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  • Sample Character #1: Paragon

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    [GM Note: You fly really fast, you’re really strong, bullets bounce off your chest, you can go out in space without a spacesuit]


    Abilities: 10 + 2 + 10 + 0 + 2 + 4 = 28PP

    Strength: 40 [20] (+15/+5)

    Dexterity: 12 (+1)

    Constitution: 40 [20] (+15/+5)

    Intelligence: 10 (+0)

    Wisdom: 12 (+1)

    Charisma: 14 (+2)


    [GM Notes: The Paragon is really strong! In fact, she’s the strongest of all the sample builds. You might want to consider dropping her Strength and using the points to buy a higher Attack or different Feats. Another thing you might want to change is that she’s still pretty strong without her powers - that may or may not fit your concept.]


    Combat: 10 + 10 = 20PP

    Initiative: +1

    Attack: +5 Base

    Defense: +5 Base, +2 Flat-Footed

    Grapple: +28 to +20 (Super-Strength)

    Knockback: -12/-2


    [GM Notes: She might not look like a particularly good fighter but a +5 Base Attack bonus will still get you through most fights. She’s probably going to shrug off most counter-attacks even if she misses! She rolls the same whether she’s punching someone or picking up a bus to throw at them. (Make sure you let the civilians get off first, Paragon!)


    You could free up some points to personalize the build by dropping her Attack and Defense scores and buying Feats like Attack Focus (Melee) and Dodge Focus - note that this sheet is actually a little unusual in that I didn’t use those feats down below. Remember no more than 2/3rd of her Attack and Defense bonuses can come from Feats, so you couldn’t take her down lower than +2 Attack or +2 Defense.]


    Saves: 0 + 4 + 6 = 10PP

    Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious]

    Fortitude: +15/+5 (+5 Con, +10 Enhanced Con)

    Reflex: +5 (+1 Dex, +4)

    Will: +7 (+1 Wis, +6)


    [GM Notes: The Paragon’s massive Fort Save means that even if something targeting her body gets past her immunities, it’s probably not going to affect her physically. Her Reflex save isn’t great - against an opponent of her PL who targets Reflex Saves, she’s probably in trouble. Her Will Save is OK.


    You could probably juggle her saves a bit - you could give her an even lower Reflex Save and pump up that Will Save - there aren’t many Reflex-based powers that could hold a character like this, since she could rip her way out of Snares and the like easily enough.]


    Skills: 24R = 6PP

    Diplomacy 8 (+10)

    Notice 8 (+9)

    Sense Motive 8 (+9)


    [GM Note: The Paragon’s skills are solid for what characters like her are probably going to be doing - she can talk in a friendly way to people, she can observe details, and she can figure out what people are about. Other than that, though, they’re pretty bare bones.


    That’s not such a bad thing - these skills work great for a farm girl fresh off the bus from Kansas, or maybe a Claremont teenager right at the beginning of their hero career. On the other hand, spending points on skills is a great way to make the character distinctive! This would be a great place to spend PP - whether you free it up by cutting down on her Powers, adding Drawbacks, or maybe with PP earned in play.


    One possible source of customization would be to give her Skills reflective of a Secret Identity, like more interaction skills for a journalist, or Knowledge (Arcane Lore) for someone empowered by ancient gods]


    Feats: 7PP





    Quick Change

    Takedown Attack

    Ultimate Save (Toughness)


    [GM Notes: All these Feats are in the Core Rules - check them out! She can do most of the things a Superman type can do, whether it’s changing her costume at super-speed, shrugging off the threats of a cosmic tyrant, taking hits for her squishier friends, beating up minions, or taking the big hits from that cosmic tyrant’s eyebeams.


    She’s a bit of a one-dimensional fighter - something to customize or improve with earned PP, if you like.]


    Powers: 20 + 20 + 10 + 10 + 19  = 79PP

    Descriptors: all genetic


    Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP]


    Enhanced Strength 20 (to Strength 40 [+15]) [20PP]


    Immunity 10 (Life Support, Starvation and Thirst) [10PP]


    Impervious Toughness 10 [10PP]


    Paragon Array 8 (16PP Array, Feats: Alternate Power, Dynamic 2) [19PP]

    • DBE: Flight 0-8 (0 - 2500 MPH / 0 - 25000' per Move Action) {2-16}
    • DAP: Super-Strength 0-8 (Effective Strength 40-80, Heavy Load: 3 tons - 1440 tons) {2-16}


    [GM Notes: She’s about as strong and tough as it’s possible for a PL 10 character to be - and downright impervious to most forms of physical harm. Bullets bounce off her chest! Her Dynamic Array means that she divides her points between Flight and Super-Strength - so with 16 PP in the array she can have, for example, Flight 4 [8PP] and Super-Strength 4 [8PP] active at the same time, or Flight 3 and Super-Strength 5, etc.


    Note that even with no Super-Strength at all, she’s still strong enough to lift a fully-loaded car - and with her Super-Strength all the way, she’s strong enough to lift a destroyer escort! She’d just better be on dry land when she does that - since she can't fly when using her strength to its utmost.


    If you want a Hulk-type Powerhouse instead of a Superman-style flying brick, just shift that Flight to Leaping. If you free up some points with Drawbacks or changing things around, you could get her some Super-Senses. The best way to buy her laser vision would be as an Alternate Power off her Enhanced Strength; Blast 5 (Feats: Accurate 5) [15PP] is rules-legal and would fit in there nicely.


    This is the best place to free up points on the sheet. Dropping her Paragon Array down (maybe to Flight 5 / Super-Strength 5) would give you a significant number of potential points. You could drop some or all of her immunities - maybe she still can’t breathe in space. (Her massive Fort save will help cover for missing immunities.) Dropping Impervious, or adding a Flaws so that it only works vs. Physical or Energy Damage, is another great source of points.]


    Drawbacks: (-0) + (-0) = -0PP


    [GM Notes: Another great source of PP for a character like this! There’s Normal Identity (When Exposed to Glowing Green Rocks; Uncommon Occurrence; Major Intensity) [-4PP], Weakness (Glowing Green Rocks; Uncommon Occurrence; -1 Constitution Per Minute) [-5PP] for character with problems with certain meteors. (In the FC-verse, we often use daka crystals as a stand-in for kryptonite.) There’s also Vulnerability (Fire; Common Occurrence; Major Intensity) [-4PP] for Martians and the like. But of course you can use whatever you want!]


    DC Block

    ATTACK                RANGE   SAVE              EFFECT

    Unarmed w/no Powers   Touch   DC 20 Toughness   Damage [Physical]

    Unarmed               Touch   DC 35 Toughness   Damage [Physical]


    Totals: Abilities (28) + Combat (20) + Saving Throws (10) + Skills (6) + Feats (7) + Powers (79) - Drawbacks (0) = 150/150 Power Points


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