equipment 2
Improved Critical 2 (Bows)
Improved Initiative
Improved Grapple
Jack Of All Trades
Luck 2
Power Attack
Precise Shot
Ricochet
Skill Mastery (Acrobatics, Bluff, Search, Notice)
Takedown Attack
Uncanny Dodge (Hearing)
Equipment 10EP
Binoculars 1EP
Crossbow (Blast 3, Range 40ft) 7EP
Flashlight 1EP
Master Work Tools First Aid (+4 First Aid Skill) 1EP
Powers: 10 = 10PP
Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP
Bow Array (11PP, x4 Alternate Powers)
Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP
Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP
Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP
Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP
Drawbacks: (0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC19 Toughness (Staged) Damage (Physical)
Blast Range DC22 Toughness (Staged) Damage (Physical)
Blast Area:Burst DC18 Toughness (Staged) Damage (Physical)
Stun Range DC13 Fortitude (Staged) Stun
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points
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Character Name: Kid Flash
Power Level: (7) (105/105PP)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Combat: 8 + 8 = 16PP
Initiative: +20
Attack: +4 Ranged, +10 Strike
Grapple: +0
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 2 + 8 + 4 = 14PP
Toughness: +2 (+0 Con, +2 Costume)
Fortitude: +2 (+0 Con, +2)
Reflex: +12 (+4 Dex, +8)
Will: +4 (+0 Wis, +4)
Skills: 48R = 12PPAcrobatics 5 (+9)
Computers 5 (+10)
Gather Information 5 (+5)
Knowledge (Earth Sciences) 3 (+8)
Knowledge (Life Sciences) 3 (+8)
Knowledge (Physical Sciences) 5 (+10)
Knowledge (Popular Culture) 2 (+7)
Knowledge (Technology) 5 (+10)
Notice 5 (+5)
Search 5 (+5)
Stealth 5 (+9)
Feats: 22PPAll-Out Attack
Dodge Focus 8
Elusive Target
Equipment
Evasion
Improved Iniative 4
Inventor
Move-By Action
Power Attack
Quick Change
Takedown Attack
Uncanny Dodge (Hearing)
Equipment 5EP
Binoculars 1EP
Goggles (Immunity Visual Dazzle (Dust)) 1EP
Padded Costume (Protection 2) 2EP
Multi-Tool 1EP
Powers: 1 + 14 + 2 + 3 = 19PP
Regeneration 1 (Recovery Rate) 1PP
Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP
AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP
Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP
Drawbacks: (0) = -0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
Strike* Touch DC19 Toughness (Staged) Damage (Physical)
Autofire Additional 2 Points for Every 2 above hit, capped at half total damage)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points
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Really? Huh, well 30 still if I get the +2.
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20 for Notice, so 22, and 18 for technology, so 20.
Looking at computers for data about any traps, Crit, 28, so like 33 +2 is 35.
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Character Name: Miss Martian
Power Level: (7 or 10) (105/105PP)
Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30
Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP
Strength: 12/22 (+1/+6)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 10 (+0)
Combat: 8 + 5 = 13PP
Initiative: +0
Attack: +8 Melee, +4 Ranged
Grapple: +0
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -0
Saving Throws: 2 + 4 + 6 = 12PP
Toughness: +10 (+0 Con, +10 Protection)
Fortitude: +2 (+0 Con, +2)
Reflex: +4 (+0 Dex, +4)
Will: +10 (+4 Wis, +6)
Skills: 24R = 6PP
Concentration 11 (+15)
Pop Culture 6 (+6)
Notice 4 (+8)
Search 3 (+7)
Feats: 0PP
Ambidexterity
Attack Specialization (Unarmed) 2
Dodge Focus 3
Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP
Comprehend 2 (Any Sentient Language) 2PP
Enhanced Strength 10 10PP
Flight 2 (25 MPH) 4PP
Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP
Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP
Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP
Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP
Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP
Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP
Base Power: Move Object 7 (Extras: Damaging) 21PP
Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP
Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP
Alternate Power: Mind Control 7 14PP
Protection 10 10 PP
Drawbacks: (-4) = -4PP
Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC21 Toughness (Staged) Damage (Physical)
Move Object Perception DC22 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points
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Character Name: Aqualad
Power Level: (7) (105/105PP)
Trade-Offs: Blast +2 Attack -2 Damage
Unspent Power Points: 0
Progress To Bronze Status: 0/30Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP
Strength: 24/34 (+7/+12*)
Dexterity: 16 (+3)
Constitution: 24 (+7)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 10 (+0)*Carrying Capacity Only
Combat: 14 + 8 = 22PP
Initiative: +7
Attack: +7 (+9 Blast)
Grapple: +16
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0
Saving Throws: 0 + 2 + 1 = 3PP
Toughness: +7 (+7 Con, +0)
Fortitude: +7 (+7 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +3 (+2 Wis, +1)
Skills: 36R = 9PPAcrobatics 3 (+6)
Bluff 6 (+6)
Knowledge (Arcane Lore) 4 (+6)
Knowledge (Atlantian History) 4 (+6)
Languages 1 (Native: Alantean, English)
Notice 8 (+10)
Search 8 (+10)
Stealth 2 (+5)
Feats: 10 PPAccurate Attack
All-Out Attack
Defensive Attack
Dodge Focus 3
Power Attack
Stunning Attack
Teamwork
Uncanny Dodge (Hearing)
Powers: 9 + 1 + 4 + 6 = 19 PP
Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PPWater-Bearers Array (13 PP, x2 Alternate Powers) 15 PP
Base Power: Blast 5 (Feats: Accurate, Improved Range 2)
Alternate Power: Move Object 6 (Extras: Tether) 12 PP
Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP
Immunity 1 (Drowning) 1PP
Super-Strength 2 (+10 Carrying Capacity) 4PP
Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP
Drawbacks: (0) = 0PP
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC 25 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105
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Character Name: Superboy
Power Level: (7) (105/105PP)
Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30Abilities: 0 + 10 + 0 + 0 - 2 - 2 = 6PP
Strength: 10/30/50 (+0/+10/+20*)
Dexterity: 20 (+5)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 8 (-1)
*Carrying Capacity Only
Combat: 4 + 4 = 8PP
Initiative: +13
Attack: +2, +4 Unarmed
Grapple: +18
Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -0
Saving Throws: 11 + 1 + 4 = 15PP
Toughness: +12 (+0 Con, +12, +10 Impervious Toughness)
Fortitude: +11 (+0 Con, +11)
Reflex: +6 (+5 Dex, +1)
Will: +3 (-1 Wis, +4)
Skills: 28R = 7PPKnowledge 4 (Political Science) (+4)
Knowledge 4 (History) (+4)
Intimidate 5 (+5/+9 Attractive)
Notice 5 (+4)
Search 5 (+4)
Stealth 5 (+10)
Feats: 10PP
Accurate AttackAll-Out Attack
Attack Specialization (Unarmed)
Attractive
Defensive Attack
Improved Critical (Unarmed) 2
Improved Initiative 2
Takedown Attack
Powers: 2 + 21 + 4 + 22 + 4 + 8 = 61PPComprehend 1 (Language) 2PP
Enhanced Strength 20 (Feats: Innate) 21PPLeaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP
Protection 12 (+10 Impervious Toughness) 22 PP
Super-Sense (Hearing, Accute, Extended 3) 4 PP
Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP
Drawbacks: (-3) = -3PP
Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]
DC BlockATTACK RANGE SAVE EFFECT
Unarmed Touch DC Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (10) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points
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This looks like a job for! Synapse, Jasmine's computers is only +8, she doesn't have the other two skills.
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I'm fine with it.
-
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Georgia smiled,
"Well it's not like I haven't threatened worse to my little brother."
Looking at the room she clapped her hands,"We can go eat now, I think Cho's about to keel over."
Heading towards the door she took out her key and twirled it,
"We'll just lock up here, and you can lead the way to the restuarant."
-
Jasmine let a sign pass when he asked if she 'knew',
"Not until today actually, but yes, later."
Jasmine saw Young Britiannia land but was not prepared for the sudden transport and she jumped with a squeak before she got her bearings and looked at her surroundings. She put a hand over her heart and looked around. Not that she could really pretend to be dignified after she just started like a cat over the burst of light. She glanced at Dee who got onto the point much more quickly,
"That is a good question, though not the main one."
She turned to Osprey,"We have been assigned a job it seems from the Ministry of Powers about some reacquisition of resources. It isn't illegal, but it may very well be dangerous. So I am asking, would you assist us in this matter? I have no qualms with you simply walking away and have no intention to pursue you otherwise. You needn't associate with the ministry anymore then you wish at this juncture."
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Georgia shrugged and tossed her trunk on one side of the room. It clunked at the sudden return of it's weight and plopped on the floor. She tossed the suitcase on top of the bed,
"Later, besides, just got some posters and stuff. Nothing big or anything. Got an old laptop in my suitcase but otherwise I can't see my stuff invading your space."
She thought about it for a second,"Okay, except when we start getting closer to laundry day, then some things might be flopping around, but yell and I'll toss them in the hamper before long."
As Thaelia left, Georgia listened to her advise about the do not. She didn't know what to say at first, because it took her a second when the girl left before she turned to Giang,"Did she seriously try to conquer her neighbors room?"
Roo's Budget Builds
in Archives
Posted · Edited by Aoiroo
Character Name: The Rock
Power Level: (7 ) (105/105PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Abilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP
Strength: 10/30/45 (+0/+10/+17*)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 14 (+2)
*Carrying Capacity Only
Combat: 4 + 4 = 8PP
Initiative: +10
Attack: +2 Melee, +2 Ranged
Grapple: +15
Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -12
Saving Throws: 8 + 2 + 4 = 16PP
Toughness: +10 (+0 Con, +10 Protection (+5 Impervious Toughness))
Fortitude: +8 (+0 Con, +8)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+0 Wis, +4)
Skills: 56R = 14PP
Intimidation 8 (+10)*
Knowledge (Life Sciences) 12 (+15)*
Medicine 10 (+10)*
Notice 10 (+10)*
Languages 1 (Base: English, Latin)
Search 5 (+5)
Sense Motive 10 (+10)
*Skill Mastery
Feats: 8 PP
Accurate Attack
Assessment
Fearless
Improved Initiative 2
Interpose
Teamwork
Skill Mastery (Intimidation, Knowledge (Life Sciences), Medicine, Notice)
Powers: 50 = 0PP
Alternate Form 10 50PP
Density 10 (+20 Strength, +5 Impervious Toughness, +3 Super-Strength (Carrying Capacity, 2 Tons Light Load, 4 Tons Medium Load, 6 Tons Heavy Load, 12 Tons Maximum Load, 30 Tons Push/Drag) 30PP
Immunity 5 (Piercing Damage, Flaws: Half) 5PP
Immunity 10 (Fire) 10PP
Protection 5 5PP
Drawbacks: (-3) = -3PP
Drawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP]
(Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC25 Toughness (Staged) Damage (Physical)
(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)
Totals: Abilities (14) + Combat (8) + Saving Throws (14) + Skills (14) + Feats (8) + Powers (50) - Drawbacks (3) = 105/105 Power Points
We will, we will, ROCK YOU!
Du du du.
Anyway, first alternate form, and this is one tough bugger, when he's in his alternate form that is. He gets a full rock overcoat that's immune to blades, fire, and at Impervious toughness 5 guns as well. This one actually has the normal form drawback, no rock, no powers. He's strong as heck in his alternate form, and has accurate attack if you so wish to have him actually hit something, or you could team him up cause what do you know, he has teamwork feat great for switching in the attack after a faster more agile alley feints the baddie. This is based on the Thing, but of course different fluff because one, the form isn't permenant, two, this persons a smarty in a different way (the Thing's an Engineer I believe in canon), he's a full on medical doctor, so he can bring the hurt and fix it as well.