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Endgame Build: Octoman

Power Level: 15 (Built as PL10)

Tradeoffs: None (At PL10: +2 Attack / -2 Damage, +2 Defense / -2 Toughness)

Power Points: 249/250PP

Unspent Points: 1

 

 

ABILITIES 46PP ( 4 + 10 + 8 + 10 + 4 + 10 )

Strength: 26/14 (+8/+2), 61/14 Lifting (Heavy Load: 117,760 lbs. [58.88 tons] / 175 lbs.)

Dexterity: 34/20 (+12/+5)

Constitution: 26/18 (+8/+4)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 20 (+5)

 

 

COMBAT 20PP ( 10 + 10 )

Initiative: +20/+1 (+12/+5 Dex, +12 Enhanced Improved Initiative, -4 Deafened)

Attack: +5, +12 Melee (+5 Base, +7 Attack Focus)

Grapple: +41/+17 vs one target, +37/+17 vs multiple targets (+12 Melee Attack, +12/+5 Dexterity, +4 Additional Limbs, +6 Elongation, +7 Super-Strength)

Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 4/2

 

 

SAVING THROWS 10PP ( 2 + 0 + 8 )

Toughness: +8/+4 (+8/+4 Con)

Fortitude: +10/+6 (+8/+4 Con, +2PP)

Reflex: +12/+5 (+12/+5 Dex, +0PP)Evasion 2

Will: +10 (+2 Wis, +8PP)

 

 

SKILLS 23PP ( 91/92R )

Acrobatics 3 (+20/+8)Skill Mastery

Bluff 15 (+20)Distract, Fascinate, Fast Task 2 (Feint, Taunt), Second Chance, Skill Mastery, Taunt

Computers 15 (+20)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill

Craft (Electronic) 5 (+10)

Disguise 0 (+5, +10 or +50 with Morph)

Escape Artist 0 (+20/+5, Automatic with Insubstantial)

Knowledge (Current Events) 10 (+15)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Pop Culture) 15 (+20)

Knowledge (Technology) 5 (+10)

Knowledge (Theology & Philosophy) 1 (+6)

Languages 4 (American Sign Language [ASL], English [Native], Hebrew, Spanish, Tagalog)

Notice 3 (+15/+5)Deafened

Search 0 (+15/+5)

Sleight of Hand 3 (+20/+8)

Stealth 3 (+20/+8)

Swim 4 (+15/+8)Swimming

 

 

FEATS 30PP

Acrobatic Bluff

Attack Focus (Melee) 7

Chokehold

Distract (Bluff)

Dodge Focus 7

Fascinate (Bluff)

Fast Task 2 (Feint, Taunt)

Grapple Finesse

Luck 3

Online Research

Second Chance (Computers)

Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand)

Taunt

Well-Informed

Ultimate Skill (Computers)

Enhanced:

Environmental Adaptation (Underwater)

Evasion 2

Improved Initiative 3

Uncanny Dodge (Sense Types: Olfactory)

 

 

POWERS 120PP

 

Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles)

 

Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting)

 

Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract, 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles)

 

Enhanced Constitution 8 [8PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness)

 

Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes)

 

Enhanced Feats 5 (Evasion 2, Improved Initiative 3) [5PP] (Descriptors: Mutation, Super-Agility, Super-Senses)

 

Enhanced Skills 40 (Acrobatics 5, Escape 2, Notice 10, Search 10, Sleight of Hand 5, Stealth 5, Swim 3) [10PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses)

 

Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting)

 

Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands)

 

Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting)

 

Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting)

 

Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Alternate Power: [4PP]

Swimming 4 (25MPH, 250ft per Move Action; Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation)

 

Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP]

 

Base Power: [12 + 14 = 26PP]

 

Enhanced Strength 12 [12PP] (Descriptors: Mutation, Super-Strength)

 

Super-Strength 7 (Lifting Strength: 61, Heavy Load: 117,760 lbs. [58.88 tons]) [14PP] (Descriptors: Mutation)


Alternate Power: [22 + 4 = 26PP]

 

Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation)

 

Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation)

 

Alternate Power: [24PP]

Morph 8 (9; Any Form; +45 Disguise) [24PP] (Descriptors: Mutation, Shapeshifting)

 

Alternate Power: [26PP]

Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom)

 

Alternate Power: [26PP]

Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] (Descriptors: Mutation, Tentacles)

 

Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation)

 

Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers)

 

Super-Senses 10 (Acute Extended Tracking 3 Normal Olfactory Sense; Danger Sense [Sense Types: Olfactory]; Extended Vision; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [10PP] (Descriptors: Mutation, Suckers)

 

 

Abilities (46) + Combat (20) + Saving Throws (10) + Skills (23) + Feats (30) + Powers (120) - Drawbacks (0) = 249/250 Power Points

 

 

ATTACK     RANGE        SAVE                        EFFECT

Unarmed    Touch*       DC23/17 Toughness (Staged)  Damage (Physical)

Grapple    Touch*       Grapple vs +41/+37**        Pinned/Bound

Ink        Touch +20ft  DC18 Reflex                 Blind + Dazzled Olfactory Senses

                        DC18 Fortitude              Recover

Tentacles  Touch/Area   DC18 Reflex (Staged)        Entangled/Bound

Venom      Touch        DC18 Fortitude (Staged)     Slowed/Paralyzed

 

*Elongation.

**Single Target / Multiple Targets.

 

Edited by Grumblefloof
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Posted (edited)

Endgame Build: Persephone

Power Level: 15 (Built as PL10)

Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness)

Power Points: 250/250

Unspent Points: 0

 

 

ABILITIES 54PP ( 0 + 8 + 8 + 10 + 14 + 14 )

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 30/18 (+10/+4)

Intelligence: 20 (+5)

Wisdom: 24 (+7)

Charisma: 24 (+7)

 

 

COMBAT 14PP ( 8 + 6 )

Initiative: +8 (+4 Dex, +4 Improved Initiative)

Attack: +4, +8 Plant Control

Grapple: +4 (+4 Melee Attack, +0 Str), +20 Plant Control (+8 Attack, +12 Move Object)

Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed

Knockback Resistance: 11/2, 6/2 once Unreliable Impervious is depleted

 

 

SAVING THROWS 3PP ( 0 + 0 + 3 )

Toughness: +12/+4 (+10/+4 Con, +2 Protection; Impervious 10 [Unreliable, 5 uses])

Fortitude: +10/+4 (+10/+4 Con, +0PP)

Reflex: +8/+4 (+4 Dex, +4 Enhanced Reflex, +0PP)

Will: +10 (+7 Wis, +3PP)

 

 

SKILLS 36PP ( 144R )

Acrobatics 6 (+10)

Bluff 13 (+20)Distract, Skill Mastery, Taunt

Concentration 5 (+12)

Craft (Artistic) 10 (+15)

Diplomacy 13 (+20)Connected, Fascinate, Skill Mastery

Gather Information 13 (+20)Contacts

Knowledge (Behavioral Sciences) 15 (+20)

Knowledge (Current Events) 1 (+6)

Knowledge (Life Sciences) 15 (+20)

Knowledge (Popular Culture) 1 (+6)

Languages 2 (English [Native], French, Spanish)

Medicine 3 (+10)

Notice 3 (+10)

Perform (Dance) 8 (+15)

Perform (Oratory) 8 (+15)Skill Mastery

Search 5 (+10)

Sense Motive 13 (+20)Skill Mastery

Swim 10 (+10)

 

 

FEATS 16PP

Benefit 2 (Status [Vibora Bay City Defender], Wealth)

Connected

Contacts

Distract (Bluff)

Dodge Focus

Fascinate (Diplomacy)

Improved Initiative

Interpose

Leadership

Luck 3

Quick Change

Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive)

Taunt

 

 

POWERS 142PP

 

Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body)

 

Enhanced Defense 4 [8PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic)

 

Enhanced Reflex 4 [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic)

 

Environment Control 4 (Hamper Movement [1/4]; Area: 50ft radius; Extras: Selective; Flaws: Range [Touch]) [8PP]

 

Environment Control 3 (Light [Level 1]; Area: 25ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [6PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting)

 

Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform; Feats: Progression [Subjects] 1 [2 Subjects]) [5PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic)


Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body)

 

Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Unreliable [5 uses]) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting)


Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Limited [Plant-People]) [2PP] (Descriptors: Alien, Plant Body, Shapeshifting)

 

Plant Control 24 (48PP Array; Feats: Alternate Power 6) [54PP] (Descriptors: Alien, Psychic)

 

Base Power: [47PP] (Additional Descriptors: Animate Plants)

Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Damaging; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Disarm, Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [47PP]

 

Alternate Power: [48PP] (Additional Descriptors: Animate Plants, Plant Growth)

Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous], Movable; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 6 [500ft cubes], Selective, Stationary, Subtle) [48PP]

 

Alternate Power: [46PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen)

Emotion Control 12 (Extras: Contagious, Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [46PP]

 

Alternate Power: [46PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex)

Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [46PP]

 

Alternate Power: [48PP] (Additional Descriptors: Medicinal Plants, Plant Body)

Healing 12 (Extras: Action [Standard], Restoration, Total; Flaws: Limited [Others]) [48PP]

 

Alternate Power: [33 + 13 = 46PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines)

Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Contagious, Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [33PP]

Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP]

 

Alternate Power: [48PP] (Additional Descriptors: Shape Plants)

Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 7 [500 tons], Subtle) [48PP]

 

Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP]

 

Base Power: [4PP]

Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP]

 

Alternate Power: [4PP]

Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP]

 

Protection 2 [2PP]

 

Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body)

 

Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body)

 

Super-Movement 4 (Permeate 3 [Full Speed]; Trackless; Flaws: Limited [Plants]) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic)

 

Super-Senses 6 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Extended [100ft Notice Increments], Radius, Ranged) [6PP] (Descriptors: Alien, Plant Control, Psychic)

 

 

DRAWBACKS -15PP

 

Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

 

Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+50% Effect Rank]) [-2PP]

 

Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

 

Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP]

 

 

Abilities (54) + Combat (14) + Saving Throws (3) + Skills (36) + Feats (16) + Powers (142) - Drawbacks (15) = 250/250 Power Points

 

 

ATTACK               RANGE       SAVE                       EFFECT

Unarmed              Touch       DC15 Toughness (Staged)    Damage (Physical)

Grapple              Touch       Grapple vs +4              Pinned/Bound

Animated Plants      Ranged      Grapple vs +20             Pinned/Bound

                                 DC27 Toughness (Staged)    Damage (Physical)

  Thrown Object      Throwing    DC27 Toughness (Staged)    Damage (Physical)

Grasping Plants      Ranged      DC22 Reflex (Staged)       Entangled/Bound

                                 Worse of Str/Dex vs +12    Prone

Medicinal Plants     Touch       DC22 Fortitude (Harmless)  Healing

Plant Growth         Ranged      DC22 Reflex                Trapped

  Dropped Plant      Ranged      DC22 Reflex                Avoided

                                 DC27 Toughness (Staged)    Damage (Physical)

Psychoactive Pollen  Ranged      DC22 Will (Staged)         Calm: Counters all Emotion Control conditions

                                                            Despair: Shaken/Helpless

                                                            Fear: Shaken/Frightened/Panicked

                                                            Hate: Attitude = Hostile

                                                            Hope: Counters Despair and Fear conditions

                                                            Love: Attitude = Friendly/Helpful/Fanatical

Sedative Latex       Ranged      DC22 Fortitude (Staged)    Fatigued/Exhausted/Unconscious

Shape Plants         Touch +5ft  DC22 Fortitude (Staged)    Transformed

 

 

Edited by Grumblefloof
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Posted (edited)

Endgame Build: Santa Muerte

Power Level: 15 (Built as PL12)

Tradeoffs: At PL12: -4 Attack / +4 Damage, -4 Defense / +4 Toughness

Power Points: 250/250

Unspent Points: 0

 

 

ABILITIES 62PP ( 0 + 6 + 8 + 16 + 16 + 16 )

Strength: 10 (+0) (Heavy Load: 100 lbs.)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 26 (+8)

Wisdom: 26 (+8)

Charisma: 26 (+8)

 

 

COMBAT 14PP ( 8 + 6 )

Initiative: +8 (+8 Int)

Attack: +4, +8 Hellfire Blast

Grapple: +4 (+4 Melee Attack, +0 Str)

Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed

Knockback Resistance: 14/2

 

 

SAVING THROWS 13PP ( 3 + 1 + 9 )

Toughness: +16/+4 (+4 Con, +12 Protection; Impervious 12)

Fortitude: +7 (+4 Con, +3PP)

Reflex: +8/+4 (+3 Dex, +4 Enhanced, +1PP)

Will: +17 (+8 Wis, +9PP)Ultimate Save

 

 

SKILLS 40PP ( 160R )

Concentration 7 (+15)Second Chance

Craft (Artistic) 17 (+25)

Diplomacy 7 (+15)Connected, Skill Mastery

Intimidation 17 (+25)Distract, Skill Mastery

Knowledge (Arcane) 17 (+25)Skill Mastery

Knowledge (Cosmology) 2 (+10)

Knowledge (History) 2 (+10)

Knowledge (Life Sciences) 2 (+10)

Knowledge (Streetwise) 2 (+10)

Knowledge (Theology & Philosophy) 2 (+10)

Languages 9 (Atlantean, Cantonese, English [Native], Japanese, Latin, Lemurian, Mandarin, Mayan, Nahuatl, Spanish)

Medicine 1 (+9)

Notice 12 (+20)Skill Mastery

Search 12 (+20)Skill Mastery

Sense Motive 17 (+25)Skill Mastery

Sleight of Hand 17 (+20)Skill Mastery

Stealth 17 (+20)Skill Mastery

 

 

FEATS 19PP

Accurate Attack

Artificer

Benefit (Wealth 1)

Connected

Distract (Intimidation)

Dodge Focus

Equipment 1 (5EP)

Luck 4

Power Attack

Ritualist

Second Chance (Concentration)

Skill Mastery 2 (Diplomacy, Intimidation, Knowledge [Arcane], Notice, Search, Sense Motive, Sleight of Hand, Stealth)

Speed of Thought

Trance

Ultimate Save (Will)

Enhanced:

Quick Change

 

EQUIPMENT 5EP (1PP)

 

Mictlan Books & Curiosities (PL12 Headquarters) [5EP]

Size: Small [0EP]

Toughness: 5 [0EP]

Features: [5EP]

Cover FacilityAoF

Library

Security System (DC20)

PersonnelBoM

Workshop (Magic)

 

AoF = Agents of Freedom

BoM = Book of Magic

 

 

POWERS 102PP

 

Devices 12 (59/60PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [48PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy)

 

Cloak:
 

Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield)

 

Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield)

 

Flight 1 (10MPH, 100ft per Move Action; Feats: Subtle) [3PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings)

 

Protection 12 (Extras: Impervious) [24PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield)

 

Mask:

 

Comprehend 1 (Spirits) [2PP]

 

Features 2 (Deathly Mien*, Undead Presence*) [2PP]

*Power Profiles, "Death Powers"

 

Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight)

 

Super-Senses 10 (Magic and Supernatural Awareness; Descriptor Frequency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking 3) [10PP] (Additional Descriptors: Divination Magic, True Sight)

 

Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis)

 

Magic 20 (40PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [45PP]

 

Base Power: [7 + 10 + 12 + 11 = 40PP] (Additional Descriptors: Utility Spells)

 

Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 2 [500 lbs.], Subtle) [7PP] (Additional Descriptors: Dimensional Magic)

 

Move Object 2 (Lifting Strength: 10, Heavy Load: 100 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise, Subtle) [10PP] (Additional Descriptors: Spectral Hand, Telekinesis)

 

Telelocation 12 (Range: 20,000,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [12PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic)

 

Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic)

 

Alternate Power: [40PP] (Additional Descriptors: Hellfire Blast, Necromancy)

Blast 16 (Range: 10 160ft Increments, 1,600ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [40PP]

 

Alternate Power: [40PP] (Additional Descriptors: Curse of Withering, Necromancy)

Drain 12 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute], Subtle) [40PP]

 

Alternate Power: [28 + 12 = 40PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead)

Drain Toughness 12 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Slow Fade [1 minute], Subtle; Drawbacks: Full Power) [28PP]

Damage 12 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [12PP]

 

Alternate Power: [40PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave)

Emotion Control 12 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area] 2 [300ft radius], Reversible, Subtle) [40PP]

 

Alternate Power: [40PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy)

Mind Control 12 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 2 [300ft radius], Subtle) [40PP]

 

Alternate Power: [40PP] (Additional Descriptors: Banishment, Exorcism, Necromancy)

Nullify 12 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area] 3 [600ft radius], Subtle) [40PP]

 

Alternate Power: [11 + 29 = 40PP] (Additional Descriptors: Necromancy, Paths of The Underworld)

Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 6 [5 tons], Subtle) [11PP]

Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]; Feats: Easy, Turnabout) [29PP]

 

Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy)

 

Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring)

 

Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy)

 

 

Abilities (62) + Combat (14) + Saving Throws (13) + Skills (40) + Feats (19) + Powers (102) = 250/250 Power Points

 

 

ATTACK               RANGE            SAVE                     EFFECT

Unarmed              Touch            DC15 Toughness (Staged)  Damage (Physical)

Grapple              Touch            Grapple vs +4            Pinned/Bound

Curse of Withering   Perception       DC22 Fortitude (Staged)  Drain Str/Dex/Con

Dimensional Pocket*  Touch/Grapple    DC11 Reflex              Trapped

Emotion Control      Perception/Area  DC22 Will (Staged)       Calm: Counters all Emotion Control conditions

                                                               Despair: Shaken/Helpless

                                                               Fear: Shaken/Frightened/Panicked

                                                               Hate: Attitude = Hostile

                                                               Hope: Counters Despair and Fear conditions

                                                               Love: Attitude = Friendly/Helpful/Fanatical

Exorcism             Perception/Area  Power/Will vs +12        Nullify*

Finding Spell        Extended         DC22 Will                Telelocation

Hellfire Blast       Ranged           DC31 Toughness (Staged)  Damage (Energy)

Mind Control**       Perception/Area  Will vs +12              Controlled

Rebuke**             Perception       DC22 Fortitude (Staged)  Drain Toughness

                                      DC27 Toughness (Staged)  Damage (Energy)

Spectral Hand*       Perception       Grapple vs +4            Pinned/Bound

                                      DC17 Toughness (Staged)  Damage (Energy)

  Thrown Object*     Throwing         DC17 Toughness (Staged)  Damage (Physical)

Transmutation*       Perception       DC11 Reflex              Transformed***

 

*Utility power, not generally used as an attack, but technically capable of being used as such.

**Limited to Demons/Devils and the Undead.

***Only affects inanimate objects.

 

Edited by Grumblefloof
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Posted (edited)

Endgame Build: Dirge

Power Level: 15 (Built as PL12)

Tradeoffs: At PL12: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Power Points: 250/250PP

Unspent Points: 0

 

 

ABILITIES 46PP ( 12 + 6 + 14 + 0 + 4 + 10 )

Strength: 26 (+8) (Heavy Load: 920 lbs.)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 20 (+5)

 

 

COMBAT 28PP ( 14 + 14 )

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

Attack: +7

Grapple: +15 (+7 Melee Attack, +8 Str)

Defense: +7, +4 Flat-Footed

Knockback Resistance: 8/4

 

 

SAVING THROWS 18PP ( 4 + 4 + 10 )

Toughness: +17/+8 (+8 Con, +9 Force Field)

Fortitude: +12 (+8 Con, +4PP)

Reflex: +7 (+3 Dex, +4PP)

Will: +12 (+2 Wis, +10PP)

 

 

SKILLS 29PP ( 116R )

Acrobatics 7 (+10)

Climb 4 (+10)

Concentration 17 (+19)

Craft (Electronic) 5 (+5)

Craft (Mechanical) 5 (+5)

Intimidation 15 (+20)

Knowledge (Galactic Lore) 5 (+5)

Knowledge (Physical Sciences) 5 (+5)

Knowledge (Technology) 5 (+5)

Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian)

Notice 8 (+10)

Perform (Oratory) 10 (+15)

Pilot 2 (+5)

Search 10 (+10)

Sense Motive 8 (+10)

Survival 3 (+5)

Swim 4 (+10)

 

 

FEATS 14PP

Equipment 7

Fearless

Improved Initiative

Interpose

Luck 4

 

EQUIPMENT 35EP ( 7PP )

 

[Ship] (Vehicle) [35EP]

Size: Gargantuan [3EP]

Strength: 60 [4EP]

Defense: -4 (DC06)

Toughness: 12 [1EP]

Features: [3EP]

Communications

Hidden Compartments 2 (DC25)

Powers: [24EP]

Propulsion 13 (26EP Array; Feats: Alternate Power; Drawbacks: Action 3 [Full]) [24EP] (Descriptors: Technology)

Base Power: [24 + 2 = 26EP] (Additional Descriptors: Sub-Light Engines)

Flight 12 (50,000MPH, 100 miles per Move Action) [24PP]

Super-Movement 1 (Space Travel 1 [Interplanetary]) [2EP]

Alternate Power: [10 + 16 = 26EP] (Additional Descriptors: FTL Jump Drive, Space-Fold)

Damage 10 (Extras: Area [Type: General, Shape: Burst, Size: 50ft radius], Linked [Teleport]; Flaws: Action [Full]) [10PP]

Teleport 16 (Range: Nearby Star Systems; Extras: Accurate, Linked [Damage]; Flaws: Long-Range, Unreliable [5 Uses]) [16EP]

 

 

POWERS 115PP


Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology)

 

Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology)

Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP]

Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP]

 

Electromagnetic Control 25 (50PP Array; Feats: Alternate Power 4) [54PP] (Descriptors: Alien, Electromagnetism)

 

Base Power: [50PP] (Additional Descriptors: Magnetokinesis)

Move Object 18 (Lifting Strength: 90, Heavy Load: 3,200 tons; Extras: Damaging [12 ranks], Range [Perception]; Flaws: Limited [Metal]; Feats: Precise, Subtle) [50PP]

 

Alternate Power: [50PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort")

Move Object 84 (Lifting Strength: 420, Heavy Load: 1.3824 billion tons; Extras: Damaging [12 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]; Feats: Precise, Subtle) [50PP]

 

Alternate Power: [47PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun")

Blast 17 (Feats: Improved Critical 2 [18-20], Improved Range 4 [1 4,250ft Range Increment], Indirect 3, Precise, Progression [Max Range] 1 [4,250ft], Subtle, Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [47PP]

 

Alternate Power: [47PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds)

Snare 17 (Feats: Improved Critical 2 [18-20], Improved Range 4 [1 4,250ft Range Increment], Indirect 3, Precise, Progression [Max Range] 1 [4,250ft], Reversible, Subtle) [47PP]

 

Alternate Power: [50PP] (Additional Descriptors: Shape Metal)

Transform 12 (Metal; Mass: 5,000 lbs. [2.5 tons]; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting; Feats: Precise, Subtle) [50PP]

 

Electromagnetic Movement 3 (6PP Array; Feats: Alternate Power) [7PP] (Descriptors: Alien, Electromagnetic Control)

 

Base Power: [6PP]

Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform; Feats: Subtle) [6PP]

 

Alternate Power: [5PP]

Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP]

 

Force Field 9 (Extras: Linked [Immunity]) [9PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field)

Immunity 25 (Electricity effects; Magnetism effects; Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [13PP]

 

Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology)

 

Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns)

 

Features 1 (Insulating Fur) [1PP]

 

Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP]

 

Super-Senses 2 (Direction Sense; Radio) [2PP] (Descriptors: Alien, Electromagnetic Senses)

 

Super-Senses 7 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate, Extended 2 [1,000ft Notice Increments]) [7PP] (Descriptors: Alien, Electromagnetic Sense)

 

 

Abilities (46) + Combat (28) + Saving Throws (18) + Skills (29) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points

 

 

ATTACK                      RANGE       SAVING THROW              EFFECT

Unarmed                     Touch       DC23 Toughness (Staged)   Damage (Physical)

Grapple                     Touch       Grapple vs +15            Pinned/Bound

Horns                       Touch       DC25 Toughness (Staged)   Damage (Physical)

Blast (Lightning Bolt)      Ranged      DC32 Toughness (Staged)   Damage (Energy*)

Blast (Metal Projectiles)   Ranged      DC32 Toughness (Staged)   Damage (Physical*)

Magnetokinesis              Perception  Grapple vs +36 (Staged)   Pinned/Bound**

                            Perception  DC27 Toughness (Staged)   Damage (Energy)**

 Thrown Object              Throwing    DC32 Toughness (Staged)   Damage (Physical)

 Maximum Effort             Perception  Grapple vs +168 (Staged)  Pinned/Bound**

                            Perception  DC27 Toughness (Staged)   Damage (Energy)**

 Max Effort Thrown Object   Throwing    DC32 Toughness (Staged)   Damage (Physical)

Shape Metal                 Perception  DC22 Fortitude            Transformed**

Snare                       Ranged      DC27 Reflex (Staged)      Entangled/Bound

 

*Variable Descriptor.

**Only affects Metal targets.

 

Edited by Grumblefloof
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Posted (edited)

Endgame Build: Mister Strix

Power Level: 15 (Built as PL10)

Tradeoffs: None

Power Points: 250/250PP

Unspent Points: 0

 

 

ABILITIES 24PP ( 2 + 2 + [-10] + 10 + 10 + 10 )

Strength: 30/12 (+10/+1), 40/12 Lifting (Heavy Load: 3 tons / 130 lbs.)

Dexterity: 30/12 (+10/+1)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 20 (+5)

 

 

COMBAT 20PP ( 10 + 10 )

Initiative: +22/+1 (+10/+1 Dex, +12 Enhanced Improved Initiative)

Attack: +5, +10/+5 Melee (+5 Base, +5 Enhanced Attack Focus)

Grapple: +22/+6 (+10/+5 Melee Attack, +10/+1 Strength, +2 Super-Strength)

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

Knockback Resistance: 10, 5 vs Vampire Weaknesses

 

 

SAVING THROWS 5PP (0 + 0 + 5)

Toughness: +10 (Impervious 10, except against Vampire Weaknesses)

Fortitude: -

Reflex: +10/+1 (+10/+1 Dex, +0PP)Evasion 2

Will: +10 (+5 Wis, +5PP)Ultimate Save

 

 

SKILLS 11PP ( 44R )

Acrobatics 0 (+15/+1)

Bluff 5 (+10)

Diplomacy 5 (+10)

Handle Animal 0 (-)

Intimidation 0 (+20/+5)

Knowledge (Life Sciences) 5 (+10)

Knowledge (Streetwise) 15 (+20)

Languages 4 (English [Native], French, Italian, Latin, Spanish)

Medicine 10 (+15)

Notice 0 (+20/+5)

Ride 0 (-)

Search 0 (+20/+5)

Sense Motive 0 (+20/+5)

Stealth 0 (+20/+1)

 

 

FEATS 4PP

Benefit (Legally Deceased)

Interpose

Jack of All Trades

Ultimate Save (Will)

Enhanced:

Attack Focus (Melee) 5

Dodge Focus 5

Evasion 2

Hide In Plain Sight

Improved Initiative 3 (+12)

Takedown Attack 2

 

 

POWERS 201PP

Descriptors (All Powers): Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead

 

Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Unholy Aura)

 

Enhanced Dexterity 18 (Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [17PP] (Descriptors: Superhuman Agility, Superhuman Speed)

 

Enhanced Feats 18 (Attack Focus [Melee] 5, Dodge Focus 5, Evasion 2, Hide In Plain Sight, Improved Initiative 3, Takedown Attack 2, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [17PP] (Descriptors: Superhuman Agility, Superhuman Speed)

 

Enhanced Skills 75/76 (Acrobatics 5, Intimidation 15, Notice 15, Search 15, Sense Motive 15, Stealth 10, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [18PP] (Descriptors: Super-Senses, Unholy Aura)

 

Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Unholy Aura)

*Power Profiles.

 

Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Total; Flaws: Limited [Objects], Personal, Source [Blood]) [5PP] (Descriptors: Regeneration)

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 10 (Flaws: Limited [Vampire Weaknesses inflict Penetrating damage]) [5PP] (Descriptors: Regeneration, Superhuman Resilience)

 

Protection 10 [10PP] (Descriptors: Superhuman Resilience)

 

Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP]

 

Regeneration 22 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Resurrection 8 [1 round], Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [11PP]

 

Super-Movement 1 (Trackless) [2PP] (Descriptors: Unholy Aura)

 

Super-Movement 2 (Wall-Crawling 2 [Full speed; Not flat-footed], Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [3PP]

 

Super-Senses 15 (Acute Analytical Extended Tracking 3 Normal Olfactory Sense; Darkvision; Extended Vision; Microscopic Vision 1 [Dust]; Postcognition [Flaws: Medium {Blood}]; Ultra-Hearing; Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [12PP]

 

Vampire Power 21 (42PP Array, Feats: Alternate Power 4, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [45PP]

 

Base Power: [14 + 18 + 3 + 3 + 4 = 42PP]

 

Drain Constitution 10 (Extras: Linked [Mind Reading], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle) [10PP] (Additional Descriptors: Blood Drain)

Mind Reading 10 (Extras: Action [Standard], Linked [Drain], Flaws: Range 2 [Touch], Requires Grapple) [4PP] (Additional Descriptors: Blood Divination)

 

Enhanced Strength 18 [18PP]

 

Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength)

 

Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed)

 

Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP]


Alternate Power: [10 + 18 + 3 + 3 + 3 + 4 = 41PP]

 

Autofire Strength 10 [10PP] (Additional Descriptors: Super-Speed)

 

Enhanced Strength 18 [18PP]

 

Incurable Strength Damage (Feats: Improved Critical 2 [18-20], Variable Descriptor [Piercing and/or Slashing damage; Claws and/or Fangs], Drawbacks: Lethal) [3PP] (Additional Descriptors: Claws, Fangs)

 

Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength)

 

Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed)

 

Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP]

 

Alternate Power: [11 + 18 + 3 + 3 + 4 = 39PP]

 

Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective) [11PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility)

 

Enhanced Strength 18 [18PP]

 

Leaping 3 (x10, Running Long Jump: 200ft long x 100ft high) [3PP] (Additional Descriptors: Super-Strength)

 

Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed)

 

Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons) [4PP]

 

Alternate Power: [11 + & + 4 + 12 = 34PP]

 

Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective) [11PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility)

 

Flight 3 (50MPH, 500ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle) [7PP] (Additional Descriptors: Mist Form)

 

Immunity 2 (Critical Hits, Extras: Duration [Continuous], Linked [Flight, Insubstantial]) [4PP]

 

Insubstantial 2 (Extras: Duration [Continuous], Linked [Flight, Immunity]) [12PP]

 

Alternate Power: [41PP] (Additional Descriptors: Hypnotic Eyes)

Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle) [21PP]

Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual]) [20PP]

 

 

DRAWBACKS -15PP

 

Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Vulnerability ("Fire" effects, Frequency: Common, Intensity: Moderate [+50% Effect Rank]) [-3PP]

 

Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP]

 

Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Moderate, Time: Instant) [-2PP]

 

 

Abilities (24) + Combat (20) + Saving Throws (5) + Skills (11) + Feats (4) + Powers (201) – Drawbacks (15) = 250/250 Power Points

 

 

ATTACK                RANGE          SAVING THROW                 EFFECT

Unarmed               Touch          DC25*/16 Toughness (Staged)  Damage (Physical)

Grapple               Touch          Grapple vs +22/+6            Pinned/Bound

Blood Drain           Touch/Grapple  DC20 Fortitude**             Drain Con

Blood Divination      Touch/Grapple  Will vs +10                  Mind Reading

Hypnotic Eyes         Perception***  Will vs +10                  Controlled

                                     DC20 Will                    Transformed

Psychic Invisibility  Personal       DC20 Will                    Total Concealment

 

*Autofire.

**1 rank per round.

***Sense-Dependent (Visual).

 

Edited by Grumblefloof
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Medusa Brainstorming #1

 

Gorgons and how to build them came up in the Discord the other day, and it got me thinking.

 

First up, the big thing, the petrification.

 

You need to choose whether this is something she consciously does, or something that just happens when someone looks at her face.

If she does it consciously, then she has to take an action to do it, but she doesn't always have to do it, it's cheaper, and you can fold it into an array.

If it just happens, then it's an expensive stand-alone power, and you probably won't have room on your sheet for any other powers.

 

Then you need to choose effects and descriptors.

Do you use Transform, or Paralyze?

Is it actually petrification, or just, say, a paralytic effect that makes the victim look super-pale?

The cost is about the same either way.

 

You also need to decide if it's going to be a Fortitude effect or a Will effect. That depends on your descriptors, your vision. Is it something you fight off with your body/health, or your mind/willpower?

 

I would include the Subtle power feat, because while it's obvious to the person who looked at her and got petrified what happened, other observers may not know why the person suddenly turned to stone.

 

Here's a few different ways to build it:

 

Note: You can bring the cost down on the active versions by applying the Distracting flaw, and/or by flawing the action down to Full.

 

Paralyze 10 (Extras: Action 3 [Reaction], Area [Visual Perception]; Flaws: Uncontrolled; Feats: Subtle) [51PP]

 

Paralyze 10 (Extras: Range 2 [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [31PP]

 

Either one of those will wear off in a few rounds, a couple minutes at the most, unless you increase the duration.

 

Transform 10 (Flesh To Stone; Extras: Action 3 [Reaction], Area [Visual Perception], Duration [Continuous, Lasting]; Flaws: Range [Touch], Uncontrolled; Feats: Subtle) [61PP]

 

Transform 10 (Flesh To Stone; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [41PP]

 

Because they're Continuous (Lasting) duration effects, neither of these will wear off until you choose to turn them off. And since the Reaction Area ones are Uncontrolled, you can't choose to turn them off. They'll turn off only if the GM decides they do, for whatever reason, or if someone counters/Nullifies them.

 

You could also split the difference, by having a very low-rank always-on effect that happens whenever someone looks at her, and then a more powerful conscious "focusing" of it that she can do as an attack.

 

Have one of these as a stand-alone, which even low-PL minions will usually save against, and is more of a flavor thing than anything else:

 

Paralyze 1 (Extras: Action 3 [Reaction], Area [Visual Perception]; Flaws: Uncontrolled; Feats: Subtle) [6PP]

 

Transform 1 (Flesh To Stone; Extras: Action 3 [Reaction], Area [Visual Perception], Duration [Continuous, Lasting]; Flaws: Range [Touch], Uncontrolled; Feats: Subtle) [7PP]

 

And then this as an AP in an attack array:

 

Paralyze 10 (Extras: Range 2 [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [31PP]

 

Transform 10 (Flesh To Stone; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Sense-Dependent [Visual]; Feats: Subtle) [41PP]

 

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Medusa Brainstorming #2

 

Once you settle on the petrification effect, then you have to decide what else she can do, which myths and games you want to pull from.

 

The snakes growing out of her head are often depicted as venomous. That's simple enough. Most exotic attack effects will work for venom.

 

Damage (Extras: Alternate Save [Fortitude]) [2PP/rank]

Drain (Strength, Dexterity, or Constitution) [1PP/rank]

Drain (All Abilities At Once; Flaws: Limited [Physical Abilities: Str, Dex, Con]) [2PP/rank]

Nauseate [2PP/rank]

Paralyze [2PP/rank]

Stun [2PP/rank]

 

Since the victim is probably getting bitten many times in rapid succession, the Autofire extra would fit.

Secondary Effect is always a good extra for poison powers.

If she grapples people (see below), and you can afford to buy her Enhanced Strength and Super-Strength separately from her attack array, then you could add the Requires Grapple flaw to the venom effect.

If you use Drain, keep in mind that people will recover one point every round. The Slow Fade feat and/or the Total Fade extra can slow that down.

 

Sometimes she has corrosive acid for blood. You could do this as a rank 1 flavor thing, like the split-the-difference petrification build in Part 1, or you could spend a ton of points to make it something that could really hurt someone.

Note: Even the rank 1 version has utility. Inanimate objects don't recover from Drained Toughness or Damage until they're repaired, so you could eventually bleed on even a steel (Toughness 10) object enough to break it.

Note: This is the "Corrosion" power from the books, but broken down by individual effect so you can see how it's constructed.

 

Acid Blood [7PP]

Drain Toughness 1 (Extras: Action 3 [Reaction], Affects Objects, Linked [Damage]; Flaws: Uncontrolled) [4PP]

Damage 1 (Extras: Action 3 [Reaction], Linked [Drain]; Flaws: Uncontrolled) [3PP]

 

Acid Blood [70PP]

Drain Toughness 10 (Extras: Action 3 [Reaction], Affects Objects, Linked [Damage]; Flaws: Uncontrolled) [40PP]

Damage 10 (Extras: Action 3 [Reaction], Linked [Drain]; Flaws: Uncontrolled) [30PP]

 

The assumption here is that you have to suffer a Bruised or Injured condition to trigger the Reaction. It's Uncontrolled and Reaction because it just happens when you get hurt. You don't do anything to directly activate the effect.

Technically you could use the Aura extra for the same price, but I hate UP's version of Aura. I think Reaction works better (and so did the 3E devs!).

Objects won't recover until they're repaired. People will recover one point of Toughness every round. The Slow Fade feat and/or the Total Fade extra can slow that down.

Acid effects often have the Incurable power feat, since regenerators in most games can't heal fast from acid damage.

Add the 1PP "Lethal" drawback to the Damage effect for something truly nasty.

 

Sometimes her blood is poisonous instead of acidic. In that case, take whatever attack effect you chose for the snake venom, and build it the same way as the Acid Blood:

 

Nauseate 1/10 (Extras: Action 3 [Reaction]; Flaws: Uncontrolled) [4/40PP]

 

You need to decide how much of a snake-person she is.

 

Does she have tough scales? Good descriptor for Protection.

Is she also resistant to poison: Good descriptors for Enhanced Constitution.

She might have Immunity (Poison) as well.

 

Is she a snake-centaur, with a big tail instead of legs?

Or does she have humanoid legs that can "fuse" into a snake tail? (Maybe this involves "shedding".)

Either way, good descriptor for a rank or two of Speed, Super-Movement (Slithering), Swimming with Enhanced Skills (Swim), either Super-Movement (Wall-Crawling) or Enhanced Skills (Climb), and a Snare effect in her attack array.

 

Snare 10 (Extras: Engulf; Feats: Chokehold) [21PP]

 

If you can crush your victim like a boa constrictor, then consider adding the Constricting extra.

Since, by default, Constricting only inflicts Damage equal to half your power rank, I would buy 2 ranks of it, which I assume would upgrade that to your full power rank.

Note, however, that extras are not optional, so if you give the Snare effect +Constricting, then the damage always happens to anyone you Snare, and you have to let them go to stop inflicting the damage.

 

Alternately, you could just take Enhanced Strength, Super-Strength, and Improved Grapple or Additional Limbs, and grapple people.

 

One rank of Super-Senses can give you the Radius extra on your default Normal Vision, if she can see through the snake eyes.

 

A lot of reptiles can sense heat, so Super-Senses 1 (Infra-Vision) is a good pick. Increase the utility by adding the Radius and/or Tracking extras.

They also tend to have really good sense of smell, so the Acute, Extended, and Tracking Super-Senses extras on the default Normal Olfactory Sense work, as well as Olfactory-type Danger Sense and/or Uncanny Dodge.

 

Some depictions give them wings, so Flight 3 (50MPH, 500ft per Move Action; Drawbacks: Power Loss [Wings]) [5PP] could apply.

 

Some depictions give her claws, which is just Damage (Feats: Mighty), maybe with the Improved Critical feat and/or the Lethal drawback thrown in.

 

She's often depicted using a bow and arrows. Personally, I wouldn't recommend this, because you'd have to put that in a Device, so you'd have to pay for those effects separately from her other attack effects. I'm a big fan of arraying all the attacks together. However, you could forgo the Device discount entirely, fold the bow-and-arrow effects into her attack array, and then have the ability to disarm her (and deprive her of those Alternate Powers) be a Complication instead.

If you do use a bow, consider arrows that have been previously poisoned with her blood.

 

Most reptilian characters have some Regeneration ranks, so that's a natural fit.

 

If you're making an actual mythological figure, then Immunity (Aging; Starvation/Thirst) could apply. The gorgons, like many supernatural creatures, are immortal in some source material.

 

You could also make her a full-fledged mystic with an array of magic spells she can cast in addition to her "natural" abilities.

 

If she's truly reptilian, than a Vulnerability to Cold effects and/or a Weakness to cold environments would work, as Drawbacks or as Complications.

 

Edited by Grumblefloof
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  • 4 months later...
Posted (edited)

Daredevil's Super-Senses

 

Here's how I'd build a character with Matt Murdock style powers.
 

Quote

POWERS 32+XPP

 

Enhanced Feats 1 (Skill Mastery [Acrobatics, Notice, Search, Sense Motive]) [1PP]

 

Enhanced Skills X (Acrobatics X, Notice X, Search X, Sense Motive X) [XPP]

 

Features 1 (Internal Laboratory) [1PP]

 

Immunity 10 (Interaction Skills; Mind Reading effects; Flaws: Limited [1/2 Effect]) [5PP]

 

Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP]

 

Super-Senses 4 (All Auditory-type senses; Extras: Accurate) [4PP]

 

Super-Senses 2 (Normal Hearing; Sense Type: Auditory, Default: Acute, Radius, Ranged; Extras: Extended 2 [1,000ft Notice Increments]) [2PP]

 

Super-Senses 2 (Ultra-Hearing; Sense Type: Auditory, Default: Acute, Radius, Ranged; Extras: Extended [100ft Notice Increments]) [2PP]

 

Super-Senses 3 (Sonar; Sense Type: Auditory, Default: Acute, Radius, Ranged; Extras: Counters Concealment; Drawbacks: Counters Concealment only applies to Sonar, not to all Auditory-type senses) [2PP]

 

Super-Senses 6 (Normal Smell/Taste; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 3 [Moving All-Out]) [6PP]

 

Super-Senses 2 (Normal Touch; Sense Type: Tactile, Default: Accurate, Acute, Radius; Extras: Analytical, Ranged; Drawbacks: Not Accurate or Analytical at Range) [1PP]

 

Super-Senses 2 (Tremor-Sense; Sense Type: Tactile, Default: Accurate, Acute, Radius; Extras: Ranged) [2PP]

 

Notes:

  • I consider this a high-difficulty, high-complexity character, both to play and to GM for, because of all the extra things you need to think about when running them. Aside from that, it's probably just a basic Martial Artist or Weapon Master build.
  • An easy variant is to make them deaf, anosmiac, or numb instead of blind, and to then buy a bunch of Visual-type Super-Senses (Analytical and Extended on everything, Infra-Vision with Tracking, Ultra-Vision, X-Ray Vision, etc.). Adjust the Danger Sense and Uncanny Dodge accordingly.
  • High scores in Notice, Search, and Sense Motive do a better job of modeling "super-senses" in this system than any of the actual Super-Senses powers, so pump those up as high as you can. Most of the things that interfere with sensory input, like physical barriers between you and the source of the input, are represented with penalties to the DC of the Notice check. And to "see" through someone's lies, you have to beat their Bluff check. "How" you do that is just a matter of Descriptors.
  • The "Internal Laboratory" feature refers to the "Laboratory" feature for a Headquarters. This character's senses allow them to use the Investigation skill to analyze a clue without lab equipment. They can just do it on the spot.
  • The character doesn't have to have a high Acrobatics score, but their enhanced hearing (balance) and touch easily explain one.
  • If you're short on points, there are several areas where you can trim fat.
    • Hardly anyone here uses the rules for Notice increment penalties, so Extended is probably a waste of points.
    • I've never seen anyone enforce the rules about moving at slower speeds while Tracking, so the extra ranks there are also a luxury rather than a necessity.
    • The three ranks each of both Danger Sense and Uncanny Dodge are probably overkill.
    • This character should be taking all the Dodge Focus they can get away with. There's basically no reason for them to take more Base Defense bonus than they absolutely have to.
  • Blindness should be a Complication.
  • The character should have a Vulnerability to non-Visual sensory effects, but unless you're really short on points, that should also be a Complication.
  • A GM should feel free to give this character a Hero Point any time they want another character to sneak up on this one. The GM can just say that this character was distracted. Maybe they were lost in thought, or maybe they were focused on other sensory input; they're taking in a lot of it at any given point in time.
  • The half-Immunity to Mind Reading effects represents how it's difficult for others to process this character's unique blend of sensory input. The character had time to get used to it. A mind-reader did not.
  • I built the Sonar separate from the Ultra-Hearing, because they do different things. The Ultra-Hearing picks up high and low frequency sounds that other characters make. The Sonar represents this character painting a mental picture of their surroundings by broadcasting high-frequency sound waves and listening to them return after they bounce off of things.
  • The Accurate extras on the different senses do different things. Accurate on the Normal Hearing and Ultra-Hearing mean that, any time another character makes a sound, this character can target the source of that sound directly, as if they could see it. Accurate on the Sonar represents how it's effectively a substitute for vision. It can't pick up color, or images on a screen, but it can pick up size, shape, relative position, maybe even pronounced differences in texture, and create a picture in the character's mind. Similar to the hearing, Accurate on the Tremor-Sense lets the character pinpoint the exact location of the source of a vibration created from someone stepping on a surface that this character is touching.
  • The different Auditory-type senses have different levels of Extended. Sounds within the normal human range are the easiest to hear, so their default Normal Hearing has two ranks of Extended. The higher and lower frequency sounds are more difficult to pick up, so Ultra-Hearing has only one rank of Extended. This character can hear you heartbeat from across the room, but they can hear a conversation from a lot further away than that. And the Sonar has no Extended ranks, so the effective range is on par with normal human vision, because a lot of their brain's processing power is taken up with the act of constantly rendering a three-dimensional picture of the surrounding environment.
  • There are two custom power Drawbacks:
    • The character's default Normal Touch sense is Ranged, but with a restriction. At range, their level of sensitivity drops from Analytical back down to the default of Acute, and at range, their touch is no longer Accurate. They have a constant awareness of their surroundings, as if they were touching everything in the room at once, but not in a way that allows them to unerringly target foes in combat. They can feel the displacement of the air around them well enough to know when someone is in the room with them. They can feel the heat coming off of light bulbs as though they were touching them, so they know when the lights are on in any given room.
    • Counters Concealment is an extra which normally applies to an entire sense type. In this case, the Counters Concealment only applies to one specific Auditory-type sense, the Sonar, rather than all Auditory-type senses.So Auditory Concealment effects will make this character unable to hear any sound that their concealed foe makes, but this character will still be able to hear the sound waves their own body generates when they bounce off of their surroundings and return to the character's ears. If do you want Auditory Concealment effects to "eat" the Sonar waves as they touch a concealed foe, then you could drop the Counters Concealment extra and save a point. The character would still have Tremor-Sense to fall back, unless the foe is flying, Insubstantial, or Trackless.
  • The character's default Normal Smell/Taste isn't Accurate, so they can't use it to target foes in combat. It doesn't tell them precisely where the source of a given scent is. However, since it is Acute and Tracking, they can Search for the source of any given scent outside of combat.
Edited by AmeliaHealYa
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  • 2 weeks later...
Posted (edited)

Potential reboot/replacement for Mister Strix

 

 

Character: The White Widow

Power Level: 12 (Built as PL8)
Tradeoffs: None
Power Points: 180/180

 

 

Alternate Identity: Gianna "Gia" Helena Igglioni (Deceased); Chiara Nocenti; Arachne

Identity: Secret

Legal Status: Deceased USA citizen with no criminal record

Birthplace: Bedlam City, Wisconsin, USA

Base of Operations: Bedlam City, Wisconsin, USA

Residence: Varies

Occupation: Vigilante

Affiliations: The White Spider (Vittorio "Vic" Cavalieri, former partner)

Family: Parents, Younger Brother, Numerous grandparents, aunts, uncles, and cousins (all Deceased)

 

 

DESCRIPTION

Age: 40 (Date of Birth: 1980)

Apparent Age: 18 (Date of Death: 1999)
Gender: Female
Ethnicity: Caucasian of Sicilian descent
Height: 5'4"
Weight: 120 lbs.
Hair: Black

Eyes: Black (Red when using powers)

 

 

HISTORY

Bedlam City had three Mafia families until 1995, when the Scarpias massacred the Igglionis and absorbed their holdings and surviving soldiers. The third family, the Gorganzuas, didn't approve of the coup, but they lacked the resources to oppose it, at least openly. These days, The Midnight Shadow pretends to be a vigilante while acting as an enforcer for the Gorgonzuas, but he makes sure never to operate in Scarpia territory. There are reasons for that, beyond the obvious.

 

Gia Igglioni was 15 when the purge happened. Her family was having dinner when the Scarpia soldiers showed up and riddled her Hardwick Park house with bullets. Gia took one in the head. There was a guest at dinner, a family friend and Gorganzua associate, Vic Cavalieri. Vic could handle himself in a firefight. He was that rare Mafioso with actual military experience; he'd seen combat in Kuwait and Yugoslavia. When the dust settled, the only survivors were Vic and, surprisingly, Gia. Vic spirited her away to Downtown General and bribed the right people to get them admitted and treated anonymously. Once he learned the full scope of that night's events, he formed a plan, a plan that Young Junior himself signed off on, quietly and unofficially.

 

All the official records showed that Gia died on the operating table. Her name was etched into the grave markers along with the rest of her family, and the body of a young woman went into the ground with them. To keep her safe, Vic got her a fake ID and put her up in Wolverton with a Black family, the last place any Scarpia soldiers would ever look for her. The family's patriarch, William "Whistler" Michaels, was a drug dealer and occasional hitman but more often broker for other hitmen, with whom Vic did regular business. It was a rough adjustment for Gia at first. The spoiled Mafia princess had never had to do laundry or dishes before. She was one of only a handful of white students at her new school, which wasn't nearly as well-funded as her old one. But she had reasons to make that adjustment beyond mere self-preservation. Vic was going to train her and help her avenge her family. They were going to put on masks and become vigilantes, just like all those heroes in Freedom City.

 

Vic did train her, but not very much, and not very well. He let her come up with the names and costumes; he couldn't have cared less. For him, it was just a scheme to get a little payback for his own flesh wound and injured pride, and to line his pockets at Dapper Donny's expense. For Young Junior it was a chance to undermine his rivals while maintaining plausible deniability, and to line his pockets at Dapper Donny's expense. For Gia, it was a holy crusade, and also a lot of fun, especially after she and Vic "fell in love". She had no idea that Vic was just using her, on all fronts. For a couple of years, The White Spider and Arachne (Vic didn't get the reference, something Gia read about in school, he could barely pretend to care) were a thorn in the side of the Scarpias. A simple silhouette line-drawing of a spider was their calling card, left painted on walls and occasionally even carved into the skin of multiple Mafiosos.

 

But the fun ended in 1999. Valentin Romita, a Scarpia soldier, was horribly disfigured during a confrontation with The White Spider and Arachne. He was already a sadistic psychopath, and his ordeal left him with a distorted view of reality but a newfound flair for the dramatic. He was already a made man, but as he grew more unhinged, Dapper Donny, always loathe to attract attention, shoved him further to the margins of family business. Romita started calling himself "Valentine" and leaving calling cards of his own, literal Valentine's Day cards. He also developed a taste for cutting out people's hearts. On nights when Vic was "unavailable", Gia had started going out alone as Arachne, trying to prove both to him and to herself that she was a more capable vigilante than she actually was. On one of those nights, what she thought was a crime in progress turned out to be a trap set by Valentine. Without her "mentor", he and his henchmen easily captured her. They used her to bait another trap for The White Spider. Valentine used a pirated signal to broadcast a twisted parody of a telethon where he tortured Arachne on live television and invited viewers to call a special phone number and vote on whether she should live or die. Bedlam being Bedlam, she lost by 72 votes. Gia remained defiant to the end; Valentine hurt her, but he didn't break her. Vic never showed up. Gia died cursing his name alongside those of Valentine and the Scarpias.

 

When the police finally arrived, Valentine made no effort to avoid capture. He was deemed unfit to stand trial and confined indefinitely to the Crawley Asylum. Vic, Young Junior, and Dapper Donny all saw the broadcast, and it scared the Hell out of them. All of them had the same thought: "This has gone too far." The Scarpias did everything they could to distance themselves from Valentine. They considered killing him but ultimately they decided to just let him rot. By the time Young Junior could get word to Vic that his time as a vigilante was over, Vic had already tied up all his loose ends. He murdered Whistler Michaels and Whistler's entire family in their home, and he planted his White Spider gear among their effects, where it was easily found by the police. Vic breathed a sigh of relief when his ruse worked and everyone assumed that Whistler was the White Spider. Vic went on to become a made man in the Gorganzua family, and eventually capo of his own crew.

 

Gia wasn't carrying any identification when she was captured. She was filed away as a Jane Doe, and her unclaimed, unidentified corpse was buried in the local potter's field. When the family that "Chiara Nocenti" had been staying with were all murdered, nobody questioned why she stopped showing up to school; it was barely noticed. She'd been a good enough Catholic in life that when she died, one of her god's messengers came to retrieve her soul and guide it to the afterlife. Overwhelmed with rage, she told the angel to go to Hell. She spent the next two decades in what she could only assume was some form of Purgatory. Multiple times, her god's messengers returned to offer her their god's forgiveness and redemption, and she every time she spit in their faces. When the walls between the material world and the spirit worlds were finally thin enough, she broke through, waking up in what was left of her old withered body. Transformed into an undead abomination, cursed by the god she used to worship, she dug herself out of her grave, consumed with a lust for vengeance and an even greater lust for the blood of the living.

 

 

ABILITIES 14PP ( 4 + 8 + [-10] + 4 + 4 + 4 )

Strength: 26/14 (+8/+2), 31/14 Lifting (Heavy Load: 1,840 lbs. [0.92 tons] / 175 lbs.)

Dexterity: 26/18 (+8/+4)

Constitution: -

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

 

COMBAT 16PP ( 6 + 10 )

Initiative: +8/+4 (+8/+4 Dex)

Attack: +3, +8/+6 Melee (+3 Base, +3 Attack Focus, +2 Enhanced Attack Focus)

Grapple: +17/+8 (+8/+6 Melee Attack, +8/+2 Str, +1 Super-Str)

Defense: +8/+6 (+7/+5 Base, +1 Dodge Focus), +4/+3 Flat-Footed

Knockback Resistance: 8, 4 vs Weaknesses

 

 

SAVING THROWS 6PP ( 0 + 0 + 6 )

Toughness: +8 (+8 Protection)Impervious 8

Fortitude: -

Reflex: +8/+4 (+8/+4 Dex, +0PP)Evasion 2

Will: +8 (+2 Wis, +6PP)Ultimate Save

 

 

SKILLS 5PP (20R)

Acrobatics 2 (+10/+6)

Handle Animal -

Knowledge (Pop Culture) 2 (+4)

Knowledge (Streetwise) 3 (+5)

Languages 2 (English [Native], Italian, Spanish)

Notice 3 (+15/+5)

Ride -

Search 3 (+15/+5)

Sense Motive 3 (+15/+5)

Stealth 2 (+20/+6)

 

 

FEATS 8PP

Attack Focus (Melee) 3

Dodge Focus

Interpose

Luck 2

Ultimate Save (Will)

Enhanced:

Attack Focus (Melee) 2

Evasion 2

Hide In Plain Sight

Takedown Attack 2

 

 

POWERS 139PP

 

Sidebar: Descriptors

Spoiler

All of her powers have the following Descriptors:

Black Magic, Blood Magic, Death, Evil, Necromancy, Undead, Unholy

 

Concealment 6 (All Auditory and Visual type senses; Extras: Duration [Continuous]; Flaws: Limited [Machines], Permanent) [6PP] (Descriptors: Unholy Aura)

 

Enhanced Dexterity 8 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [7PP] (Descriptors: Superhuman Agility, Superhuman Speed)

 

Enhanced Defense 2 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [3PP] (Descriptors: Superhuman Agility, Superhuman Speed)

 

Enhanced Feats 7 (Attack Focus [Melee] 2; Evasion 2; Hide In Plain Sight; Takedown Attack 2; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [6PP] (Descriptors: Superhuman Agility, Superhuman Speed)

 

Enhanced Skills 40 (Notice 10, Search 10, Sense Motive 10, Stealth 10; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [9PP] (Descriptors: Superhuman Agility, Super-Senses, Unholy Aura)

 

Enhanced Strength 12 (Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [11PP]

 

Features 1 (Deathly Aura) [1PP] (Descriptors: Unholy Aura)

See "Death Powers" in Power Profiles

 

Healing 1 (Extras: Action 4 [Reaction]; Flaws: Personal, Source [Blood]) [4PP] (Descriptors: Regeneration)

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 8 (Flaws: Limited [Vampire Weaknesses inflict Penetrating Damage]) [4PP] (Descriptors: Regeneration, Superhuman Resilience)

 

Leaping 2 (x5, Running Long Jump: 90ft long x 45ft high; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP] (Descriptors: Superhuman Strength)

 

Protection 8 [8PP] (Descriptors: Superhuman Resilience)

 

Regeneration 14 (Recovery 14 [+9]; Feats: Regrowth) [15PP]

 

Regeneration 14 (Recovery Rate: Disabled 6 [1 round], Resurrection 8 [1 round]; Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [7PP]

 

Speed 3 (50MPH, 500ft per Move Action; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [2PP] (Descriptors: Superhuman Speed)

 

Super-Senses 6 (Acute Tracking Normal Smell/Taste; Darkvision; Microscopic Vision 1 [Dust]; Ultra-Hearing; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [5PP]

 

Super-Movement 1 (Trackless) [2PP] (Descriptors: Unholy Aura)

 

Super-Movement 1 (Wall-Crawling; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP]

 

Super-Strength 1 (Lifting Strength: 31, Heavy Load: 1,840 lbs. [0.92 tons]; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [1PP]

 

Vampire Power 5 (10PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss [Vampire Weaknesses; Frequency: Uncommon]) [16PP]

 

Base Power: [10PP] (Additional Descriptors: Blood Drain)

Damage 8 (Extras: Alternate Save [Fortitude]; Flaws: Requires Grapple; Feats: Insidious, Subtle) [10PP]

 

Alternate Power: [5 + 4 = 9PP] (Additional Descriptors: Blood Divination, Psychic Resonance)

 

Mind Reading 8 (Extras: Action [Standard]; Flaws: Range 2 [Touch], Requires Grapple; Feats: Insidious, Subtle) [5PP]

 

Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Source [Blood]) [4PP]

 

Alternate Power: [8 + 2 = 10PP]

 

Autofire Strength 8 [8PP] (Additional Descriptors: Superhuman Speed)

 

Incurable Strength Damage (Feats: Improved Critical 2; Drawbacks: Lethal) [2PP] (Additional Descriptors: Claws, Fangs)

 

Alternate Power: [9PP] (Additional Descriptors: Hypnosis, Psychic)

Concealment 10 (All non-Mental type senses; Flaws: Phantasm; Drawbacks: Progression [Counter Rank / Save DC] 2 [Rank 8 / DC18], Selective) [9PP]

 

Alternate Power: [10PP] (Additional Descriptors: Hypnosis, Psychic)

Emotion Control 8 (Extras: Area [Visual Perception], Mental; Flaws: Range 2 [Touch]; Feats: Mind Blank, Subtle) [10PP]

 

Alternate Power: [3 + 6 = 9PP] (Additional Descriptors: Mist Form)

Flight 1 (10MPH, 100ft per Move Action; Extras: Linked [Insubstantial]; Feats: Subtle) [3PP]

Insubstantial 2 (Extras: Linked [Flight]; Flaws: Action [Move], Duration [Concentration]) [6PP]

 

Alternate Power: [10PP] (Additional Descriptors: Hypnosis, Psychic)

Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental; Flaws: Action [Full], Distracting, Sense-Dependent [Visual]; Feats: Mental Link, Subtle) [10PP]

 

Alternate Power: [9PP] (Additional Descriptors: Hypnosis, Psychic)

Transform 8 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception]; Flaws: Action [Full], Distracting, Sense-Dependent [Visual]; Feats: Subtle) [9PP]

 

 

DRAWBACKS -8PP

 

Weakness (Sunlight; Frequency: Very Common; Intensity: Major [Cumulative -1 Toughness; Destroyed at Toughness rank of -6]; Time: 1/round) [-8PP]

 

 

Abilities (14) + Combat (16) + Saving Throws (6) + Skills (5) + Feats (8) + Powers (139) - Drawbacks (8) = 180/180 Power Points

 

Edited by AmeliaHealYa
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Posted (edited)

Bare-bones foundation for a teen magnetic controller for @EmpressValerian96

 

 

Power Level: 10 (Built as PL8)

Tradeoffs: None

Power Points: 113/150

 

 

ABILITIES 0PP (0 + 0 + 0 + 0 + 0 + 0)

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

 

 

COMBAT 22PP (8 + 14)

Initiative: +0 (+0 Dex)

Attack: +4, +8 Magnetic Control

Grapple: +4 (+4 Melee Attack, +0 Strength), +20 Magnetic Control (Perception Move Object 10)

Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed

Knockback Resistance: 8/0

 

 

SAVING THROWS 0PP ( 8 + 8 + 8 )

Toughness: +8/+0 (+0 Con, +8 Force Field)Impervious 8

Fortitude: +8 (+0 Con, +8PP)

Reflex: +8 (+0 Dex, +8PP)

Will: +8 (+0 Wis, +8PP)

 

 

SKILLS 0PP (0R)

 

 

 

FEATS 3PP

Dodge Focus

Luck 2

 

 

POWERS 64PP

 

Device 16 (80PP Container [Passive: No Action, Permanent Duration]; Flaws: Hard-To-Lose) [64PP]

 

Flight 3 (50MPH, 500ft per Move Action; Flaws: Platform; Feats: Subtle) [4PP]

 

Force Field 8 (Extras: Impervious, Linked [Immunity]; Feats: Selective, Subtle) [18PP]

Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]) [10PP]

 

Magnetic Control 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: X)

 

Base Power: [32PP] (Additional Descriptors: Magnetokinesis)

Move Object 10 (Lifting Strength: 50, Heavy Load: 12 tons; Extras: Damaging [8 ranks], Range [Perception]; Flaws: Limited [Metal]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Blast, Metal Projectiles)

Damage 8 (Extras: Autofire, Range [Ranged; 10 80ft Increments, 800ft Max]; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Metal Bonds)

Snare 8 (Range: 10 80ft Increments, 800ft Max; Extras: Autofire; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Reversible, Subtle) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Shape Metal)

Transform 8 (Metal; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [2,500 lbs.], Subtle) [32PP]

 

Super-Movement 5 (Permeate 3 [Full speed]; Wall-Crawling 2 [Full speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP]

 

Super-Senses 1 (Direction Sense) [1PP]

 

Super-Senses 5 (Magnetic Awareness [Magnetic Fields and Metals]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP]

 

 

Abilities (0) + Combat (22) + Saving Throws (24) + Skills (0) + Feats (3) + Powers (64) - Drawbacks (0) = 113/150 Power Points

 

 

ATTACK            RANGE            SAVE                      EFFECT

Unarmed           Touch            DC15 Toughness (Staged)   Damage (Physical)

Blast             Ranged           DC23* Toughness (Staged)  Damage (Physical)**

Metal Bonds       Ranged           DC18* Reflex (Staged)     Entangled/Bound

Move Object       Perception       Grapple vs +20            Pinned/Bound***

                                   DC23 Toughness (Staged)   Damage (Energy)***

Move Object       Throwing Str 50  DC23 Toughness (Staged)   Damage (Physical)

 (Thrown Object)

Shape Metal       Touch +5ft       DC18 Fortitude            Transformed***

 

*Autofire

**Variable Descriptor (Bludgeoning, Piercing, or Slashing)

***Limited (Metal targets)

 

Edited by AmeliaHealYa
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Posted (edited)

In Brief: Thor's daughter got her mom's hair, her grandpa's luck with eyes, and her dad's everything else

 

Character: Thrude

Power Level: 12 (Built as PL11)

Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Power Points: 175/175

Unspent Points: 0

 

large.Thrude600.png.04d3fc0a1418e30416b140755ea97d57.png

 

Catchphrase: "I SHALL SMITE THEE!"

Nicknames: Trudy

Alternate Identity: Princess Thrude of Asgard

Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity

Legal Status: Undocumented immigrant with no criminal record

Birthplace: Thrudvangr, Asgard

Residence: Nomadic

Base of Operations: Intergalactic

Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior

Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies)

Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased)

 

 

DESCRIPTION

Age: ~2,500 (Date of Birth: ~500 BCE)

Apparent Age: 22

Gender: Female

Ethnicity: White Scandinavian

Height: 6'

Weight: 185 lbs.

Hair: Gold

Eyes: Blue

 

A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume.

 

 

HISTORY

Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa.

The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir.

But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol.

Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike.

It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe.

In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard.

 

She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel.

 

 

PERSONALITY & MOTIVATION

Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome.

 

 

POWERS & TACTICS

As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin.

As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault.

As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing.

 

 

COMPLICATIONS

Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use.

Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding.

Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions).

Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse.

Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally.

Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her.

Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient.

Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks.

 

 

ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16)

Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.)

Dexterity: 10 (+0)

Constitution: 30/26 (+10/+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)

 

 

COMBAT 22PP (12 + 10)

Initiative: +0 (+0 Dex)

Attack: +6, +2 Ranged (+6 Base, -4 Disability)

Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength)

Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13)

 

 

SAVING THROWS 16PP (0 + 6 + 10)

Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11

Fortitude: +10/+8 (+10/+8 Con, +0PP)

Reflex: +6 (+0 Dex, +6PP)

Will: +10 (+0 Wis, +10PP)Ultimate Save

 

 

SKILLS 11PP (44R)

Intimidate 12 (+20)

Knowledge (Arcane Lore) 5 (+5)

Knowledge (History) 5 (+5)

Knowledge (Theology/Philosophy) 5 (+5)

Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish)

Ride 5 (+5)

Survival 5 (+5)Track

 

 

FEATS 11PP

Benefit (Status)

Dodge Focus

Fearless
Interpose

Luck 3

Quick Draw

Takedown Attack

Track

Ultimate Save (Will)

 

 

POWERS 78PP

 

Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon)

 

Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura)

 

Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind)

 

Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP]

 

Base Power: [12 + 20 = 32PP]

Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike)

Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind)


Alternate Power: [32PP] (Additional Descriptors: Ice Constructs)

Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP]

 

Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt)

Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP]

Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP]

 

Alternate Power: [32PP] (Additional Descriptors: Storm Summoning)

Environment Control 8 (5PP/rank = 32PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP]

 

Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge)

Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP]

Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP]

Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP]

 

Enhanced Constitution 4 [4PP] (Descriptors: Divine Might)

 

Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes)

 

Enhanced Strength 9 [9PP] (Descriptors: Divine Might)

 

Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might)

 

Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might)

 

Impervious Toughness 11 [11PP] (Descriptors: Divine Might)

 

Protection 6 [6PP] (Descriptors: Divine Might)

 

Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might)

 

 

DRAWBACKS -11PP

 

Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP]

 

Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP]

 

Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP]

 

 

Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/175 Power Points

 

 

ATTACK                 RANGE            SAVE                        EFFECT

Unarmed                Touch            DC27/23 Toughness (Staged)  Damage (Physical)

Ice Construct          Perception       DC21 Reflex                 Trapped

Dropped Ice Construct  Perception/Area  DC21 Reflex                 Avoided

                                        DC26 Toughness (Staged)     Damage (Physical)

Lightning Bolt         Perception       DC21 Reflex                 Avoided

                                        DC21 Fortitude (Staged)     Drain Toughness

                                        DC26 Toughness (Staged)     Damage (Energy)

Weapon Strike          Touch +5ft       DC31 Toughness (Staged)     Damage (Energy and/or Physical)*

 

*Variable Descriptor

 

Edited by Amelia
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Posted (edited)

Possible endgame build for Thrude

 

 

Power Level: 15 (Built as PL12)

Tradeoffs: At PL12: -4 Attack / +4 Damage, -4 Defense / +4 Toughness

Power Points: 250/250

 

 

ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16)

Strength: 35/26 (+12/+8), 90/26 Lifting (Heavy Load: 3,200 tons / 920 lbs.)

Dexterity: 10 (+0)

Constitution: 34/26 (+12/+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)

 

 

COMBAT 30PP (16 + 14)

Initiative: +8 (+0 Dex, +8 Improved Initiative)

Attack: +8, +4 Ranged (+8 Base, -4 Disability)

Grapple: +31/+16 (+8 Melee Attack, +12/+8 Strength, +11 Super-Strength)

Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed

Knockback Resistance: 14/4 (1/2 Non-Impervious Toughness 4 = 2, + Impervious Toughness 12 = 14)

 

 

SAVING THROWS 20PP (0 + 8 + 12)

Toughness: +16/+8 (+12/+8 Con, +4 Protection)Impervious 12

Fortitude: +12/+8 (+12/+8 Con, +0PP)

Reflex: +8 (+0 Dex, +8PP)

Will: +12 (+0 Wis, +12PP)Ultimate Save

 

 

SKILLS 12PP (48R)

Intimidate 17 (+25)Startle

Knowledge (Arcane Lore) 5 (+5)

Knowledge (History) 5 (+5)

Knowledge (Theology/Philosophy) 5 (+5)

Languages 6 (Danish, English, German, Icelandic [Native], Norwegian, Old English, Swedish)

Ride 5 (+5)

Survival 5 (+5)Track

 

 

FEATS 21PP

Accurate Attack

All-Out Attack

Benefit (Status)

Dodge Focus

Fearless

Inspire 4

Interpose

Luck 4

Power Attack

Quick Draw

Startle

Takedown Attack 2

Track

Ultimate Save (Will)

Enhanced:

Environmental Adaptation 3 (High Gravity, Low Gravity, Zero Gravity)

Quick Change

 

 

POWERS 127PP

 

Device 18 (88/90PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Can only be lifted or wielded by "The Worthy"], Subtle [Transforms into a drinking horn]) [57PP] (Descriptors: Magic Weapon)

 

Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura)

 

Environment Control 9 (5PP/rank = 45PP of Mix-&-Match effects; Area: 2,500ft [1/2 mile, 5 city blocks] radius; Extras: Selective; Flaws: Range [Touch]) [45PP] (Descriptors: Storm Summoning)

 

Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind)

 

Storm Mastery 18 (36PP Array; Feats: Alternate Power 3) [39PP]

 

Base Power: [12 + 24 = 36PP] (Additional Descriptors: Weapon Strike)

Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike)

Flight 12 (13 ranks total; 100,000MPH, 200 miles per Move Action) [24PP] (Additional Descriptors: Divine Wind)


Alternate Power: [32 + 4 = 36PP]

Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous]; Flaws: Distracting; Feats: Precise, Progression [Object Size] 7 [1,000ft cubes]) [32PP] (Additional Descriptors: Ice Constructs)

Flight 2 (3 ranks total; 50MPH, 500ft per Move Action) [4PP] (Additional Descriptors: Divine Wind)

 

Alternate Power: [24 + 12 = 36PP] (Additional Descriptors: Lightning Bolt)

Drain Toughness 12 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [24PP]

Damage 12 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [12PP]

 

Alternate Power: [24 + 6 + 6 = 36PP] (Additional Descriptors: Divine Wind, Rainbow Bridge)

Flight 12 (13 ranks total; 100,000MPH, 200 miles per Move Action) [24PP]

Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP]

Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP]

 

Enhanced Constitution 8 [8PP] (Descriptors: Divine Might)

 

Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Magic Clothes)

 

Enhanced Strength 9 [9PP] (Descriptors: Divine Might)

 

Features 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero Gravity]) [3PP] (Descriptors: Divine Might)

 

Immunity 11 (Aging, Life Support, Starvation/Thirst) [11PP] (Descriptors: Divine Might)

 

Impervious Toughness 12 [12PP] (Descriptors: Divine Might)

 

Protection 4 [4PP] (Descriptors: Divine Might)

 

Super-Strength 11 (Lifting Strength: 90, Heavy Load: 3,200 tons) [22PP] (Descriptors: Divine Might)

 

 

DRAWBACKS -8PP

 

Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP]

 

Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Minor [+1 effect rank]) [-3PP]

 

Vulnerability (Non-Fear Emotion effects; Frequency: Common; Intensity: Minor [+1 effect rank]) [-2PP]

 

 

Abilities (48) + Combat (30) + Saving Throws (20) + Skills (12) + Feats (21) + Powers (127) - Drawbacks (8) = 250/250 Power Points

 

 

ATTACK          RANGE        SAVE                        EFFECT

Unarmed         Touch        DC27/23 Toughness (Staged)  Damage (Physical)

Ice Construct   Ranged       DC22 Reflex                 Trapped

  Dropped       Ranged/Area  DC22 Reflex                 Avoided

                             DC27 Toughness (Staged)     Damage (Physical)

Lightning Bolt  Perception   DC22 Reflex                 Avoided

                             DC22 Fortitude (Staged)     Drain Toughness

                             DC27 Toughness (Staged)     Damage (Energy)

Weapon Strike   Touch +5ft   DC31 Toughness (Staged)     Damage (Energy and/or Physical)*

 

*Variable Descriptor

 

Edited by Amelia Feels Ya
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