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Cassandra Cain | Batman Wiki | Fandom

(note - this isn't a Cass build - I just like the picture!) 

PL: 7 (105)

 

Abilities: 2 + 10 + 4 + 0 + 4 + 4 = 24PP
STR 12 (+1) 
DEX 20 (+5) 
CON 14 (+2) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 14 (+2) 

 

Notes: She's a tight, dextrous build - focused on physical agility above all else. Her Charisma may be a little high as built, honestly - feel free to take those four points and put them elsewhere.

 

Combat: 12 + 8 = 20PP
Init: +13
ATK: +6 (+7 Melee) 
DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) 
Grapple: +9/+15 w/Escape Artist 
Knockback: -3/-1

 

Notes: She needs a little more training before she starts engaging in ranged combat - but she's not a bad shot if she picks up a crossbow! She should stay mobile and not try arm-wrestling with any big muscly goons, but she's not totally helpless if she is caught out - especially by the PL 3-5 thugs she should be fighting. With her high initiative, she is almost always going to go first when fighting people near her level. 

 

Saves: 3 + 4 + 3 = 10PP
TOU +6/2 (+2 Con, +4 Defensive Roll)  
FORT +5 (+2 Con, +3) 
REF +9 (+5 Dex, +4) 
WILL +5 (+2 Wis, +3) 

 

Notes: Again, a hyper-focus. She'll be in trouble if she gets maced or runs into a mind-controller - which is just right for a street-level character. Those things _should_ be serious problems.

 

Skills: 64R=16PP
Acrobatics 10 (+15, SM)
Bluff 8 (+10) 
Climb 8 (+10, SM) 
Escape Artist 12 (+15, SM)

Language 1 (English, Base: Japanese) 
Notice 6 (+8) 
Sense Motive 7 (+9) 
Stealth 10 (+15, SM) 

 

Notes: If she's hanging around with a detective, those skills haven't really been passed on yet. But she's very fast and very sneaky, and can let herself into a lot of places. Except for locked ones - but that's what the katana is for!

 

Feats: 21PP 
Acrobatic Bluff 
Attack Focus: Melee 1 
Challenge 1 (Fast Acrobatic Bluff)

Defensive Roll 2 
Dodge Focus 4 
Evasion 2 
Improved Initiative 2
Luck 1
Hide in Plain Sight 
Power Attack
Quick Draw [Draw]
Skill Mastery (Acrobatics, Climb, Escape Artist, Stealth) 
Takedown Attack 2
Uncanny Dodge (auditory) 

 

Notes: The idea here is that she does lots of flips and tricks in fights before she hits people with her sword, or she sneaks up on them and hits them with her sword. Either way it'll do the trick given that she's not attack-shifted. Between catching people flat-footed and her ability to power attack, she can sucker-stab some pretty tough customers. Buy up some Luck as that PL rises!

 

Powers: 6 + 8 = 14PP 
Container 1 (Clan’s Training, 5PP, PF: Innate) [6PP] 
Leaping 1 (x2) [1PP] 
Quickness 1 (x2) [1PP] 
Speed 1 (10MPH/100FPM] [1PP] 
Super-Movement 1 (Slow-Fall) [2PP] 

 

Notes: This is just so she can do standard comic book martial artist stuff - run real fast, leap hella high, fall off a cliff and land on her feet like a cat. 

 

Device 2 (Katana, 10PP, Flaw: Easy to Lose, PFs: Restricted 1 [those who can work the lock], Subtle [concealable]) [8PP] 
Damage 5 (PFs: Improved Crit 2, Mighty, Precise, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {10/10} 

 

Notes: If you're playing a martial artist, they should have a cool signature gimmick like a power punch or a cool weapon. The Variable Descriptor represents cutting people with the blade, stabbing them with the point, or punching them with the hilt/smacking them with the blade. In my mind this scion of the Katanarchists (Freedom City's Hand/Foot expy) ran away with her signature sword rather than submit to her family's brutal regime. Now she wages a one-woman war defending her home neighborhood from scum and low-lifes, worrying always that someone more powerful is going to come and track her down... 


costs
abilities 24 + combat 20 + saves 10 + skills 16/64 + feats 21 + powers 14 = 105 pts

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Street Sorcerer

Almost) Rooting Against the Protagonist: Harry Dresden – The Nexus

PL7 / 105PP

 

Abilities: 0 + 0 + 4 + 4 + 8 + 4 = 20PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 14 (+2)

 

Notes:  He's not a physical powerhouse but is clever and perceptive, alternatives could go for higher in and less charisma or Wisdom for a more classic wizard.

Combat: 6 + 6 = 12PP
Initiative: +0
Attack: +3 Melee, +3 Ranged 
Defense: +7 (+3 Base, +4  enhanced Dodge Focus), +2 Flat-Footed

Grapple: +3
Knockback: -1/-3

 

Notes: Nothing fancy here baseline attack and defense relying on spells to keep safe and deal out the hurt.

Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +0 (+2 Con, +7 [+5 Force field])
Fortitude: +7 (+2 Con, +5)
Reflex: +5 (+0 Dex, +5)
Will: +9 (+4 Wis, +5)

 

Notes:  Relatively balanced exotic saves able to hold his own against most types of threats he might face.

Skills: 52R = 13PP 

Bluff 3 (+5)

Concentration 6 (+10)

Diplomacy 3 (+5)

Gather Information 6 (+8)

Intimidate 8 (+10)

Knowledge:  Arcana 8 (+10)

knowledge: Streetwise 3 (+5)

Language 1 (English: native, Spanish)

Medicine 1 (+5)

Notice 6 (+10)

Sense Motive 6 (+10)

Survival 1 (+5)

 

Notes: Focus here is on a street smart practitioner with some significant knowledge of the arcane.  Changing skills around to be more outdoorsy will get you a druid or field witch, get some latin and higher diplomacy for a classic 'hermetic'

Feats: 5PP

Contacts 

Luck 2

Quick Change

Ritualist

 

Notes:  Bare bones, Able to conjure a costume and do magic.  Contacts could swap for something thematic to a different kind of practitioner like animal empathy or leadership.  Alternately some of this could be dropped for a small HQ.

Powers: 22 + 3 + 1 + 6 + 8 = 40PP

 

 

Array Rank 9 (18 PP Array; Feats: Alternate Power 5, Drawbacks: Power Loss Must be able to speak or gesture -1)[22PP] (Magic)

  • Base Power: Damage 7 (Sorcerous Strike;  Feats: Accurate 2, Affects Insubstantial 2, Knockback 5, Variable Descriptor 2(Any Magic)) {18/18} 
  • Alternate Power: Damage 7 (Battle Bolt; Extras: Range(Ranged); Feats: Accurate 2, Variable Descriptor 2(Any Magic);) {18/18} 
  • Alternate Power: Create Object  6 (Conjuration; 6 10' Cubes; Feats: Affects Insubstantial, Innate, Precise, Progression, Selective, Subtle) {18/18}
  • Alternate Power: Move Object 7 (Mage Hand;  Feats: Accurate 2, Affects Insubstantial, Subtle) {18/18}
  • Alternate Power: Snare 7 (Grasp From Beyond;  Power Feats: Accurate 2, Indirect 2) {18/18}
  • Alternate Power: Stun 7 (Descriptive Name; Extras: Alternate Save(will), Range(ranged); Flaws: Daze Only; Feats: Accurate 2, Reversible, Subtle) {18/18} 

Enhanced Feats (Mystic Deflection; Dodge Focus 4; Drawbacks: Noticeable -1) [3PP] 

 

Enhanced Feats (Foresight; Uncanny Dodge (Mental) ) [1PP]


Protection 5 (Force Field; Extras: Force Field +0, Feats: Subtle) [6PP] 

 

Super Senses 8 (Sorcerous Sight; Mental Sense: Magic Awareness 3, Acute(Magic Awareness) , Analytical(Magic Awareness), Radius(Magic Awareness), Ranged(Magic Awareness), Tracking(Magic Awareness) ) [8PP] (descriptors)

Notes: Here's where the the rubber meets the road.  Bulk of his defenses are magical, these could be replaced by devices for protective amulets or what not.  Super senses could expand into dimensional or spirit sight instead of magic depending on origin and style.  The magic array is single targets and hit almost all the saves.  If travel is needed a TP power could fit comfortable in the array instead of one of the existing but the Street Sorcerer sticks to his neighborhood mostly so not really needed here.


Drawbacks: (-0) + (-0) = -0PP




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

 

Totals: Abilities (20) + Combat (12) + Saving Throws (15) + Skills (13) + Feats (5) + Powers (40) - Drawbacks (0) = 105/105 Power Points

 

Notes:  Mystics are some of the most varied archetypes but with this core build you can adjust a few skills and descriptors to get a necromancer, witch, theurgist, shaman, any number of stylistic choices.  The core is the array of spells and some related knowledges.  Another alternative is to focus on devices maybe a wand or staff that grants the Power feats on his spells or allows him to cast without gesture and words.

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Paragon

 

Kara Zor-L (Generation Lost) | DC Database | Fandom

(not a Kara build - I just like the picture!) 

 

PL: 7 (105)

 

Abilities: 4 + 4 + 4 + 0 + 4 =16
STR 30/14 (+10/+2) 
DEX 14 (+2) 
CON 30/14 (+10/+2) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 10 (+0) 

 

Notes: This may not sound impressive but it's good enough. In a PL 7 game, a character who can do +10 damage without Power Attacking is an unstoppable monster that opponents at her PL are going to have a devil of a time fighting. 

 

Combat: 4 + 4 = 8PP 
Init: +2 
ATK: +2 (+4 Melee) 
DEF: +4 (+2 Dodge +2 Base +1 flat-footed) 
Grapple: +6/+23
Knockback: -10/-1

 

Notes: She's not very fast and she can't fight at range - but who cares? If she grabs someone at her PL she is going to grapple them; if they punch her, she is probably going to suck it up. 

 

Saves: 0 + 3 + 3 = 6PP
TOU +10/+2 (+8 Enhanced Con, +2 Con, +7 Impervious) 
FORT +10/+2 (+8 Enhanced Con, +2 Con) 
REF +5 (+2 Dex, +3) 
WILL +5 (+2 Wis, +3) 

 

Notes: She's good at one thing but she's good at that thing. Don't worry too much about that low Reflex save - she can break her way out of most Snares near her PL. With Impervious 7, she can tank just about anything short of heavy weapons without a roll. Watch out when the local mobsters bring in the big guns, though.

 

Skills: 24R=6PP
Diplomacy 8 (+8) 
Notice 8 (+10) 
Sense Motive 8 (+10) 

 

Notes: Blunt, straightforward paragon who can make friends by talking to people. A character like this is not going to be making a lot of skill-based rolls.

 

Feats: 9PP
All-Out Attack
Attack Focus (Melee) 2 
Dodge Focus 2 
Luck 1
Move By Action
Interpose
Power Attack 

 

Notes: She flies up to people and punches them! If they're fast, she All-Out Attacks and she can hit them - if they're slow, she Power Attacks and throws punches (with a potential DC of 30!) that very few people close to her PL can suck up. She can fly in and take hits for her friends, too. Take advantage of that Luck feat.

 

Powers: 16 + 16 + 6 + 9 + 7 + 6 = 60PP 


Enhanced CON 16 (to CON 30/+10) [16PP] 

 

Enhanced STR 16 (to STR 30/+10) [16PP]

 

Flight 3 (50 MPH/500FPM) [6PP] 

 

Immunity 9 (life support) [9PP] 

 

Impervious TOU 7 [7PP] 

 

Super-Strength 3 (Effective STR 45, Heavy Load 8 tons) [6PP] 

 

Notes: Simple, straightforward, easily done. You could free up points by making the Flight-Super-Strength array dynamic, or dropping the Impervious, or dropping some of those immunities - there's no reason she has to be able to fly into space at this point. But it helps! I think this is about right for a teenage superhuman who was the toughest person in her small Kansas town (shrugging off shotgun blasts! lifting trucks! chasing speeding cars), and who has come to the big city looking to do some good. 


costs
abilities 16 + combat 8 + saves 6 + skills 6/24 + feats 9 + powers 60 = 105 pts

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PL 7 Archer

 

Abilities: 4+6+4+0+6+2=24

 

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 16 (+3)

Charisma 14 (+2)

 

(GM Notes: You’re reasonably strong, quick, tough, and you’ve got a strong personality. You’re also quite perceptive, as suits someone with the eyes of a skilled bowyer.)

 

Combat: 10+10=20

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Attack: +5 Base (+7 Ranged, +9 Bows, +9 Unarmed)

Grapple: +7

Defense:  +10 (+5 Base, + 5 Dodge Focus, +3 Flat Footed)

Knockback: -2, -1 Flat Footed

 

(GM Notes: So grappling isn’t your thing. That’s okay, you’re an archer. You’ll fill those pesky grapplers full of arrows before they touch you. But say the worst happens, and you don’t have your bow in your hands. It’s okay, as you’re not too bad unarmed either. Not good enough to win all your fights with it, but good enough in a pinch. You’re also sitting firmly on the more dodgy side of things, as at the end of the day you are just human. This is an incentive to use the environment and your skills to diminish the possibility of being hit. With that said, it’s not easy for your average thug to hit someone with 20 Defense.)

 

Saving Throws: 3+5+2=10

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude:  +5 (+2 Con, +3)

Reflex:  +8 (+3 Dex, +5)

Will: +5 (+3 Wis, +2)

 

(GM Notes: You’re a little squishy in a straight fight, but you’re not about to give the bad guys one anyway. Your Reflex is good, and with Evasion you’ll dodge most attacks at PL 7. Your other saves are weak. Toxins, diseases, and the odd psychic will give you some trouble, but that’s what sneak attacks are for.)

 

Skills: 60 SP= 15PP

Acrobatics 7 (+10)

Bluff 8 (+10)

Craft (chemical) 5 (+5)

Diplomacy 3 (+5)

Gather Information 3 (+5)

Knowledge (physical science) 5 (+5)

Knowledge (streetwise) 10 (+10)

Notice 7 (+10)

Sense Motive 7 (+10)

Stealth 7 (+10)

 

(GM Notes: Your skills are as important to your crime fighting success as your bow. You’re a Great acrobat, a solid bluffer, have keen senses, and are quite stealthy. Your remaining skills make you a decent if inexperienced detective (you’re outsourcing the CSI stuff, though) and explain how you make your own arrows.)

 

Feats: 19PP

Acrobatic Bluff

Attack Focus (ranged) 2

Attack Specialization (Bows)

Attack Specialization (Unarmed) 2

Defensive Attack

Defensive Roll

Dodge Focus 5

Evasion

Improved Aim

Improved Initiative

Improved Ranged Disarm

Move by Action

Power Attack

Precise Shot 2

Quick Draw

Ranged Pin

Skill Mastery (Acrobatics, Bluff, Notice, Stealth)

Taunt

Ultimate Aim

Uncanny Dodge (auditory)

 

(GM Notes: Your skills are valuable, but it’s your feats that make them go. Skill Mastery allows you to take 10 on your rolls in combat with the listed skills. Both Feint and Taunt key off Bluff, so not having to roll is useful there, especially with the high bonus for a PL 7. This also applies to Acrobatic Bluff. All said, you have a few ways of rendering an opponent flat footed and thus easier to hit. But that’s not all! Your expertise with the bow extends further with the ability to take a full round and add +4 to your ranged attacks (Improved Aim) Or use an Hero Point and add 20 (Ultimate Aim). Defensive Attack can push up your already high Defense, but because your Attack is already so high this is okay. You’ll still be able to hit mooks easily. Power Attack puts some oomph behind your arrows. Move by Action can keep you out of melee range. Precise Shot 2 means you can hit anyone unless you literally can’t see them. Quick Draw means you only need a free action to draw your bow. And last, Improved Ranged Disarm takes away the penalty for that action and Ranged Pin allows you to pin a foe to the wall. Or the large enough object.)

 

 

Powers: 9PP

(all arrows have “Technological” as a source descriptor. Effect descriptors are case by case.)


Device 3 (15PP Container, Flaw: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total

Array 5 [15 DP, [Feats]: Alternate Power 5] (Trick Arrows)

Base Power: Blast 5 (Normal Arrow; Piercing) [10DP] 

Alternate Power: Snare 5 (Net Arrow; Ropes/Netting) [1DP]

Alternate Power: Dazzle 5 (Auditory; Extra: Burst Area [25 ft radius]) (Sonic Scream Arrow; Sonic) [1DP]

Alternate Power: Obscure 5 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]) (Smoke Arrow; Darkness/Smoke) [1DP]

Alternate Power: Strike 5 (Extra: Cone Area [50 ft cone]) (Arrow Barrage, Piercing) [1DP]

Alternate Power: Speed 3 (Extra: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP]


(GM Notes: The arrows are fairly straightforward. Damage, restraint, and deafening foes in a small area. Smoke Arrow is almost as easy, but Independent basically makes it a fire and forget arrow. The effect will fade 1 PP per round, causing the effect to diminish as it loses ranks until it is gone. This does not affect any new Smoke Arrows you might choose to fire; they start at the full 10 PP. The Grappling Arrow might look complicated, but it isn’t. Simply put, you can swing from building to building, catch yourself if you fall, and climb up walls. All at a far superior rate of speed than just your feet, which is handy for getting around the big city. If there’s an arrow that you need and isn’t here, that’s a problem easily solved. Extra Effort or a Hero Point can get you that arrow right away.)

 

DC Block:

Name

Attack Bonus

Range

Save & DC

Effect

Unarmed

+9

Melee

17 Toughness

Damage

Standard Arrow

+9

Ranged

20 Toughness

Damage

Sonic Scream Arrow

N/A, General Area

Ranged

15 Reflex to halve

15 Reflex to avoid

15 Fort to overcome if affected

Auditory Dazzle

Arrow Barrage

N/A, General Area

Melee

15 Reflex to halve

20 Toughness

Damage

Net Arrow

+9

Ranged

15 Reflex to avoid

Attack vs. +5 Toughness to break free

Snare

 

Abilities 24+ Combat 20 + Saving Throws 10 + Skills 15 + Feats 27 + Powers 9– Drawbacks 0= 105/105

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PL 7 Battlesuit

 

Abilities: 0+2+2+10+4+0=18

 

Strength 10/25 Enhanced STR (+0/+7)

Dexterity 12 (+1)

Constitution 24 (+1)

Intelligence 20 (+5)

Wisdom 12 (+2)

Charisma 10 (+0)

 

(GM Notes: You’re a brain. You aren’t any great shakes physically and you’re not charismatic. You are a bit more perceptive that most, but yeah. You’re a brain.)

 

Combat: 6+4=10

Initiative: +1 (+1 Dex)

Attack: +3 Base (+7 Ranged in suit, +7 Unarmed in suit)

Grapple: +13 w/Battlesuit Might, +3 otherwise

Defense:  +4 (+2 Base, + 2 Dodge Focus, +1 Flat Footed)

Knockback: -8 in suit, 0 otherwise

 

(GM Notes: You yourself aren’t a particularly great fighter. That’s what the suit is for! Without it you’ll have trouble surviving even common thugs.)

 

Saving Throws: 4+4+5=13

Toughness: +10 (+1 Con, +9 Protection) 7 Impervious

Fortitude:  +5 (+1 Con, +4)

Reflex:  +5 (+1 Dex, +4)

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

 

(GM Notes: Again, physically you’re pretty weak. Makes sense, as you use a suit of armor and not your actual body to kick bad guy booty. Your mind is pretty strong, though, as befits a genius.)

 

Skills: 52 SP= 13PP

Craft (electronic) 10 (+15)

Craft (mechanical) 10 (+15)

Knowledge (physical science) 10 (+15)

Knowledge (technology) 10 (+15)

Notice 6 (+8)

Sense Motive 6 (+8)

 

(GM Notes: Nothing fancy here. You’re just a techie who built a battlesuit to punch crime in the face. You are the equal of most techies above your PL, with master level skills. You do have some skill in seeing things and reading people, too.)

 

Feats: 7PP

Dodge Focus 2

Eidetic Memory

Improvised Tools

Inventor

Skill Mastery (Craft [electronic], Craft [mechanical], Knowledge [physical sciences], Knowledge [technology])

Takedown Attack

 

Enhanced Feats

Accurate Attack

Attack Focus (ranged) 4

Attack Specialization (unarmed) 2

Power Attack

Precise Shot

 

(GM Notes: Here’s where things start to get a bit interesting. Eidetic Memory basically means you have a bachelor’s degree in everthing. Improvised Tools & Inventor mean you can do your techie thing in a cave with a box of scraps. And Skill Mastery means you don’t have to roll when you do. Enhanced Feats come from the suit. They both make you a competent fighter and allow you to swap accuracy for power and vice versa.)

 

 

Powers: 44PP

(all powers have “Technological” as a source descriptor. Effect descriptors are case by case.)


Device 11 (55PP Container, Flaw: Hard to Lose) (Battlesuit) [44PP] 55DP Total

Array 10.5 [24 DP, Feats: Alternate Power 3] (Combat Systems)

Base Power: Enhanced Strength 15 (Extra: Linked to Super Strength [+/-0]) + Super Strength 3 (Extra: Linked to Enhanced Strength [+/-0]) (Battlesuit Might) [21DP]

Alternate Power: Blast 7 (Extra: Autofire) [21DP] (Autoblaster, Energy)

Alternate Power: Blast 7 (Extra: Burst Area [35 ft radius]) (Mini Missile Launcher; Piercing/Fire) [1DP]

Alternate Power: Snare 7 (Extra: Regenerating) (Adhesive Cannon; Chemical) [1DP]

 

Enhanced Feats 9 (Accurate Attack, Attack Focus (ranged) 4, Attack Specialization (unarmed) 2, Power Attack, Precise Shot) (Combat Computer) [9DP]

 

Flight 3 (Boot Jets) [6DP]

 

Protection 9 (Extra: Impervious 7) (Armor Plating)

 


(GM Notes: At last, the star of the show. Your Battlesuit. Armor, flight, a combat computer to make you better at fighting, and a small arsenal of weapons to do that fighting with. Might for punching crime in the face and lifting heavy things, the non firearm equivalent of a heavy machine gun, some mini missiles for crowd control, and a snare to keep those dodgy folks keep still long enough to get nailed hard. The armor plating is tough enough, due to the Impervious, to shake off all forms of small arms fire. So you’re a bit of a tank in your suit.)

 

DC Block:

Name

Attack Bonus

Range

Save & DC

Effect

Unarmed (no suit)

+3

Melee

15 Toughness

Damage

Unarmed (in suit)

+7

Melee

22 Toughness

Damage

Autoblaster

+7

Ranged

22 Toughness, Autofire

Damage

Mini Missile Launcher

N/A, General Area

Ranged

17 Reflex to halve

22 Toughness

Damage

Adhesive Cannon

+7

Ranged

17 Reflex to avoid

Attack vs. +7 Toughness to break free

Snare

 

Abilities 18 + Combat 10 + Saving Throws 13 + Skills 13 + Feats 7 + Powers 44– Drawbacks 0= 105/105

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  • 3 months later...

PL 7 Psychic

 

Abilities: 0+2+4+4+8+4=22

 

Strength 10 (+0)

Dexterity 12 (+1)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 14 (+2)

 

(GM Notes:)

 

Combat: 6+4=10

Initiative: +1 (+1 Dex)

Attack: +3 Base

Grapple: +3

Defense:  +4 (+2 Base, + 2 Dodge Focus, +1 Flat Footed)

Knockback: -7 w/ Force Field, -1 without

 

(GM Notes:)

 

Saving Throws: 2+3+6=11

Toughness: +10 (+2 Con, +8 Force Field) 5 Impervious

Fortitude:  +4 (+2 Con, +2)

Reflex:  +4 (+1 Dex, +3)

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

 

(GM Notes:)

 

Skills: 32 SP= 8PP

Concentration 10 (+14)

Diplomacy 3 (+5)

Gather Information 3 (+5)

Knowledge (life science) 3(+5)

Notice 6 (+10)

Sense Motive 6 (+10)

 

(GM Notes:)

 

Feats: 7PP

Dodge Focus 2

Interpose

Luck

Second Chance (Concentration checks to maintain powers)

Skill Mastery (Knowledge [life sciences], Medicine, Notice, Sense Motive)

Ultimate Effort (Will saves)

 

(GM Notes:)

 

 

Powers: 47PP

(all powers have “Mutation” as a source descriptor. Effect descriptors are case by case.)

 

Array 10.5 [25 PP, Feats: Alternate Power 4] (Psionics)

Base Power: Move Object 7 (35 STR; Extra: Range [perception]) (Telekinesis; Force effect descriptor) [21PP]

Alternate Power: ESP 4 (Visual & Auditory; Feat: Subtle; Extras: No Conduit, Simultaneous) [1DP] (Extra Sensory Perception; Psionic Effect Descriptor)

Alternate Power: Damage 7 (Extra: Range 2 [perception]) (Telekinetic Attack; Force effect descriptor) [1DP]

Alternate Power: Mind Reading 7 (Extra: Sensory Link) (Mind Reading; Psionic effect descriptor) [1DP]

Alternate Power: Damage 5 (Extra: Alternate Save [Will]; Range 2 [perception]) (Mental Strike; Psionic effect descriptor) [1DP]

 

Mental Communication 4 (1 mile) (Telepathy; Psionic effect descriptor) [4PP]

 

Force Field 8 (Extra: Impervious 5) (Telekinetic Field; Force effect descriptor) [13PP]

 

Super Senses 5 (Accurate Acute Radius Ranged Mental) (Telepathic; Psionic effect descriptor) [5PP]


(GM Notes:)

 

DC Block:

Name

Attack Bonus

Range

Save & DC

Effect

Unarmed (no suit)

+3

Melee

15 Toughness

Damage

Telekinetic Attack

Perception

Perception

22 Toughness

Damage

Mind Reading

Perception

Perception

17 Will

Mind Reading

Mental Strike

Perception

Perception

22 Will

Damage

Telekinesis

Perception

Perception

Opposed Grapple check vs. 1d20+14

Grappled

 

Abilities 22 + Combat 10 + Saving Throws 11 + Skills 8 + Feats 7 + Powers 47– Drawbacks 0= 105/105

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PL 7 Speedster

 

Abilities: 4+8+8+0+4+4=28

 

Strength 14 (+2)

Dexterity 18 (+4)

Constitution 18 (+4)

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 14 (+2)

 

(GM Notes:)

 

Combat: 8+8=16

Initiative: +16 (+4 Dex, +12 Improved Init)

Attack: +4 Base (+8 Speed Tricks)

Grapple: +6

Defense:  +10 (+4 Base, +8 Enhanced Dodge Focus, +2 Flat Footed)

Knockback: -2

 

(GM Notes:)

 

Saving Throws: 0+4+2=8

Toughness: +4 (+4 Con)

Fortitude:  +4 (+4 Con)

Reflex:  +12  (4 Dex, +4 Enhanced Reflex, +4)

Will: +4 (+2 Wis, +2)

 

(GM Notes:)

 

Skills: 16 SP= 4PP

Bluff 8 (+10)

Notice 3 (+5)

Sense Motive 3 (+5)

 

(GM Notes:)

 

Feats: 3PP

Takedown Attack

Taunt

Uncanny Dodge (auditory)

 

Enhanced Feats

Dodge Focus 6

Evasion 2

Improved Initiative 3

 

(GM Notes:)

 

 

Powers: 48PP

(all powers have “Mutation” as a source descriptor. Effect descriptor is Speed unless otherwise noted.)


 

Array 7 [17 PP, Feats: Alternate Power 3] (Speedster Tricks)

Base Power: Strike 6 (Feat: Accurate 2, Extra: Autofire) (Rapid Attack, Bludgeoning effect descriptor) [21PP]

Alternate Power: Strike 6 (Feat: Accurate 2, Extra: Targeted Area [Burst], 30 ft radius) (Goonsweeper, Bludgeoning effect descriptor) [1PP]

Alternate Power: Damage 6 (Feat: Accurate 2, Extra: Range [ranged]) (Thrown Item, Bludgeoning effect descriptor) [1PP]

Alternate Power: Move Object 6 (Extra: Area [Cone, General]; Flaw: Range [touch]) (Air Control; Air/Wind effect descriptor) [1PP]

 

Concealment 4 (Visual Senses; Flaw: Limited to miss chance) (Quicker Than A Hiccup) [2PP]

 

Enhanced Feats 11 (Dodge Focus 6, Evasion 2, Improved Initiative 3) (Too Fast To Hit) [11DP]

 

Enhanced Reflex 4 (Too Fast To Hit) [4PP]

 

Quickness 6 [6PP]

 

Speed 6 [6PP]


(GM Notes:)

 

DC Block:

Name

Attack Bonus

Range

Save & DC

Effect

Unarmed

+4

Melee

17 Toughness

Damage

Rapid Attack

+8

Melee

21 Toughness, Autofire

Damage

Goonsweeper

+8 (Targeted Area)

Melee

21 Toughness

Damage

Thrown Item

+8

Ranged

21 Toughness

Damage

 

Abilities 28 + Combat 16 + Saving Throws 6 + Skills 4 + Feats 3 + Powers 48 Drawbacks 0= 105/105

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