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Feats 46PP

Jack of All Trades

Lion Heart

Is Jack really needed if you already have any skill you want? And Lionheart is worthless is Fearless is still allowed as a feat.

Equipment 17PP = 85EP

Goggles [2EP]

  • [*:3oi2flg5]Super-Senses 2 (Infravision, Low-Light Vision) [2EP]

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Is Jack really needed if you already have any skill you want? And Lionheart is worthless is Fearless is still allowed as a feat.

I think this should be standard night vision goggles. And Emotion Control gas as equipment?!

Hm. You might be right about JoAT.

The gas is specifically fear gas, and there are several real-world examples of weaponized hallucinogens in aerosol form.

Are nightvision goggles that don't suck really any less realistic than a working grapple-gun smaller than a bazooka? Would you feel better if I added the Masterwork feat to justify their lack of suck?

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Hallucinogens do not equal fear. I'd buy those real world comparisons for a confuse gas attack as equipment.

Your point on the grapple gun is much better, counter point however the no ruling on Arrowhawks glide cape because it was "too unrealistic".

Personally I think its within the scope of comic book "Science" but I thought that about Hawkys cape too.

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I remember now! I decided to keep Jack of All Trades so that the character has a baseline of a few ranks in every skill, even when no points from the VP are allotted to it. So he doesn't just completely forget everything when he's not focusing on it.

As far as I can tell, the nightvision goggles in the Equipment chapter give you Super-Senses 2 (Infravision, Low-Light Vision, Drawbacks [Flaws?]: -4 Notice) [1EP]. My construction is just like that, only it costs 2EP because it doesn't have the drawback (flaw?).

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Optimized Silver Age Build #1: The Bionic Hero

Abilities: 38

STR: 26 [14] (+8/+2)

DEX: 20 (+5)

CON: 18 (+4)

INT: 14 (+2)

WIS: 20 (+5)

CHA: 12 (+1)

Saves: 3

TOUGHNESS: +11

FORTITUDE: +7/+5

REFLEX: +6

WILL: +6

SKILLS (10: 40 ranks)

Bluff 6 (+7)

Craft (Mechanical) 5 (+7)

Disable Device 8 (+10)*

Notice 5 (+10)*,

Languages 3 (German, Russian, Spanish)

Pilot 5 (+10)*,

Stealth 5 (+10)*,

Survival 1 (+6),

Swim 2 (+10)

FEATS (20)

Attack Focus (melee) 6,

Benefit (Security Clearance),

Chokehold,

Dodge Focus 3,

Improved Grab,

Improved Grapple,

Improved Pin,

Improved Sunder,

Improved Trip,

Improvised Tools,

Power Attack,

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

Uncanny Dodge (radio)

POWERS (55)

Blast 8 (laser) (PFs: Accurate 3, Precise) [21]

AP: Enhanced Strength 12 and Super-Strength 4 (~6 tons)

Enhanced Fort Save 2 [2]

Leaping 5 (x50 distance) [5]

Protection 7 (Extra: Impervious) [14]

Super-Senses 10 (Accurate Hearing [extended x100], Sight [extended x100], infravision, microscopic vision, radio, ultrahearing) [10]

Speed 3 (50 MPH) [3]

COMBAT (24)

Attack +12 (melee/laser), +6 (ranged),

Grapple +24,

Damage +8 (unarmed),

Defense +9 (+3 flat-footed),

Knockback –8,

Initiative +5

Abilities 38 + Skills 10 (40 ranks) + Feats 20 + Powers 55 +Combat 24 + Saves 3 = 150 Total

AA's Notes:

I was inspired to make these characters because of how sad I was that good art and good concepts got kiboshed by bad character design. My philosophy here was "Keep the same point expenditures, but make them not suck."

This is my version of the Bionic Hero archetype listed on Page 58 of the Silver Age book. He's been with The Agency long enough to pick up some low-level spy skills, enough to at least be comparable to his fellow agents, though of course he's not exactly a sneaky dashing spy. He's a nigh-unstoppable juggernaut in an agents game (though with a few weaknesses a canny team could exploit), and an OK PL 10 character. He makes an interesting alternative if you're looking for a patriotic hero type.

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Optimized Silver Age Build #2: Amphibian Warrior

Abilities: 74

STR: 30 (+10)

DEX: 22 (+6)

CON: 24 (+7)

INT: 16 (+3)

WIS: 24 (+7)

CHA: 18 (+4)

Saves: (3)

TOUGHNESS: +10

FORTITUDE: +8

REFLEX: +7

WILL+8

SKILLS: (16-64 ranks)

Diplomacy 2 (+6)

Handle Animal 6 (+10),

Intimidate 11 (+15),

Knowledge (tactics) 12 (+15),

Knowledge (theology and philosophy) 4 (+7),

Language (English),

Notice 8 (+15),

Ride 4 (+10),

Sense Motive 3 (+10)

Survival 3 (+10),

Swim 10 (+20)

FEATS: (17)

All-out Attack,

Animal Empathy,

Attack Focus (melee) 3

Blind-Fight,

Cult Hero (Atlanteans),

Defensive Attack,

Dodge Focus 3,

Environmental Adaptation (underwater),

Master Plan,

Power Attack,

Startle,

Takedown Attack 2

POWERS (17)

Immunity 2 (high pressure, breathe underwater) (2)

Protection 3 (3)

Super-Senses 1 (ultravision) (1)

Super-Strength 2 (heavy load: 3 tons) (4)

Swimming 6 (100 MPH) (7)

AP: Leaping 3 (x10) and Speed 3 (50 MPH)

COMBAT (28)

Attack +7 (+10 melee),

Grapple +22,

Damage +10 (unarmed),

Defense +10 (+3 flat-footed),

Knockback –5,

Initiative +6

DRAWBACKS (-5)

Weakness (needs water immersion hours, -1 Constitution, –5 points)

AA's Notes:

I was inspired to make these characters because of how sad I was that good art and good concepts got kiboshed by bad character design. My philosophy here was "Keep the same point expenditures, but make them not suck."

"Hah hah, it's Aquaman!-OH GOD MY FACE!"

This Atlantean powerhouse doesn't talk to fish; that's for hippies. An effective warrior in and out of the water, the Amphibian Warrior is a good fighter and planner, a veteran of years of warfare between the Kingdom of Atlantis and its many undersea enemies. She's not a great ambassador to dry land, but the monarch hopes her attitude will cow the surfacers into submission since sweet words usually fail. And if that doesn't work, perhaps the AVENGING WARRIOR OF ATLANTIS! must make with the beating.

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Optimized Silver Age Build #3: Guitar Hero

Abilities: 26

STR: 10 (+0)

DEX: 16 (+3)

CON: 18 (+4)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 20/18 (+5/+4)

Saves: 5

TOUGHNESS: +10/+4

FORTITUDE: +10

REFLEX: +4

WILL: +4

SKILLS: (15-60 ranks)

Bluff 5 (+10)*,

Concentration 5 (+6)

Diplomacy 5 (+10)*,

Knowledge (current events) 5 (+5),

Knowledge (popular culture) 10 (+10),

Perform (singing) 15 (+20)*,

Perform (stringed instruments) 15 (+20)*

FEATS: (32)

Attack Focus (ranged) 6,

Attractive,

Connected,

Cult Hero (Rockers),

Distract (Bluff),

Dodge Focus 6,

Equipment 3,

Fascinate (Perform),

Inspire 5,

Luck (2),

Second Chance (Concentration checks to maintain powers)

Skill Mastery (Bluff, Diplomacy, Perform (singing), Perform (stringed) )

Taunt,

Uncanny Dodge [Auditory],

Ultimate Perform

POWERS (56)

Enhanced Charisma 2 (2)

Enhanced Fort Save 4 (4)

Force Field 6 (PF: Subtle) (7)

Light Control 10 (Extra: Continuous) [Dynamic] (43)

DAP: Blast 10 (PFs: Improved Crit 2, Improved Range 3, Split Attack 1 [2 targets], Reversible, Richochet 2, Variable Descriptor 1 (light/sound) )

DAP: Dazzle 10 [visual and auditory, bright light and loud noise]

DAP: Illusion 8 [visual and auditory, holograms w/soundtrack, 100’ radius; Progression 4],

DAP: Obscure 10 [visual and auditory, white light and music])

DAP: Nauseate 10 (Extra: Ranged) [vertigo],

DAP: Stun 10 (Extra: Ranged)

COMBAT (16)

Attack +4 (melee), +10 (ranged),

Grapple +4,

Damage +10 (Blast), +0 (unarmed),

Defense +10 (+2 flat-footed),

Knockback –5 (–2 flat-footed),

Initiative +3

AA's Notes:

I was inspired to make these characters because of how sad I was that good art and good concepts got kiboshed by bad character design. My philosophy here was "Keep the same point expenditures, but make them not suck."

This character is one of the finest musicians in the world. The Guitar Hero can also blow up a tank with the POWER OF ROCK! So what's not to love? Saves aren't great, but that lifestyle doesn't exactly do wonders for your Will save. (Fort save is very good, though, after some exposure. To, um, stuff. Is this thing on?)

I figure his equipment is probably a suitably tricked-out van to tool around the countryside in, with a Masterwork Guitar or two somewhere in the back. If you want, you can probably shuffle some points around and give him the Wonder Dog archetype from Golden Age as his boon companion...

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Optimized Silver Age Build #4: Psychic

Abilities: 20

STR: 8 (-1)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 24 (+7

CHA: 16 (+3)

Saves: 5

TOUGHNESS: +11/+4

FORTITUDE: +6/+3

REFLEX: +5/+2

WILL: +14/8

SKILLS (16-64 ranks)

Bluff 8 (+11)*,

Concentration 15 (+22),

Knowledge (current events) 6 (+6),

Knowledge (popular culture) 3 (+3),

Notice 8 (+15)*,

Perform (acting) 8 (+11),

Search 8 (+8)*,

Sense Motive 8 (+15)*

FEATS 21

Defensive Roll 5,

Dodge Focus 7,

Seize Initiative,

Luck (2),

Second Chance (Concentration Checks)

Skill Mastery (Bluff, Notice, Search, Sense Motive)

Tough,

Trance,

Uncanny Dodge (mental)

Ultimate Save (Will)

POWERS 80

Enhanced Attack 2 (4)

Enhanced Fort Save 3 (3)

Enhanced Reflex Save 3 (3)

ESP 8 (visual and auditory; Subtle) [36]

AP: Ignite 10

AP: Mental Blast 8 (psychic assault)

AP: Mind Control 10 (Extra: Conscious) (PFs: Mind Blank, Subtle)

AP: Telekinesis 8 (Extras: Damaging, Perception) (3 tons)

Mind Reading 8 (Sensory Link; Limited to surface thoughts only), (8)

Mind Shield 6 (6)

Protection 4 (4)

Super-Senses 15 (postcognition, precognition [extended 6, radius]) [15]

COMBAT (8)

Attack +4/+2,

Grapple +2,

Damage: DC 20 Will Saves, +10 (Ignite), +8 (Mental Blast/TK), -1 (unarmed),

Defense +9 (+1 flat-footed),

Knockback –5 (–1 flat-footed),

Initiative +0

AA's Notes:

I was inspired to make these characters because of how sad I was that good art and good concepts got kiboshed by bad character design. My philosophy here was "Keep the same point expenditures, but make them not suck."

A tough one. This was a terrible build! But I made it a little more worthy of the Mistress of the Mind. I gave her Ignite (Perception Range Damage; aka Firestarting) and Damaging TK because any good 70s psychic (Firestarter/Carrie) should be able to throw down with the fires and the throwing stuff if necessary.

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Optimized Silver Age Build #5: Feminist Heroine

Abilities: 28

STR: 30 (10) (+10/+0

DEX: 16 (+3)

CON: 26 (12 (+8/+2)

INT: 16 (+3

WIS: 24 (16) (+7/+3)

CHA: 16 (+3)

Saves: 3

TOUGHNESS: +10

FORTITUDE: +9

REFLEX: +5

WILL: +8

SKILLS: (21-84 ranks)

Diplomacy 12 (+15)*,

Intimidate 12 (+15)*,

Knowledge (art) 6 (+9),

Knowledge (business) 6 (+9),

Knowledge (civics) 6 (+9),

Knowledge (current events) 6 (+9),

Knowledge (history) 6 (+9),

Knowledge (popular culture) 6 (+9),

Notice 8 (+15)*,

Sense Motive 15 (+22)*,

Swim 2 (+12)

FEATS: 24

Accurate Attack,

Attack Focus (melee) 5,

Cult Hero (Women’s Libbers),

Defensive Attack,

Dodge Focus 5,

Fascinate (Diplomacy),

Improved Disarm,

Improved Grab,

Improved Pin,

Improved Trip,

Inspire 2,

Quick Change 2,

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

Startle,

POWERS: 54

Enhanced Constitution 14 (14)

Enhanced Strength 20 (20)

Enhanced Wisdom 6 (6)

Protection 2 (2)

Speed 2 (25 MPH) (2)

Super-Strength 5 (heavy load: 25 tons) (10)

COMBAT: 20

Attack +10 (melee), +5 (ranged),

Grapple +25,

Damage +10 (unarmed),

Defense +10 (+2 flat-footed),

Knockback –5,

Initiative +3

AA's Notes:

I was inspired to make these characters because of how sad I was that good art and good concepts got kiboshed by bad character design. My philosophy here was "Keep the same point expenditures, but make them not suck."

Not too many changes here; this was my favorite original build. I gave her Speed so she can get around OK in combat situations, and upped her Sense Motive to represent the "super-women's-intuition" that several female characters had actually had (honest!) as a power in the Bronze Age. She kept Quick Change 2 because her artist likes drawing her in all kinds of weird costumes, just like the Bronze Age Wasp.

OK, I think I'm about done.

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Optimized Iron Age Build #1: The Vampiric Avenger

Abilities: (48)

STR: 26 (+8)

DEX: 20 (+5)

CON: 20 (+5)

INT: 12 (+1)

WIS: 16 (+3)

CHA: 14 (+2)

Saves: (13)

TOUGHNESS: +10/+8 flat-footed

FORTITUDE: +8

REFLEX: +10

WILL: +8

Skills: (13-52 ranks)

Bluff 6 (+8, +12 with Attractive bonus),

Diplomacy 4 (+6, +10 with Attractive bonus),

Gather Information 4 (+6),

Intimidate 6 (+8),

Knowledge (arcane lore) 2 (+3),

Knowledge (streetwise) 6 (+7),

Notice 6 (+9),

Search 4 (+5),

Sense Motive 6 (+9),

Stealth 8 (+13).

Feats: (22)

Attack Focus (Melee) 4

Attractive 1,

Benefit (legally dead),

Defensive Roll 2

Dodge Focus 6

Evasion 1,

Fascinate (Diplomacy),

Favored Environment 2 (nighttime) [+2 attack],

Fearless,

Improved Grab,

Improved Pin,

Sneak Attack 1 (+2 damage).

Powers: (40)

Drain Constitution 1 (blood drain; PFs: Slow Fade 8), [9]

Flight 1 (10 MPH), [2]

Immunity 9 (life support), [9]

Insubstantial 2 (gaseous; Flaws: Limited—nighttime only), [8]

Protection 3 (Impervious 5) [8]

Regeneration 1 (Resurrection; not when cremated or beheaded), [1]

Super-Senses 3 (Darkvision, Uncanny Dodge (auditory) [3]

Drawbacks: Vulnerable (vs. Holy; Frequency: Uncommon; Intensity: moderate) –2.

Combat: (16)

Attack +4 (+8 (melee) (+10 nighttime melee),

Grapple +16,

Damage +8 unarmed, +10 w/sneak attack

Defense +10 (+2 flatfooted)

Knockback –7,

Initiative +5.

---

AA's Notes:

Holy cow, what a badly designed character! I had to trim the stuffing out of this bad boy, let me tell you what. He's no Avenger, but he's a decently powerful character. Probably better on a team, since he's only really outstanding at hiding, and really vulnerable if he's caught flat-footed. I gave him Life Support to reflect the fact that he's not technically undead, as befits someone who may have that Iron Age backstory of being only half-vampire.

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Iron Age Optimized Build #2: Gun-Toting Mutant From The Future

Abilities: (50)

STR: 20 (+5)

DEX: 18 (+4)

CON: 18 (+4)

INT: 18 (+4)

WIS: 18 (+4)

CHA: 18 (+4

Saves: (11)

TOUGHNESS: +8/+4

FORTITUDE: +8

REFLEX: +10

WILL: +5

Skills: (13-52 ranks)

Computers 6 (+10)*,

Craft (electronic) 6 (+10),

Craft (mechanical) 6 (+10),

Gather Information 6 (+10),

Intimidate 6 (+10)*,

Knowledge (technology) 5 (+9),

Notice 6 (+10)*,

Search 5 (+9),

Stealth 6 (+10)*.

Feats: (20)

Attack Focus: Ranged 1

Attack Focus: Melee 3

Equipment 5,

Evasion,

Improved Initiative 1,

Improvised Tools,

Inventor,

Leadership,

Luck,

Jack-of-All-Trades,

Precise Shot,

Skill Mastery (Computers, Intimidate, Notice, Stealth)

Startle,

Well-Informed.

Powers:(12)

Feature 1 (Temporal Inertia) [1]

Leaping 1 (x1) [1]

Regeneration 1 (Recovery Rate +1) [1]

Speed 1 (10 MPH) [1]

Super-Senses 4 (precognition), [4]

Telekinesis 2 (Heavy Load: 100 lbs.) [4]

Equipment: (25 ep)

Futuristic Armor w/Pouches (+4 Protection, Hidden Compartments) [5 ep]

Masterwork Blaster Rifle (Blast 8, +1 to hit) [17 ep]

Truncheon (Strike 2, Mighty) [3 ep]

Combat: (44)

Attack +10 (+12 w/blaster, +13 melee)

DMG: +8 Rifle, +7 Truncheon, +5 Unarmed

Grapple +18,

Defense +12,

Knockback –4,

Initiative +8.

AA's Notes:

Hmm, this guy seems familiar.

A tough character to modify, given the way he's supposed to be good at everything. (And winds up being just OK at most things) A good team player, though, and a decent, if gruff leader. A masterwork blaster rifle is about as good as you're going to get, equipment-wise, in a campaign set in the present day. I dropped the Force Field and gave him body armor with pouches, like a good Iron Age hero should have.

I also dropped the Benefit feat; if he wants to make money, he can cheat at horse racing. (I figure that's how his precognition works too; a useful, if dodgy knowledge of the future.) He's in pretty good shape physically, and not at all bad in melee, but is best with his signature gun. His TK is low, but it's not exactly useless either. He's got Temporal Inertia, since he's a time traveler, and just a little Regeneration, since everybody and his brother in those days had a 'healing factor.'

I don't think I'll do any more Iron Age mods; they're a little too generic for me.

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Optimized Iron Age Character #3: Cursed Mystic

Abilities: (26)

STR: 12 (+1)

DEX: 14 (+2)

CON: 14 (+2)

INT: 14 (+2)

WIS: 16 (+3)

CHA: 16 (+3)

Saves: 13

TOUGHNESS: +12/+2

FORTITUDE: +5

REFLEX: +5

WILL: +10

Skills: (18-72 ranks)

Concentration 7 (+10),

Gather Information 5 (+8),

Intimidate 7 (+10),

Investigate 8 (+10),

Knowledge (arcane lore) 8 (+10),

Notice 7 (+10),

Search 7 (+10),

Sense Motive 7 (+10),

Sleight of Hand 8 (+10),

Stealth 8 (+10).

Feats: 6

Hide in Plain Sight,

Improved Block,

Power Attack,

Quick Change 1,

Ritualist,

Weapon Break.

Powers: 51

Astral Form 6 (Power Feats: Alternate Power—Flight 5 [250 MPH] and Force Field 10 [Extras]),

Device 5 (Sword of Sirrion, easy to lose, Restricted 2 [Only Mystic])

Corrosion 9 (PF: Affects Insubstantial, Mighty) [28]

AP: Blast 10 (PF: Affects Insubstantial (2), Precise) [23]

Super-Senses 4 (Magical Awareness, Acute, Precognition [Flaws]).

Combat:

Attack +10,

Grapple +11,

Damage +10 (corrosion sword), +10 (magic blast),

Defense +8,

Knockback -1 (-11 with Force Field),

Initiative +3.

Abilities 26 + Skills 18 (72 ranks) + Feats 6 + Powers 51 + Combat 36 + Saves 13 = 150

AA's Notes:

OK, I lied. But this guy doesn't even have his full sheet in the Iron Age book, thanks to another Green Ronin editing error. I tried to give that sword of his some serious bite. He's pretty good at what he does, though I'm sure a real combat specialist from around here could make him even better. He's a decent enough mystic and OK investigator, and certainly packs much more of a punch in melee than most of your spellcaster types.

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Optimized Iron Age Character #4: Demon of Vengeance

Abilities: 51

STR: 25 (+7)

DEX: 18 (+4)

CON: 24 (+7

INT: 10 (+0)

WIS: 16 (+3)

CHA: 18 (+4)

Saves: 4

TOUGHNESS: +12 (8 Impervious)

FORTITUDE: +7

REFLEX: +5

WILL: +6

Skills: (5)

Intimidate 8 (+12),

Notice 4 (+7)

Sense Motive 8 (+11)

Feats: (8)

Fearless,

Fearsome Presence 5 (25 ft., DC 15)

Move-By Action

Power Attack

Powers: (64)

Flight 1 (10 MPH), (2)

Immunity 9 (life support), (9)

Insubstantial 4 (incorporeal, affected by light)

AP: Teleport 6 [20 miles; Extras: Accurate]), (21)

Protection 5 (Extra: Impervious 8) (13)

Strike 5 (hellfire weapons) (Extra: Affects Corporeal 12) (PF: Mighty) [18]

Super-Senses 2 (tracking 2 [may move full speed]). (2)

Combat: (32)

Attack +8,

Grapple +15,

Damage +12 (hellfire strike)

Defense +8,

Knockback -6,

Initiative +4.

Drawbacks: (-7)

Involuntary Transformation (innocent blood spilled within sight; Frequency: common; Intensity: moderate (DC 10)) –3,

Normal Identity (Frequency: full-round action; Intensity: major) –4.

AA's notes:

OK, I just had to help this guy out a little. Has the same theme of being an ordinary man with many bizarre powers, same drawbacks, but now he's a terrifying apparition who can follow bad guys almost anywhere, shrug off almost all their attacks, and then beat the stuffing out of them with any number of weapons pulled from the forges of hell itself. Note that there's no reason why this build wouldn't work for an angel of vengeance type, given that the "hell" is just a matter of descriptors.

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Magnificent

Power Level: 10 (9)

Tradeoffs: +2 Attack, -2 Damage, +2 Defense, -2 Toughness

Power Points 150

Abilities 4 + 8 + 8 + 6 + 6 + 8 = 40PP

STR 14 (+2)

DEX 18 (+4)

CON 18 (+4)

INT 16 (+3)

WIS 16 (+3)

CHA 18 (+4)

Combat 12 + 12 = 24PP

Initiative +4

Attack +6 Base, +12 Melee, +12 Playing Cards

Damage +2 Unarmed, +4 Wand or Playing Cards (+6 Sneak Attack)

Defense +6 Base, +3 Flat-Footed, +12 Dodge

Toughness +6, +4 Unarmored

Grapple +8

Knockback 3, 2 Unarmored

Saving Throws 2 + 4 + 5 = 11PP

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

Reflex +8 (+4 DEX, +4PP)

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

Skills 68R = 17PP

Bluff 10 (+14)

Disguise 6 (+10, +12 Masterwork Tools)

Escape 8 (+12)

Gather Info 6 (+10)

Investigate 2 (+5)

Notice 7 (+10)

Perform (Stage Magic) 11 (+15)

Search 2 (+5)

Sleight of Hand 8 (+12)

Stealth 8 (+12)

Feats 39PP

Attack Focus (Melee) 6

Attack Specialization (Playing Cards) 3

Benefit 3 (Fame, Wealth 2)

Distract (Bluff)

Dodge Focus 6

Equipment 5

Evasion

Fascinate (Perform [stage Magic])

Inspire 3

Quick Change 2

Quick Draw

Ranged Pin

Setup

Sneak Attack

Skill Mastery (Bluff, Escape, Sleight of Hand, Stealth)

Taunt

Ultimate Skill (Escape)

Uncanny Dodge (Audio)

Powers 19PP

Mind Control 9 (Feats: Subtle, Extras: Duration [sustained], Flaws: Sense-Dependent [Vision]) [19PP]

Abilities 40 + Combat 24 + Saving Throws 11 + Skills 17 + Feats 39 + Powers 19 - Drawbacks 0 = 150 Power Points

Equipment 5PP = 22/25EP

Armored Tuxedo [3EP]

Protection 2 (Feats: Subtle) [3EP]

Disguise Kit (Feats: Masterwork) [1EP]

Grapple-Gun [3EP]

Speed 1 (10mph) [1EP]

Super-Movement 1 (Swinging) [2EP]

Utility Belt 6 (12EP Array, Feats: Alternate Power 3) [15EP]

Base Power: Wand [4EP]

Strike 2 (Feats: Mighty, Subtle [Collapsible]) [4EP]

Alternate Power: Interlocking Rings [6EP]

Snare 6 (Flaws: Range [Touch]) [6EP]

Alternate Power: Sharpened Playing Cards [12EP]

Blast 2 (Feats: Mighty 2, Extras: Autofire [6]) [12EP]

Alternate Power: Smoke Pellets [6EP]

Obscure 3 (25ft radius, Visual Senses, Extras: Independent, Total Fade) [6EP]

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Player Name: Thuellai

Characters Name: Magnificent

Power Level: 10 (150/150)

Trade-Offs: +2 Attack, -2 Damage

Unspent PP: 0

Stats: 4+10+8+6+8+8 = 44pp

Str: 14 (+2)

Dex: 20 (+5)

Con: 18 (+4)

Int: 16 (+3)

Wis: 18 (+4)

Cha: 18 (+4)

Combat: 12+16 = 28pp

Attack: +8 [+10 Ranged]

Grapple: +8

Defense: +8 (+4 flat-footed)

Knockback: -0

Initiative: +6

Saves: 2+2+4 = 8pp

Toughness: +8 (+4 Con, +4 other)

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

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

Will: +8 (+4 Wis, +4)

Skills: 80r = 20pp

Bluff 10 [+14]

Disguise 6 [+10]

Escape Artist 8 [+13]

Gather Information 6 [+10]

Investigate 6 [+9]

Notice 6 [+9]

Perform [stage Magic] 10 [+14]

Search 6 [+9]

Sense Motive 6 [+10]

Sleight of Hand 8 [+13]

Stealth 8 [+13]

Feats: 29pp

Attack Focus (Ranged) 2

Benefit 3 (Fame, Wealth 2/Rich)

Combat Roll 3

Distract (Bluff)

Equipment 5

Evasion

Fascinate (Perform)

Inspire 3

Master Plan

Quick Change 2

Quick Draw

Ranged Pin

Redirect

Set-Up

Sneak Attack

Skill Mastery (Sleight of Hand, Stealth, Bluff, Escape Artist)

Taunt

Utility Belt, includes: Smoke pellets, sleep pellets, throwing blades [shaped like playing cards], handcuffs [in the form of the classic 'interlocking rings' trick] [15ep]

Padded Tux - +1 Toughness [1ep]

Magnificent Wand - As club, can be telescoped down to small size. [5ep]

Grapple Cane - Speed 1 + Super-Movement 1 (Swinging), Subtle [4EP]

Powers: 21 = 21pp

Mind Control 10 (Training; Feats: Subtle, Extras: Duration [sustained], Flaws: Sense-Dependent [Visual or Audio]) [21PP]

Drawbacks: 0+0+0 = 0pp

DC Block:

Strike --- 17/Toughness --- Bruised, Staged

Blast --- 15/Toughness --- Bruised, Staged

Mind Control --- 20/Will --- Mind Controlled

Costs: Abilities (44) + Combat (28) + Saves (8) + Skills (20) + Feats (29) + Powers (21) - Drawbacks (00) = 150pp

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Power Level: 12 (176/180)

Trade-Offs: None

Unspent PP: 4

Powers & Tactics: Darian has no real powers in a sense. He has a near cosmic level intellect. He's taught himself every language known to man and then some not known to man. He's also taught himself to decipher codes instantly.If he had a power in the traditional sense, it would be "MacGuyvering". Give him up to about 4 minutes and he'll have a magical trinket or scientific gadget. He even knows various forms of nuanced magic. As for tactics, he's not the one in the front. He can arm a companion, but when push comes to shove, he has to have preptime to arm himself.

Stats: 0+0+0+34+0+0 = 34pp

Str: 10 (+0)

Dex: 10 (+0)

Con: 10/34 (+0/+12)

Int: 44 (+17)

Wis: 10 (+0)

Cha: 10 (+0)

Combat: 14+0 = 14pp

Attack: +7

Grapple: +7

Defense: +12 (+6 flat-footed), +0 without Protective Undersuit

Knockback: -6, +0 without Protective Undersuit

Initiative: +17

Saves: 0+0+17 = 17pp

Toughness: +12 (+12 Con, +0)

Fortitude: +12 (+12 Con, +0)

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

Will: +17 (+0 Wis, +17)

Skills: 153/156r = 39pp

Computers 17 (+34)

Craft (chemical) 17 (+34)

Craft (electronics) 17 (+34)

Craft (mechanical) 17 (+34)

Craft (structural) 17 (+34)

Disable Device 17 (+34)

Knowledge (arcane lore) 17 (+34)

Knowledge (physical sciences) 17 (+34)

Knowledge (technology) 17 (+34)

Feats: 19pp

Artificer

Benefit (Super Memory)

Eidetic Memory

Equipment 2

Improvised Tools

Inventor

Jack of All Trades

Luck 4

Ritualist

Speed of Thought

Ultimate Effort 5 (Craft [chemical], Craft [electronics], Craft [mechanical], Craft [structural], Knowledge [arcane lore])

Powers: 9+40+6 = 55pp

Comprehend 4 (speak all languages, understand all languages, read all languages, understand all codes; Power Feat: Innate) [9pp]

Device 10 (Protection Undersuit; Hard to lose) [40pp]

Quickness 10 (x2500; Flaw: One Type/mental; Power Feat: Innate) [6pp]

Devices:

Protection Undersuit: 50 dp

Enhanced Defense 12 (Extras: Linked/Enhanced Constitution 24, Linked/Immunity 2 [critical hits]) [50dp]

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Character: Quark

Power Level: 12 (10)

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

Power Points: 180

Abilities 30PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 10 (+0)

Intelligence 40 (+15)

Wisdom 10 (+0)

Charisma 10 (+0)

Combat 8 + 8 = 16PP

Initiative +15

Attack +4 Base, +8 Blast

Damage +0 Unarmed, +12 Blast

Defense +4 Base, +2 Flat-Footed, +8 Dodge/Quark Suit

Toughness +0, +12 (Impervious) Quark Suit

Grapple +4

Knockback 0, 12 Quark Suit

Saving Throws 4 + 4 + 12 = 20PP

Fortitude +4 (+0 CON, +4PP)

Reflex +4 (+0 DEX, +4PP)

Will +12 (+0 WIS, +12PP)

Skills 60R = 15PP

Computers 10 (+25, +27 Masterwork Computer, +29 Write Program)

Craft (Any) 0 (+15)

Craft (Electronic) 10 (+25)

Craft (Mechanical) 10 (+25)

Disable Device 10 (+25)

Investigate 0 (+15)

Knowledge (Any) 0 (+15)

Knowledge (Arcane) 10 (+25)

Knowledge (Technology) 10 (+25)

Search 0 (+15)

Feats 15PP

Artificer

Equipment 4

Improvised Tools

Inventor

Luck 4

Master Plan

Online Research

Ritualist

Speed of Thought

Powers 9 + 9 + 64 + 7 = 89PP

Comprehend 4 (Codes, Languages 3, Feats: Innate) [9PP]

Device 3 (Quark PDA, 15PP, Flaws: Easy-To-Lose) [9PP]

Features 2 (Cell Phone, Computer [Feats: Masterwork]) [3PP]

Super-Movement 1 (Dimensional Movement [HQ], Feats: Progression [Portal Size] 1 [10ft x 10ft], Extras: Duration [sustained], Portal 2) [6PP]

Super-Senses 5 (Detect [Radio*] Magic [Extras: Accurate 2, Analytical], Communication Link [HQ, Feats: Dimensional]) [6PP]

*Radio Senses are Acute, Radius, and Ranged by default.

Device 16 (Quark Suit, 80PP, Flaws: Hard-To-Lose) [64PP]

Blast 12 (Feats: Accurate 2, Accurate Attack, Alternate Power 3, Homing 2, Improved Critical 2, Power Attack, Precise 2, Variable Descriptor 2 [Any Magic + Technology]) [36/39PP]

APs: Area Blast? Create Object? Flight? Morph? Paralyze? Snare? Stun? Super-Strength? Telekinesis?

Flight 1 (Feats: Subtle) [3PP]

Immunity 9 (Life Support) [9PP]

Protection 12 (Feats: Alternate Power, Extras: Impervious) [25PP]

Shield 4 [4PP]

Quickness 12 (x10,000, Feats: Innate, Flaws: Limited [Mental Tasks]) [7PP]

Drawbacks -4PP

Normal Identity (Quark Suit, Full Round) [-4PP]

Abilities 30 + Combat 16 + Saving Throws 20 + Skills 15 + Feats 15 + Powers 89 - Drawbacks 4 = 180 Power Points

Equipment 4PP = 20EP

Pocket Dimension (PL12 HQ) [20EP]

Size: Small (House) [0EP]

Toughness: +10 [1EP]

Features: [19EP]

Communications 2 (Dimensional)

Computer 2 (Masterwork)

Concealed (+10DC)

Defense System

Isolated

Laboratory

Library

Living Space

Pool

Power: ESP 11 (2,000,0000 miles, Visual + Audio Senses, Feats: Dimensional, Subtle, Extras: Duration [sustained], Flaws: Action 2 [Full]) [24PP]

Power: Super-Senses 1 (Communication Link [Quark PDA], Feats: Dimensional) [2PP]

Power System

Security System 4 (DC35)

Workshop

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(11:56:21) ShaenTheBrain: BEHOLD!

(11:56:31) ShaenTheBrain: Not my best work, but I think it would be more fun to play than the current build.

(11:58:35) ShaenTheBrain: Only hits PL10 caps in combat, but that's better than he does right now.

(11:58:49) Moira: heh

(11:59:01) Moira: that's not bad at all

(11:59:09) ShaenTheBrain: The skills aren't as ungodly high, but they're still high enough to get the job done. And this build has a lot more utility.

(11:59:43) ShaenTheBrain: I tried to incorporate as much as I could remember from his original concept, back when he was submitted as a PL6.

(12:00:03) Moira: I'm surprised you didn't slap him with Gadgets

(12:00:24) ShaenTheBrain: I did, in the first draft. It was too expensive.

(12:00:52) ShaenTheBrain: So I just gave the Quark Suit a couple of arrays instead. He's got 5 Hero Points; he can power stunt.

(12:01:23) Moira: yeah

(12:02:06) ShaenTheBrain: I ditched the Super-Memory feat that made him a walking reference library. But his HQ has a Library, and his PDA has a Communication Link with his HQ.

(12:02:25) Moira: same difference, eh?

(12:02:26) ShaenTheBrain: And with the increased mental Quickness I gave him, he can take 20 on a Knowledge check (thanks to the library access) as a free action.

(12:03:42) ShaenTheBrain: Unfortunately, I didn't have room for the feats that make his skills a "sure thing" - Second Chance, Skill Mastery, Ultimate Skill, etc. Normally, a Gadgeteer lives and dies by those feats. But I think he's got enough going on to make up for it. And, again, he has 5 Hero Points; he can make some re-rolls.

(12:04:07) Moira: he can buy them later

(12:04:15) ShaenTheBrain: That was my thinking.

(12:04:29) ShaenTheBrain: And this version actually has some points in the exotic saves and base combat bonuses. Not a lot, but some.

(12:05:01) Moira: yeah, he's theo one tha taught me +10 minimum or none

(12:05:16) ShaenTheBrain: I disagree with that philosophy.

(12:05:40) ShaenTheBrain: Most attack powers are staged effects. Even if you fail, it matters how much you fail by.

(12:06:01) ShaenTheBrain: Having +4-6 in a save can make the difference between suffering the worst effect, or the second-worst.

(12:06:18) Moira: never thought about that

(12:06:50) ShaenTheBrain: All in all, I think it's a more balanced, and ultimately more fun build. I hope he finds it a valuable source for inspiration.

(12:11:59) Electra: Wow, a Quark that can do things! That's amazing!

(12:19:08) ShaenTheBrain: More than a little of my Quark build was based around making sure this pic is still canon. :D

(12:19:39) Moira: heh

(12:23:06) ShaenTheBrain: Basic idea for Quark is "Stuff happens. Round 1: Free action to open up portal to pocket dimension HQ, Move action to step through, free action to close it. Round 2: Full action to put on Quark Suit. Round 3: Free action to open portal again, Move action to step through, back to where stuff is happening, Standard action to blast something (or use some other power)."

(12:23:26) Moira: speaking of the PDA you built, arent computers and cellphones free?

(12:23:39) ShaenTheBrain: Computers and cell phones as Equipment are free. Those are Features bundled into a Device, so he can use his much more powerful and durable Device for those functions.

(12:23:39) Moira: heh

(12:25:00) ShaenTheBrain: You can't really link a piece of Equipment with a Device, and it seemed silly to me for his PDA to not be able to do things an actual PDA or smartphone could do.

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Optimized Freedom City Build #1: Ultiman Exile

Abilities: (56)

STR: 30 (+10)

DEX: 14 (+2)

CON: 30 (+10)

INT: 14 (+2)

WIS: 14 (+2)

CHA: 14 (+2)

Saves: (10)

TOUGHNESS: +10

FORTITUDE: +10

REFLEX: +6

WILL: +8

Skills: (4)

Intimidate 4 (+6),

Knowledge (history) 8 (+10),

Notice 4 (+6)

Feats: (11)

Attack Specialization: Unarmed (3)

Dodge Focus (6)

Eidetic Memory

Jack-of-all-Trades

Powers: (53)

Comprehend 2 (speak and understand all languages),

Cosmic Energy Control 10 (PFs: Accurate 3) [Dynamic] (30)

DAP: Flight 10

DAP: Healing 10 (Extra: Total) (Flaws: Personal)

DAP: Super-Strength 10

Flight 1 (10 MPH) (2)

Immunity 12 (aging, life support, starvation, sleep), (12)

Regeneration 1 ([Resurrection 1/week] PFs: Persistent, Regrowth) (3),

Super Strength 1 (Heavy Load: 1.5 tons), (2)

Telepathy 2

Combat: (16)

Attack +4 (+10 Cosmic Energy Control/+10 Unarmed),

Damage +10 (unarmed), +10 (cosmic blast),

Defense +10 (+2 flatfooted),

Knockback -5,

Initiative +2

56+10+4+11+53+16=150

AA's Notes:

It's tough building an Ultiman on PL 10 (150). They've got a lot of abilities! I simplified this by combining most of his powers into one big Cosmic Energy Control array. I dropped his Regeneration way down and put Healing in his Cosmic array. He can't be killed permanently (if you use FCPBP's Resurrection rules) and can always just heal all his injuries when he's recovered enough to do it. He's a poor fighter, but then again he's never been outside Hyperborea and has probably never been in a real fight.

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Optimized Freedom City Character Build #2: Rogue Grue

Abilities: 20

STR: 14 (+2)

DEX: 10 (+0)

CON: 14 (+2)

INT: 12 (+1)

WIS: 12 (+1)

CHA 18 (+4)

Saves: 15

TOUGHNESS: +3

FORTITUDE: +5

REFLEX: +6

WILL: +7

Skills: 10

Bluff 6 (+10),

Disguise 4 (+41 with Shapeshift),

Diplomacy 4 (+8),

Gather Information 6 (+10),

Notice 6 (+7),

Search 4 (+5),

Sense Motive 6 (+7),

Stealth 4 (+4)

Feats: 13

Attack Focus (Melee) 5,

Dodge Focus 5,

Improved Initiative,

Tough,

Uncanny Dodge (auditory)

Powers: 71

Comprehend 2 (speak and understand all languages),

Mind Reading 10 (Flaws: Range 2 [touch]),

Shapeshift 7 (Extra: Continuous)

Combat: 20

Attack +5 (+10 Melee)

Grapple +12,

Damage +2 (unarmed),

Defense +10 (2 flat-footed),

Knockback -1,

Initiative +5

AA's Notes:

OK, here's my attempt at a Rogue Grue. I moved the Shapeshift to Continuous so he can stay disguised even while sleeping or unconscious; he's a very good infiltrator! He can also do his Mind Reading while shapeshifted, though he should probably add a Subtle feat to it while he's in action. Tough to build a shapeshifter or other VP user on base PL while keeping him distinctive.

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Abilities: 30

STR: 30/14 (+10)

DEX: 16 (+3)

CON: 14 (+2)

INT: 12 (+1)

WIS: 16 (+3)

CHA: 18 (+40

Saves: 17

TOUGHNESS: +10

FORTITUDE: +8

REFLEX: +6

WILL: +11

Skills: 15

Concentration 8 (+11),

Diplomacy 8 (+12),

Knowledge (civics) 11 (+12),

Knowledge (history) 5 (+6),

Language 5 (Chinese, French, Sioux, Spanish, Vietnamese),

Notice 6 (+9),

Profession (lawyer) 8 (+11),

Sense Motive 9 (+12)

Feats: 20

Attack Focus Melee 4

Defensive Attack,

Dodge Focus 4

Endurance,

Equipment,

Inspire 4,

Luck 2,

Quick Change,

Teamwork

Powers: 50

Enhanced Strength 16 and Super-Strength 3,

AP: Light Control 11

AP: Deflect 11 [all ranged attacks],

AP: Healing 11,

AP: Nullify 11 [all binding and imprisoning effects at once]),

Flight 5 (250 MPH) [Dynamic],

DAP: Super-Strength 5 (25 tons)

Protection 8 (Extra: Impervious),

Combat: 24

Attack +6 (+10 melee),

Damage +10 (unarmed),

Defense +10 (+3 flat-footed),

Initiative +3

Drawbacks: (-5)

Power Loss (all powers, when bound or imprisoned, –5 points)

AA's Note:

Here is the Modern Age Lady Liberty as a PL 10 starting character. She's a fun build, I think. This could work as a Lady Liberty Year One build, or as a successor if the current one retires or dies. I folded most of her powers into arrays and made her less doofy in combat.

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The final build of BH I submitted for approval. He's seen a little action during his first month of play, and so far he's performing how I hoped he would. I decided to drop him to PL9 caps in order to make room for his Cool Car. I earned enough points during his first month (week) of play to buy him back up to PL10.

In Brief: Year One Batman with the serial numbers filed off.

Player: SHAENTheBrain

Character: The Black Hand

Alternate Identity: Dennis "Den / Denny" Konroy

Power Level: 10

Tradeoffs: None

Power Points: 150/150

Unspent Points: 0

Abilities 8 + 8 + 8 + 6 + 6 + 6 = 42PP

Strength 18 (+4)

Dexterity 18 (+4)

Constitution 18 (+4)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat 14 + 12 = 26PP

Initiative +8

Attack +7 Base, +10 Ranged, +11 Shuriken or Unarmed

Grapple +11

Defense +10 (+6 Base, +2 Dodge Focus, +2 Shield [Cape]), +3 Flat-Footed

Knockback 4, 2 Unarmored

Hero Points: 2

Saving Throws 2 + 4 + 7 = 13PP

Toughness +8 (+4 CON, +4 Costume)

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

Reflex +8 (+4 DEX, +4PP)

Will +10 (+3 WIS, +7PP), +14 vs Fear

Skills 24R = 6PP

Notice 12 (+15)

Sense Motive 12 (+15)

[All STR Skills] 0 (+4)

[All DEX Skills] 0 (+4)

[All INT Skills] 0 (+3)

[All WIS Skills] 0 (+3)

[All CHA Skills] 0 (+3)

Feats 47PP

Attack Focus (Ranged) 3

Attack Specialization (Unarmed) 2

Benefit 4 (Status, Wealth 3)

Dodge Focus 2

Elusive Target

Endurance

Equipment 25 (125EP)

Evasion 2

Improved Initiative

Jack of All Trades

Lion Heart

Luck

Sneak Attack

Uncanny Dodge 2 (Audio, Olfactory)

Powers 20PP

Descriptors: Training

Polymath 2 (10PP Variable Power, Multiple Skills & Feats At Once, Extras: Action 2 [Free], Duration [Continuous]) [20PP]

Drawbacks -4PP

Nightmares* (DC5 to wake up Fatigued) [-4PP]

*From Mecha & Manga.

Abilities 42 + Combat 26 + Saving Throws 13 + Skills 6 + Feats 47 + Powers 20 – Drawbacks 4 = 150 Power Points

ATTACK             RANGE         SAVING THROW                  EFFECT

Acid               Melee         DC20(22*) Fortitude (Staged)  Drain Toughness

                                 DC20(22*) Toughness (Staged)  Damage

Bolos              Ranged        DC16(18*) Reflex (Staged)     Snare

                                 +6 Opposed Check vs STR/DEX   Trip

Flash/Bang Grenade Ranged/Area   DC20 Reflex                   Dazzle (Visual + Audio)

                                 DC20 Fortitude                Dazzle (Visual + Audio)

Hallucinogenic Gas Ranged/Area   DC20 Will                     Confuse

Plastic Explosive  Melee/Area**  DC20 Toughness (Staged)       Damage

Poisoned Shuriken  Ranged        DC16(18*) Will (Staged)       Paralyze

Shuriken           Ranged        DC20(22*) Toughness (Staged)  Damage

Tear Gas           Ranged/Area   DC20 Reflex                   Dazzle (Visual + Olfactory)

                                 DC20 Fortitude                Dazzle (Visual + Olfactory)

Unarmed            Melee         DC19(21*) Toughness (Staged)  Damage

Unarmed/Costume    Melee         DC20(22*) Toughness (Staged)  Damage


*Sneak Attack

**Presumably Triggered from far away.

Equipment 25PP = 125EP

Cape [6EP]

Shield 2 [2EP]

Flight 3 (50mph, Feats: Subtle, Flaws: Gliding) [4EP]

Black Hand's cape is a massive sheet of advanced parachute fabric, similar in construction to the materials of a wingsuit. It obscures his movements during combat, misleading his foes. He can also use it to glide on air currents and slow a fall to a safe speed.

Costume [9EP]

Features 1 (Lead-Lined Mask) [1EP]

Protection 4 (Feats: Second Chance 2 [ballistic Damage, Fire Damage]) [6EP]

Strike 1 (Feats: Mighty) [2EP]

Black Hand's costume is a full suit of Kevlar/Nomex biweave body armor with solid steel trauma plates inserted at strategic locations. The knuckles and joints are reinforced with both solid metal pads and fine lead shot sewn into the cloth, to increase the power of his unarmed strikes. A layer of fine lead shot is also sewn into the lining of his mask, as a defense against X-ray vision.

Gas Mask [1EP]

Goggles [3EP]

Super-Senses 3 (Darkvision, Infravision) [3EP]

These are similar to standard nightvison goggles, but more compact, with wider-focused lenses for improved peripheral vision. The Darkvision primarily functions by amplification of existing light sources. When in a completely dark area, the goggles can switch to the infrared spectrum and navigate by heat sources. They can also shine a cone of infrared light, which can be seen by not just the wearer, but any observers with Infravision, as if it were a flashlight beam.

Utility Belt [47EP]

Arsenal 9 (18EP Array, Feats: Alternate Power 9) [27EP]

Gadgets 2 (10EP Variable Power, Extras: Action 2 [Free], Duration [Continuous]) [20EP]

Voice Modulator [1EP]

Morph 2 (+10 Disguise, One Form, Flaws: Limited [Voice]) [1EP]

Remember that thing the killers spoke through in the Scream movies to disguise their voices? This is kinda like that, only mounted on the inside of Black Hand's gas mask.

[Vehicle] [34EP]

It's a few feet longer than a standard luxury sedan, but as strong and tough as a tank.

Size: Huge [2EP]

Strength: 50 [4EP]

Defense: -2

Toughness: +12 [3EP]

Features: [14EP]

Alarm 2 (DC25)

Caltrops

Communications*

Computer* 2 (Masterwork)

Fire Prevention System*

Jumping Jacks*

Navigation System

Nitro Injectors*

Off-Road Movement*

Remote Control

Tire Inflators*

Powers: [12EP]

Impervious Toughness 7 [7EP]

Speed 5 [5EP]

*These features were either introduced in Agents of Freedom, or introduced for Headquarters in M&M2E and suggested for vehicles in AoF.

Konroy Manor [24EP]

The ancestral home of the Konroys in Freedom City is located in North Bay. It has been empty since Black Hand's family was killed 14 years ago, but he has recently refitted it into his new base of operations.

Size: Huge [3EP]

Toughness: +10 [1EP]

Features: [21EP]

Communications

Computer 2 (Masterwork)

Concealed 3 (+20DC)

Defense System (Strike 10 [Electrified Fixtures])

Defense System (Stun 10 [sleep Gas])

Fire Prevention System

Garage

Gym

Infirmary

Laboratory

Library

Living Space

Pool

Power System

Security System 2 (DC25)

Workshop

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