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Ecalsneerg's Improved Archetypes

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Well, while the core book archetypes are indeed perfectly serviceable, given the skills of some of the players here, in comparison it's very likely they'll look lacking. So, to remedy this, I present a stepping stone: archetypes with a little extra to make them slightly more efficient and less wasteful of pp. Or, in the case of some, to bring them into line with our house rules.

It's also more Ultimate Power compliant, so includes Enhanced Saves, Feats and Skills, not just Abilities. For those without that book, don't be off-put, they work just the same as Enhanced Abilities.

To be clear, though, this thread is in no way me saying "don't use the core archetypes", except of course for tweaking them to comply with our house rules. For a new player, they are perfectly serviceable, as that's what they're intended for. But, if you want to get ideas on where to spend your earned pp, or just try to upgrade your build slightly, feel free to take a look at these archetypes.

Index

PL 10/150pp archetypes:- The archetypes without links are not yet written up, but included for sake of completeness

Animal Scientist: Oh, oobee doo/ Smashing beakers with you-oo-ooh

Battlesuit: The Man in Steel

Costumed Detective: Yes, Father. I shall become a winged rodent

Demon: Set yourself on fire for Fun and Profit

Energy Controller: FLAME ON!

Gadgeteer Genius: Fricking lasers

Martial Artist: Their kung fu is stronger than yours

Mystic: Woah-oah-oah, it's magic

Genie Magician: Big, blue and magical too.

Paragon: Is it a bird? Is it a plane?

Powerhouse: More powerful than a hundred locomotives

Street Level Powerhouse: Clean up the streets.

Speedster: Outrunning bullets

Super Soldier: Truth, Justice And Freedom

Vampire: How can I decide what's right? / When you're clouding up my mind

Weapon Master: This archetype is split into two, as I think there's a huge difference between Green Arrow and Zorro

Sharpshooter: Longbows And Pistols And Knives, Oh My!
Swashbuckler: Swords At Dawn!

PL 7/105pp archetypes

A quick note. These PL 7 archetypes aren't as heavily annotated as the PL 10 versions, and may indeed link to their PL 10 counterpart's notes. This is for good reason, apart from the fact that it remains relevant and reprinting it is redundant. Unlike other RPGs, MnM is easier to learn at PL 10 than PL7. Unlike, say, Dungeons and Dragons, higher PL PCs are the default. This is because they have more pp, and thus are easier to build around. If you're new to the game, I'd recommend filling your PL 10 slot first, not your PL 7, contrary to normal RPG logic.

Battlesuit: Man in a can

Energy Controller: God of thunder, and rock and roll!

Paragon: Benchpressing cars and trains for fun and profit

NPCs, and my PCs:

Geckoman rebuild

PL6/10 Catoblepas: Evil cows... who turn you to stone!

PL 8 Hellhound: Acid spitting wolves... from Hell!

PL3 Raccoon Familiar: Cute & fuzzy thief!

PL10 Troll: Grinding bones to make their bread. Goat bones. Mmmm.

The Four Horsemen Of The Apocalypse

These are very, very high-powered NPCs, presented as examples only. As such, I'd appreciate use of them to be something restricted only to Refs and those who have consulted very, very extensively with them.

Conquest: PL 13 embodiment of subjugation, control and conquering.

War: PL 14 embodiment of slaughter, rage, destruction and martial prowess.

The Horsemen In Play

For my reference, the template:

[size=150][b][u]Archetype Name[/u][/b][/size]

[i]Comics examples:[/i] 3-4 examples

[i]PC examples:[/i] Links

[img]Pretty picture![/img]


[b][u]Power Level:[/u][/b] 10 (150/150PP)

[b][u]Trade-Offs:[/u][/b] -x Attack / +x Damage, -x Defense / +x Toughness


[b][u]Description:[/u][/b] Blurb


[b][u]Complications:[/u][/b]

Potential Complication


[b][u]Abilities:[/u][/b] 0 + 0 + 0 + 0 + 0 + 0 = 0PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 10 (+0)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 10 (+0)



[b][u]Combat:[/u][/b] 0 + 0 = 0PP

Initiative: +0

Attack: +0

Grapple: +0

Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Knockback: -0



[b][u]Saving Throws:[/u][/b] 0 + 0 + 0 = 0PP

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

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

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

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



[b][u]Skills:[/u][/b] 0R = 0PP

Computers 10 (+15, Skill Mastery)


[b][u]Feats:[/u][/b] 0PP


[b][u]Powers:[/u][/b] 0 + 0 + 0 = 0PP

[list][b][u]Base Power:[/u]: Blast 12 ([/b]laser blasters, [i]Feats:[/i] Accurate, 1 Alternate Power[b])[/b] [26PP] (technology, lasers!!!)

[b][u]Alternate Power:[/u] Enhanced Strength 24[/b] (servo-motors[b])[/b] [24PP] (technology)[/list]


[b][u]Drawbacks:[/u][/b] 0PP

[b]Normal Identity ([/b]full-round to don suit, [i]Frequency:[/i] common, [i]Intensity:[/i] major[b])[/b] [-4PP]



[b][u]DC Block:[/u][/b]

[code]

ATTACK                     RANGE     SAVE                         EFFECT

Unarmed [without suit]     Touch     DC 16 Toughness (Staged)     Damage

Blast 12 [lasers]          Range     DC 27 Toughness (Staged)     Damage

Unarmed [in suit]          Touch     DC 27 Toughness (Staged)     Damage
Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 0 Power Points Notes: :arrow: Customisation: :arrow:

Note: The statements and opinions expressed herein are solely those of Ecalsneerg and do not automatically constitute official/canonical statements or necessarily reflect the views of the other Moderators and Admins. -Dr Archeville

Note to Note: And because I'm clearly insane? -Ecalsneerg

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Battlesuit

Comics examples: Iron Man, War Machine, Steel

PC examples: Ironclad, Malice (villainous NPC)

iron_man.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Description: The battlesuit build is your classic example of a man without powers outside of his suit. Inside it, he can fly, has incredibly protection and can shoot lasers. In essence, they'll end up looking, and often playing like a Paragon, only with the Device and Normal Identity discount giving you the potential for some nice extras, like Knowledge skills and Inventor. And, with a broad superscience descriptor, you can stunt (or Invent!) plenty of fun effects.

Complications:

Potential Complications include the Radar. As the radio sense is actually a HUD on the visor, and visual Dazzle by default wouldn't cover being unable to "see" your radio senses [including blindsight], losing access to it when visually Dazzled, and if this disadvantaged you, would certainly be worth a HP.

Abilities: 2 + 0 + 2 + 10 + 2 + 0 = 16PP

Strength 12/34 (+1/+12)

Dexterity 10 (+0)

Constitution 12 (+1)

Intelligence 20 (+5)

Wisdom 12 (+1)

Charisma 10 (+0)

Combat: 12 + 12 = 24PP

Initiative: +0

Attack: +6, +8 melee while in suit, +8 with blasters

Grapple: +7, +20 while in suit, plus +0-+5 from Dynamically Arrayed Super-Strength.

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Knockback: -0, -11 while in suit

Saving Throws: 5 + 4 + 7 = 16PP

Toughness: +12 (+1 Con, +11 Protection [impervious 10])

Fortitude: +6 (+1 Con, +5)

Reflex: +4 (+0 Dex, +4)

Will: +8 (+1 Wis, +7)

Skills: 68R = 17PP

Computers 10 (+15, Skill Mastery)

Craft [Electronic] 10 (+15, Skill Mastery)

Craft [Mechanical] 10 (+15)

Disable Device 10 (+15, Skill Mastery)

Knowledge [Technology] 10 (+15, Skill Mastery)

Notice 9 (+10)

Sense Motive 9 (+10)

Feats: 8PP

Benefit (Wealth 2)

Dodge Focus 2

Inventor

Luck 2

Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology])

Powers: 73PP

Device 18 (Battlesuit, Flaws: Hard to Lose, gives 90 device pp, Feats: Restricted 1 [+10 Knowledge: Technology to use], ) [73PP] (all powers have technological descriptor)

  • Base Power:: Blast 12 (laser blasters, Feats: Accurate, 1 Alternate Power) [26PP] (technology, lasers!!!)
    Alternate Power: Enhanced Strength 24 (servo-motors) [24PP] (technology)

Communication 5 (radio, 5 mile radius) [5PP] (technology, radio)

Enhanced Feats 5 (targeting system; Accurate Attack, Attack Focus [melee] 2, Improved Aim, Power Attack)

  • Base Power:: Flight 5 (rocket boots, 250 MPH / 250' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [13PP] (technology)
    Dynamic Alternate Power: Super-Strength (servo-motors, maximum heavy load: 45 tons) [10PP] (technology)

Immunity 9 (life support) [9PP] (technology)

Protection 11 (metal plating, Extras: Impervious 10) [21PP] (technology)

Super-Senses 11 ( Blindsight [radio; Extended], Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Tracking [infravision]) [11PP] (technology)

Drawbacks: 4PP

Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP]

DC Block:


ATTACK                     RANGE     SAVE                         EFFECT

Unarmed [without suit]     Touch     DC 16 Toughness (Staged)     Damage

Blast 12 [lasers]          Range     DC 27 Toughness (Staged)     Damage

Unarmed [in suit]          Touch     DC 27 Toughness (Staged)     Damage

Abilities (16) + Combat (24) + Saving Throws (16) + Skills (17) + Feats (8) + Powers (73) - Drawbacks (-4) = 150 Power Points

Notes:

:arrow: Compared to the core Battlesuit build, this further saves on points by putting a chunk of the combat bonuses into the suit through Accurate and Enhanced Feat (Attack Focus). In practice, unless you lose access to the suit, you'll not notice any difference gameplay-wise. However, in terms of pp, it's a small but meaningful saving. As with all my archetypes, they make slightly greater use of Accurate, Attack Focus and Attack Specialization, to maximize the gain you get from putting your pp into your combat traits.

:arrow: This build Dynamically Arrays Flight and Super-Strength. This means, as a Free Action when switching array slots, rather than either having Flight or Super-Strength, you can split the 10pp between the two in any ratio, be it Flight 5/Super-Strength 0, Flight 3/Super-Strength 2, or any other combination so long as it comes to no more than 10pp overall. While this looks complex, it's a great way to save pp while avoiding the problem of lifting insane loads while flying high-speed. Conceptual, and efficient!

:arrow: This build's main weaknesses are in that, without Inventor and power stunting, you are "limited" to flying around and shooting/punching things. However, Concealed foes are picked up using radio Blindsight, you can Communicate at distance, and you're immune to suffocation, disease, poison and most environmental hazards, so you do get some extra flexibility from it. Also, to keep up tradition, its exotic saves (Fort, Ref and Will) are rather low.

:arrow: You have Luck 2. You start threads with 3 HP. Use them. You can think of so many power stunts, which is partly why this build has only strength and a normal Blast. Get Area Blasts, and Nullifies, and Snares, whatever you think you want. It's a good way to learn power construction, since you'll use the power once or twice, and if you're not happy, can just not stunt it again. If you really like it... well, pp upgrades let you get it permanently :D

Customisation:

:arrow: The really obvious one is finding some way to make pp for a couple of alternate powers. Perhaps downgrade the Immunity to Immunity 7 (suffocation, all environmental conditions), leaving you exposed to disease and poison, but letting you get, say rockets (Area Blast), or a force field projector (Create Object).

:arrow: Other ideas include flat-out cutting out the Enhanced Strength, the Super-Strength and Attack Focus [melee]. Focus on ranged attacks, add some other ranged powers (Stun or Paralyze with the Range extra might work well), and fly around blasting people. Move-By Action'd be a good feat for this.

:arrow: Conspicuously missing from the Instant Superheroes version... Concealment. This is expensive, although less so with the Blending Flaw. Perhaps array it with Communication, so you can use your Concealment... at the cost of requiring radio silence.

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Powerhouse

Comics examples: The Incredible Hulk, The Thing, Golden Age Superman

PC examples: Atlas

425.the.incredible.hulk.033108.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness

Description: Strong. Invulnerable. Unstoppable. Powerhouses can't fly like their paragon cousins, but if you can't get out of that chokehold, does it matter? And does it matter if you can't fly if you can leap tall buildings in a single bound? Most importantly, when Superman was first published, he couldn't fly. That's how iconic this archetype is.

Complications:

For a powerhouse who occasionally has issues controlling their immense strength, breaking objects as they touch or use them, this is best modeled as a Complication, regardless of Ultimate Power suggesting it as Uncontrollable Super-Strength.

Abilities: 8 + 0 + 8 + 0 + 0 + 0 = 16PP

Strength 18/40 (+4/+15)

Dexterity 10 (+0)

Constitution 18/30 (+4/+10)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 10 (+0)

Combat: 6 + 12 = 18PP

Initiative: +0

Attack: +3, +5 melee

Grapple: +9, +29 with powers

Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed

Knockback: -2/-12, -15 with Immovable

Saving Throws: 2 + 4 + 7 = 13PP

Toughness: +4/+14 (+4/+10 Con, +4 Protection), Impervious 10

Fortitude: +6/+12 (+4/+10 Con, +2)

Reflex: +4 (+0 Dex, +4)

Will: +7 (+0 Wis, +7)

Skills: 24R = 6PP

Intimidate 12 (+12)

Notice 5 (+5)

Sense Motive 7 (+7)

Feats: 9PP

All-out Attack

Attack Focus [melee] 2

Improved Grab

Improved Pin

Luck

Power Attack

Startle

Ultimate Save (Toughness)

Powers: 22 + 12 + 10 + 10 + 9 + 4 + 21 = 88PP

Enhanced Strength 22 (Superhuman strength) [22PP]

Enhanced Constitution 12 (Superhuman endurance) [12PP]

Immunity 10 (all environmental effects, Fatigue effects) [10PP]

Impervious Extra on Toughness (superhuman toughness) [10PP]

  • Base Power: Leaping 8 (x500 distance, 12,500'/2.3 miles per leap, Feats: 1 Alternate Power) [9PP]
    Alternate Power: Speed 2 (25 MPH or 250' per round) [2PP] and Immovable 3 (Extras: Unstoppable) [6PP]

Protection 4 (superhuman toughness) [4PP]

Super-Strength 9 (superhuman strength, heavy load of 1,600 tons, Feats: Bracing, Groundstrike, Shockwave) [21PP]

DC Block:


ATTACK                    RANGE     SAVE                         EFFECT

Unarmed [no powers]       Touch     DC 19 Toughness (Staged)     Damage

Unarmed [with powers]     Touch     DC 30 Toughness (Staged)     Damage

Abilities (16) + Combat (18) + Saving Throws (13) + Skills (6) + Feats (9) + Powers (88) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: Possible descriptors for the powers include mutation (be it natural, from cosmic rays, or from gamma radiation), magical powers (much like Captain Marvel), or even perhaps subconscious telekinesis!

:arrow: This build has much higher trade-offs than the paltry default Powerhouse's. Sure, he's got less defence, and is less accurate. But HULK CRUSH PUNY HUMANS! It also has a lower Fortitude save, as +15 is just overkill at PL 10. He has a decent spread of Immunities to improve that further, although remember: Immunity to Fatigue does not cover Extra Effort.

:arrow: Remember that, yes, you lack a ranged attack innately. No, you do not lack the ability to throw cars like a mere mortal would throw a baseball. Improvise ways of attacking your foes. Also remember that, by using Extra Effort for +2 ranks in Super-Strength, you can lift up to 25,000 tons!

:arrow: A good tactic is to use Startle to feint, at a -5 penalty to do it as a move action. Then you can Power Attack your now flat-footed foe with impunity, grabbing him and then Pinning him using Improved Grab.

:arrow: You can either leap miles in a single bound, or move at great speed while being nigh-impossible to knock away, even with the mightiest of attacks. With the Bracing feat on Super-Strength, it'll take a miracle to move you from where you are.

Customisation:

:arrow: Not all the Strength has to be from plain Enhanced Strength. Consider, perhaps, a Powerhouse with Permanent Innate Growth, for a big lump of muscle. Maybe Noticeable Density, for a monster made of rock! Alternately, perhaps the character is just a weakling without his powers to back him up, drop his base Strength and Constitution and increase the Enhanced correspondingly.

:arrow: Even the toughest, meanest guys have a weakness... well, not in this build, but perhaps a Vulnerability or Weakness of some sort will, while leaving him slightly more vulnerable, increase his pp for MORE SUPER-STRENGTH! Or maybe other skills and feats.

:arrow: THAT MAKES ME ANGRY! A Powerhouse with slightly less Strength, but instead the Rage feat to make up for it, could be interesting. It's also a very cheap way to get high Strength in short bursts.

:arrow: Mix in some other powers. For example, our PC Atlas has some Shapeshifting powers to complement his might. Perhaps your Powerhouse has a radiation aura (Drain Constitution with the Sustained and Aura extras).

:arrow: This Powerhouse has few skills and feats beyond hitting people until they stop moving. Perhaps, at the cost of some of his might, add some non-combat feats and skills, to round out the character as more than a beatstick. The archetype is quite flexible (hell, the Paragon archetype is just a riff on it), so while this one focuses on being the strongest, toughest and meanest, you could easily focus less on those areas to make him smart and skilled, or even scarier, or perhaps a stealthy powerhouse.

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Paragon

Comics examples: Superman, Wonder Woman, Captain Britain

PC examples: Pharos, Phalanx

Superman%2002.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -4 Attack / +4 Damage (melee), +2 Attack / -2 Damage (ranged), -4 Defense / +4 Toughness

Description: You're Superman. You can fly, you're near-invulnerable and to top it all off, you're second only to Powerhouses in your might. As the iconic superhero archetype, people look up to you, and when they're looking up, they may well ask if you're a bird or a plane.

Complications:

Sometimes paragons are reluctant to resort to their mighty powers immediately, often pausing to try and talk it out even when this appears impossible. A possible Complication would mean a paragon has to start combat using Diplomacy rather than charging in with his full strength.

Abilities: 6 + 0 + 6 + 0 + 4 + 4 = 20PP

Strength 16/38 (+3/+14)

Dexterity 10 (+0)

Constitution 16/30 (+3/+10)

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4, +6 melee, +12 laser vision

Grapple: +9, +20 with powers, up to +27 with full Super-Strength

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -1/-13

Saving Throws: 0 + 4 + 6 = 10PP

Toughness: +3/+14 (+3/+10 Con, +4 Protection), Impervious 10

Fortitude: +4/+11 (+3/+10 Con, +1)

Reflex: +4 (+0 Dex, +4)

Will: +8 (+2 Wis, +6)

Skills: 24R = 6PP

Diplomacy 8 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 7PP

Attack Focus (melee) 2

Improved Initiative

Leadership

Luck 2

Power Attack

Powers: 22 + 14 + 2 + 17 + 10 + 7 + 4 + 14 = 90PP

Enhanced Strength 22 (superhuman strength) [22PP]

Enhanced Constitution 14 (superhuman endurance) [14PP]

Flight 1 (faster than a speeding bullet; 10MPH / 100' per round) [2pp]

  • Base power: Flight 7 (total of 8, 1000 PH / 10,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP]
    Dynamic Alternate Power: Super-Strength 7 (heavy load 266 tons) [14PP]

Impervious Extra on Toughness 10 (superhuman toughness) [10PP]

Immunity 7 (suffocation, all environmental effects) [7PP]

Protection 4 (superhuman toughness) [4PP]

  • Base Power: Blast 8 (laser vision, Flaws: Distracting, Feats: Accurate 4, 1 Alternate Power, Precise) [14PP]
    Alternate Power: Super-Senses 9 (extended hearing 2 [1000' increments], extended vision 2 [1000' increments], infravision, ultrahearing, X-ray vision (Power Loss: Lead)) [9PP]

DC Block:


ATTACK                    RANGE     SAVE                         EFFECT

Unarmed [no powers]       Touch     DC 18 Toughness (Staged)     Damage

Unarmed [with powers]     Touch     DC 29 Toughness (Staged)     Damage

Laser vision              Range     DC 23 Toughness (Staged)     Damage

Abilities (20) + Combat (16) + Saving Throws (11) + Skills (6) + Feats (7) + Powers (90) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: This build is just as tough as a Powerhouse (although it lacks Impervious Toughness and has a point lower in Fortitude), but otherwise is not as strong, not as immune to harm, and without an option for feinting. What it does have is some flexibility in the form of Flight, laser vision, and a small suite of Super-Senses. Only suffering -1 to Notice checks per 1000 feet on sight and hearing, not per 10 feet, that average-looking +10 Notice actually goes very far. Between that and Flight, you're not going to get sneaked up on, giving you a quick opportunity to try Diplomacy before getting attacked.

:arrow: Unlike the Powerhouse, you get tired, although your high Fort means that might take a while. Also unlike the Powerhouse, you're immune to suffocation. As of Ultimate Power, Flight works underwater, so technically you're able to swim at remarkable speeds, not just fly.

:arrow: Why are laser vision and super-senses arrayed? Well, you try seeing through walls when your eyes are shooting lasers, and hearing when your ears are inches from a glowy beam going FWOOOOOP!

:arrow: This build Dynamically Arrays Flight and Super-Strength. This means, as a Free Action when switching array slots, rather than either having Flight or Super-Strength, you can split the 14pp between the two in any ratio, be it Flight 7/Super-Strength 0, Flight 3/Super-Strength 4, or any other combination so long as it comes to no more than 14pp overall. While this looks complex, it's a great way to save pp while avoiding the problem of lifting insane loads while flying high-speed. Conceptual, and efficient! It's worth noting that, with one rank of Flight outside the array, whatever you allocate to Flight is boosted 1 rank. Thus, with 14pp in Flight, you get Flight 7 from the array, and then another rank for a total of 8. With Super-Strength 7, you still have Flight 1 despite a lack of pp to allocate to staying in the air.

:arrow: Use Leadership to take status conditions off your allies with your inspiring leadership. You're the paragon, act like it.

:arrow: Many Paragons display the power of super-speed. This build doesn't contain much to really represent that, although it's worth noting that Flight makes Speed utterly redundant. If needed, Quickness or appropriate Super-speed powers like the Autofire extra on Strength could be stunted off of Flight.

Customisation:

:arrow: Paragons are notorious for weird powers, like bullet-deflecting bracers (Deflect in a Device), calling down magic lightning (an Area blast) or freeze breath (a Cone Area Snare). You could try to fit these in by arraying them with appropriate powers, like in the Sense/Blast array, or off of Enhanced Strength.

:arrow: Need more points? Try adding some Weaknesses or Vulnerabilities, perhaps to magic, or to magic rocks. In Freedom City, a good kryptonite Expy is Daka crystals. Appropriate Weaknesses include -1 Con per minute, for something that kills you slowly. Alternately, a Power Loss means that, while it won't kill you, you can't fight at full effectiveness. Combine both for a lot of pp, but a lot of weakness. Remember, you can have 10pp worth of drawbacks to start with, as it caps at PL.

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Martial Artist

Comics examples: Fat Cobra, Iron Fist

PC examples: Nightrival [archived, non-Ki]

IronFist.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -4 Damage / +4 Attack, -4 Toughness / +4 Defence

Description: This martial artist uses the power of ki (or chi, if you prefer) to enhance his already impressive physical prowess to new heights. e can leap great distances, punch through metal, and run at high speeds. Even without these powers, he's a master martial artist, an expert combatant able to fight almost anything in hand-to-hand combat.

Complications:

Honorable competition is often valued among martial artists. A fair, one-on-one challenge might prove to be desirable to martial artists, even if such a situation would heavily disadvantage them.

Abilities: 8 + 12 + 8 + 0 + 4 + 0 = 32PP

Strength 18 (+4)

Dexterity 22 (+6)

Constitution 18 (+4)

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 10 (+0)

Combat: 14 + 16 = 30PP

Initiative: +10

Attack: +7, +14 melee

Grapple: +20

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -3/-2 flat-footed

Saving Throws: 4 + 5 + 6 = 15PP

Toughness: +4/+6 (+4 Con, +2 Defensive Roll)

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

Reflex: +11 (+6 Dex, +5)

Will: +8 (+2 Wis, +6)

Skills: 72R = 18PP

Acrobatics 14 (+20, Skill Mastery)

Diplomacy 10 (+10)

Escape Artist 4 (+10)

Medicine 3 (+5)

Notice 15 (+17, Skill Mastery)

Sense Motive 13 (+15, Skill Mastery)

Sleight of Hand 4 (+10)

Stealth 9 (+15, Skill Mastery)

Feats: 39PP

Accurate Attack

Acrobatic Bluff

Assessment

Attack Focus (melee) 7

Challenge (Fast Acrobatic Bluff)

Critical Strike

Defensive Attack

Defensive Roll 1

Dodge Focus 6

Elusive Target

Endurance

Evasion 1

Grappling Finesse

Improved Disarm

Improved Initiative 1

Improved Throw

Improved Trip

Luck 2

Move-by Action

Power Attack

Set-Up

Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

Takedown Attack 2

Teamwork 2

Uncanny Dodge (auditory)

Powers: 9 + 2 + 1 + 2 + 2 = 16PP

  • Base Power: Strike 2 (Extras: Penetrating 3, Feats: 1 Alternate Power, Improved Critical 2, Mighty) [9PP] (Ki Strike)
    Alternate Power: Paralyze 6 (Extras: Alternate Save - Fortitude [+0], Flaws: Unreliable [5 uses before requiring to meditate] [-1], Feats: Improved Critical 2) [8PP] (Ki signature move)

Leaping 2 (x5 distance) [2PP] (Ki speed)

Speed 1 (10 MPH / 100' per round) [1PP] (Ki speed)

Super-Movement 2 (Wall-crawling 2, Flaws: Limited: must begin or end round on flat surface) [2PP] (Ki wall-run)

Super-Senses 2 (Accurate on normal hearing) [2PP] (Ki focus)

Drawbacks: 0PP

DC Block:

ATTACK       RANGE    SAVE                        EFFECT

Unarmed      Touch    DC19 Toughness (Staged)     Damage

Ki Strike    Touch    DC 21 Toughness (staged)    Damage

Ki Paralyze  Touch    DC 16 Fort (staged)         Slowed/Paralyzed

Abilities (32) + Combat (30) + Saving Throws (15) + Skills (18) + Feats (39) + Powers (16) - Drawbacks (00) = 150 Power Points

Notes:

:arrow: A ki martial artist rather than core's skill and feat character, this character is somewhat different. Higher trade-offs mean not only is it house rules legal, it also can do some damage. It's not a great grappler (when compared to powerhouses and stretchy guys), but Grappling Finesse means you don't lose your Dodge bonus when you try doing so.

:arrow: This build has higher saves than average (Shaen advocates them averaging to PL-2, this one's saves average to PL-0). This means that, as most players neglect Fortitude, Reflex and Will, the martial artist is going to be markedly more resistant to attacks.

:arrow: Know and USE your Skills and Feats. Using Acrobatic Bluff, Skill Mastery, and Fast Acrobatic Bluff, you take feint as a Move action, taking 10 without any penalty on the result. Using Improved Throw and Improved Trip, you can force your opponent to resist using the worst of Strength or Dexterity, and get +4 (for a total of +10) on your Dex check to trip. With Move-by Action and your wall-running superpower, you can run up a wall, punch the guy shooting from the window ledge, and run back down to floor height. Go and read up on all you can do, and remember: you can spend a HP to acquire a feat you don't have temporarily. An example of this is Favored Opponent, allowing you to critically hurt opponents when used in conjunction with Critical Strike.

:arrow: The main offensive ki power is a Penetrating strike able to injure the toughest foes. Combined with Power Attack for 5, you can breach Impervious 14, which allows you to make anyone roll a save bar a very, very select few. Alternately, you can use a paralyzing blow on the nerve centres, but due to its use of ki, must meditate after using it 5 times.

:arrow: Ki also allows you to leap and run faster than a normal human, and walk along walls so long as you either begin your turn on a flat-surface, or if you begin it on a wall, end it on a flat surface. It also heightens your senses so that, even when blindfolded, you can fight just as well as anyone else due to hearing people's movements much more acutely than a normal person. In practice, this means that even when visually blinded or Dazzled, you can use your hearing as an Accurate Sense, pinpointing the exact location of targets in order to attack them, as well as being able to target Invisible foes without auditory Concealment.

Customisation:

:arrow: This martial artist has a nerve-stunning Paralyze as his signature move. For your martial artist, spend more pp on more alternate powers, or even just substitute out the one you have for another. Drain Toughness (and its older cousin, Corrosion if you can find the pp), Stun, Trip, and so on, are all viable special martial arts moves.

:arrow: Some martial artists have even more flashy ki moves, like a ranged attack to counteract this build's weakness of, well... lacking one. A ki Blast off of the Strike would be complemented by dropping some Attack Focus for straight Attack, or even just giving the Blast ranks in Accurate. Try not to go for blond spiky-haired planet-destroying blasts, though, that's not in the tone of this game. ;)

:arrow: Alternately, you could go for a classical martial artist without all that flashy wuxia. Here's a quick guide:

Drop the entire powers section. This will save you 16pp!!!

Now, you'll be undercapped due to losing the Strike making you up to offensive caps. So spend 4pp, putting your Strength up to 22 (+6), and increasing your unarmed damage to the same as the default build's ki strike. The upside is that you have no nullifiable powers, have a slightly higher grapple score and get 10pp extra to throw around on skills, feats and maybe upping your other physical scores to 22 (you'll need to drop Defensive Roll if you want +6 in Constitution, due to PL caps).

The downside is that having a ki array and ki powers presents plenty of power stunt and Extra Effort opportunities. Also, Speed and Leaping 1 are entirely within reason for the 'training' descriptor, so you might want to keep them anyway.

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Energy Controller

Comics examples: The Human Torch [Fire], Avalanche [Earth], Red Tornado [Air], Aqualad [Water], Static [electricity]

PC examples: Dark Star [cosmic/gravity], Lady Winter [ice/cold]

human-torch.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Description: Energy controllers span a wide range of descriptors, from pyrokinetics, to magicians with water magic, to earth elementals, to wind-controlling robots. But, the most important part is, they can usually do the same tricks with these powers: blast their foes with pure energy, fly through some technobabble, and protect themselves from physical attacks. The important part is: what kind of energy do you want to control? Fire? Water? Electricity?

Complications:

MY PANTS ARE ON FIRE! Perhaps sometimes, the hero can't quite control their powers, particularly at inconvenient times. The pyrokinetics set their clothes on fire when they're not wearing their fireproof costume. Electricity controllers short-circuit televisions. Aquamancers accidentally make washing machines into churning whirlwinds of death.

Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 16 (+3)

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4, +8 energy attacks

Grapple: +4

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

Knockback: -1, -11 w/ Force Field

Saving Throws: 6 + 8 + 7 = 21PP

Toughness: +2/+12 (+2 Con, +10 Force Field [impervious 10])

Fortitude: +8 (+2 Con, +6)

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

Will: +7 (+0 Wis, +7)

Skills: 32R = 8PP

Bluff 12 (+15)

Concentration 10 (+10)

Notice 10 (+10)

Feats: 8PP

Dodge Focus 4

Improved Initiative

Luck 2

Taunt

Powers: 41 + 12 + 20 + 10 + 4 = 87PP

Energy Control Array 18 (36pp array; Power Feats:3 Alternate Powers, Accurate 2) [41PP]

  • Base Power: Blast 12 (energy bombardment, Extras: Autofire) [36PP] (lightning blast)
    Alternate Power: Blast 12 (energy explosion, Extras: Area - Burst) [36PP] (lightning storm)
    Alternate Power: Stun 12 (energy overload, Extras: Ranged) [36PP] (lightning tazer)
    Alternate Power: Strike 9 (energy shell, Extras: Aura, Duration 2 - Sustained) [36PP] (lightning aura)

Flight 6 (500 MPH) [12PP] (electromagnetic propulsion)

Force Field 10 (energy shell, Extras: Impervious) [20PP] (lightning aura)

Immunity 10 (all electricity effects) [10PP]

Super-Senses 4 (energy awareness [mental, Acute, extended, ranged])

DC Block:


ATTACK            RANGE     SAVE                                       EFFECT

Unarmed           Touch     DC 15 Toughness (Staged)                   Damage

Aura              Touch     DC 24 Toughness (Staged)                   Damage

Blast [Autofire]  Ranged    DC 27 Toughness (Autofire, Staged)         Damage

Blast [Burst]     Ranged    DC 22/27 Reflex (Area)/Toughness (Staged)  Damage

Stun              Ranged    DC 22 Fort (staged)                        Dazed/Stunned/Unconscious

Abilities (10) + Combat (16) + Saving Throws (21) + Skills (08) + Feats (08) + Powers (87) - Drawbacks (00) = 150 Power Points

Notes:

:arrow: This build assumes the energy you are controlling is electricity. As such, feel free to substitute in other alternate powers where these ones would be inappropriate.

:arrow: Defence-wise, this build is somewhat lacking. It's got a decent Toughness, but despite a large amount of pp into saving throws, it's lacking there. Of course, it makes up for this with being fast, flexible, and able to fight at range.

:arrow: It also has the weakness of a low grapple, but an Energy aura for electrocuting people who get that close. Of note though, is the fact that it doesn't work on Impervious 10 opponents, which at PL 10, is most powerhouses or paragons.

:arrow: You can power-stunt weird effects. 'Energy' is a vague term, and in 90% of cases, referring to an energy controller as controlling energy isn't hugely accurate. Electricity can defibrillate, fire control can make Environmental control (distracting heat perhaps?) and so on, so forth.

:arrow: Take advantage of that mobility. You can fly, and keep out of reach of people while shooting them with energy blasts, and your Impervious force field keeping you resistant to retaliation.

Customisation:

:arrow: As noted above, a lot of customisation could come from the descriptor. Light Controllers are more likely to have Visual Dazzle and Environmental Control for creating light. Fire Controllers could well have Suffocate effects from burning off the oxygen around a target.

:arrow: It's not just Alternate Powers off of the Energy Control power that can be customised. An earth-controlling rock elemental is likely to have Immunities and Protection rather than a Force Field, and might well be unable to fly. An energy controlling robot will likely have Con --, Immunity to Fortitude effects and Protection.

:arrow: Different powers carry different weaknesses. Perhaps a Light Controller loses all her powers in complete darkness (a Power Loss if it's pitch blackness, partially flawing the highest ranks of her powers if it's even just at night). A Fire Controller could lose all her powers when submerged in water. An ice controller might possess a Vulnerability to fire, causing her to suffer more damage from fire attacks.

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Wesley is a Life Controller, Gabriel is a Sonic Controller, etc. We have a lot of Energy controllers here.

I'm aware, I'm not exactly going to list all of them.

And I wouldn't use Wesley as an example of the archetype. He doesn't fly, he doesn't shoot energy blasts, he doesn't make force fields...

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Paragon - PL 7 version

Comics examples: Superman, Wonder Woman, Captain Britain

PC examples: Pharos, Phalanx

wonder+woman.jpg

Power Level: 7 (105/105PP)

Trade-Offs: -3 Attack / +3 Damage (melee), +2 Attack / -2 Damage (ranged), -3 Defense / +3 Toughness

The notes, complications and customisation options are pretty much the same as the PL 10 version.

Abilities: 6 + 0 + 6 + 0 + 2 + 4 = 18PP

Strength 16/30 (+3/+10)

Dexterity 10 (+0)

Constitution 16/30 (+3/+10)

Intelligence 10 (+0)

Wisdom 12 (+1)

Charisma 14 (+2)

Combat: 6 + 4 = 10PP

Initiative: +4

Attack: +3, +4 melee, +9 laser vision

Grapple: +7, +14 with powers, up to +18 with full Super-Strength

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

Knockback: -1/-8 with powers

Saving Throws: 0 + 2 + 3 = 5PP

Toughness: +3/+10 (+3/+10 Con), Impervious 7

Fortitude: +3/+10 (+3/+10 Con, +0)

Reflex: +2 (+0 Dex, +2)

Will: +4 (+1 Wis, +3)

Skills: 16R = 4PP

Diplomacy 3 (+5)

Notice 9 (+10)

Sense Motive 4 (+5)

Feats: 4PP

Attack Focus (melee) 1

Leadership

Luck 1

Power Attack

Powers: 14 + 14 + 2 + 11 + 7 + 7 + 10 = 65PP

Enhanced Strength 14 (superhuman strength) [14PP]

Enhanced Constitution 14 (superhuman endurance) [14PP]

Flight 1 (faster than a speeding bullet; 10MPH / 100' per round) [2pp]

  • Base power: Flight 4 (total of 5, 250 MPH / 2,500' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [11PP]
    Dynamic Alternate Power: Super-Strength 4 (heavy load 12 tons) [8PP]

Impervious Extra on Toughness 7 (superhuman toughness) [7PP]

Immunity 7 (suffocation, all environmental effects) [7PP]

  • Base Power: Blast 5 (laser vision, Flaws: Distracting, Feats: Accurate 3, 1 Alternate Power, Precise) [10PP]
    Alternate Power: Super-Senses 8 (extended hearing 2 [1000' increments], extended vision 2 [1000' increments], infravision, X-ray vision (Power Loss: Lead)) [9PP]

DC Block:


ATTACK                    RANGE     SAVE                         EFFECT

Unarmed [no powers]       Touch     DC 18 Toughness (Staged)     Damage

Unarmed [with powers]     Touch     DC 25 Toughness (Staged)     Damage

Laser vision              Range     DC 20 Toughness (Staged)     Damage

Abilities (18) + Combat (10) + Saving Throws (5) + Skills (4) + Feats (4) + Powers (65) - Drawbacks (0) = 105 Power Points

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Demon

Comics examples: Blue Devil, Daimon Hellstrom, Etrigan, Kid Devil,

PC examples: Belphegor [villainous NPC], Hellion

badkiddevilline.png

Power Level: 10 (150/150PP)

Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness

Description: You're evil incarnate, sucking souls dry, causing mortals fear and searing the world with hellfire... oh wait, you're not. Be it because you're a redeemed demon, only half-demon, or even just a mutant who happens to have incredibly demon-like powers, you're using your infernal gifts for good. People may fear and run from you, but deep-down... you're as big a hero as any.

Complications:

Potential Complications include the fact that you're a goddamn demon. Even if you save people, they may well inherently distrust the guy with red skin, horns and a pitchfork. It comes with the territory.

This build also assumes there's no explicitly damaging effects to being on holy ground, or being hit with holy water, although holy weaponry and Powers still hurt more. Even if you choose to maintain no issue with this, you could have extreme reluctance to approach church grounds, or look at crosses, and the like, as Complications.

Abilities: 15 + 0 + 10 + 0 + 0 + 8 = 33PP

Strength 25 (+7)

Dexterity 10 (+0)

Constitution 20 (+5)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 24/18 (+7/+4)

Combat: 4 + 8 = 12PP

Initiative: +0

Attack: +2, +6 hellfire Blasts, +6 melee

Grapple: +13, +16 with Super-Strength

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

Knockback: -6, -2 against silver and holy attacks

Saving Throws: 5 + 6 + 8 = 19PP

Toughness: +12/+5 (+5 Con, +7 Protection), Impervious 10

Fortitude: +10 (+5 Con, +5)

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

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

Skills: 52R = 13PP

Bluff 13 (+15, +20 with Enhanced Charisma, Skill Mastery)

Diplomacy 3 (+7, +10 with Enhanced Charisma, Skill Mastery)

Gather Information 3 (+7, +10 with Enhanced Charisma, Skill Mastery)

Intimidate 13 (+17, +20 with Enhanced Charisma, Skill Mastery)

Knowledge: Arcane Lore 10 (+10)

Notice 10 (+10)

Feats: 11PP

Attack Focus (melee) 4

Dodge Focus 4

Fearless

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Startle

Powers: 32 + 7 + 5 + 5 + 2 + 5 + 6 = 62PP

Demonic Powers Array 15 (30pp array, Power Feats: 2 Alternate Powers) [32PP]

  • Base Power:: Blast 14 (hellfire, Feats: Accurate 2) [30PP]
    Alternate Power: Blast 10 (explosive hellfire, Extras: Area - Burst) [30PP]
    Alternate Power: Strike 7 (hellfire aura, Extras: Aura, Duration 2 - Sustained) [28PP]

Silver Tongue Array 3 (6pp array, Power Feats: 1 Alternate power) [7PP]

  • Base Power: Enhanced Charisma 6 (demonic presence) [6PP]
    Alternate Power: Emotion Control 10 (demonic terror, Extras: Area - Burst, Flaws: Limited - fear only, Range 2 - Touch) [5PP]

Flight 3 (big scaly wings, 50 MPH, 500' per round, Drawbacks: Power Loss [if wings restrained, uncommon, minor, -1pp]) [5PP]

Impervious Toughness 10 (demonic hide, Flaws: Limited against silver, magic and holy attacks) [5PP]

Immunity 2 (aging, environmental heat) [2PP]

Protection 7 (demonic hide, Drawbacks: Power Loss [against silver or holy attacks, common, minor, -2pp]) [5PP]

Super-Strength 3 (demonic might, Heavy load: 3 tons) [6PP]

Drawbacks: 0PP

DC Block:


ATTACK               RANGE     SAVE                               EFFECT

Unarmed [no aura]    Touch     DC 22 Toughness (staged)           Damage

Unarmed [with aura]  Touch     DC 39 Toughness (staged)           Damage

Aura damage          Touch     DC 22 Toughness (staged)           Damage

Blast [hellfire]     Ranged    DC 39 Toughness (staged)           Damage

Blast [explosion]    Ranged    DC 20 Ref (area)/25 Tou (staged)   Damage

Emotion Control      Touch     DC 20 Ref (area)/20 Will (staged)  Shaken/Frightened/Panicked

Abilities (33) + Combat (12) + Saving Throws (19) + Skills (13) + Feats (11) + Powers (62) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: You're pretty tough, all things considering... except against people armed for dealing with you. Magical attacks bypass your Impervious Toughness, meaning even a rank 1 magical Blast can injure you. Even worse, Silver and Holy attacks not only bypass your Impervious, they drop your Toughness from +12 to +5! On the plus side, your great Toughness comes "hellishly" cheap.

:arrow: It may look at first like you don't meet your offensive caps in melee. But, as of Ultimate power, Auras based on Damage (or Strike/Blast) stack with unarmed damage, they don't force a separate save. So your Strike 7 aura and +7 unarmed damage make a +14 damage hellfire-laden punch of death.

:arrow: You're not immensely strong, and don't have a grapple score near a Paragon or Powerhouse, but unlike them, you are on FIRE when you're grappling people. And, with a high Strength and some Super-Strength, your grapple score is only average for your PL, rather than anything worth complaining of.

:arrow: You are a very scary demon. Due to the use of Startle, you can feint as well as demoralise with your high Intimidate score, and in doing so, render people flat-footed so that you can punch them in the face (perhaps making use of our House Rule that you can Power Attack for 2 without the feat?). In addition, by forgoing part of your high Charisma, you can use an Emotion Control effect to make people run screaming from you. In addition, your social skills are all very high, and possess skill Mastery. You possess a measure of the devil's silver tongue, so lying, cheating and finding useful information is a piece of cake.

:arrow: The build does have some weaknesses, however. Unlike my other archetypes, you lack a combat maneuver feat like Power or All-out Attack, and have no Luck ranks, simply due to how many powers demons have. Luckily, I'm sure you can think of a lot of ways to complicate the life of someone who looks like a demon, and get lovely shiny Complication HP to compensate.

Customisation:

:arrow: Now, if you look at Belphegor and Hellion in the PC examples, you'll note they've got Enhanced Charisma and social skills in their main array. I'm not a fan of this approach, and thus, while this build arrays Charisma, it only does so with Emotion Control (which is heavily thematically linked), and has no Enhanced Skills. Although, since the arraying hellfire with social prowess has been approved before, it will likely do so again, and will prove a great way to cut points. Probably best not to ask me rather than Doktor Archeville for tips on it, though. ;)

:arrow: Perhaps your demon is even tougher in some regards, with Immunities to fire, acid, cold, life support, etc etc. But, to make up pp, make them more vulnerable to holy attacks. Perhaps they lose Constitution while on it? Maybe even upgrade their Protection's drawback to the Flaw seen on the Impervious Toughness, making them markedly weaker to magic attacks (which are more common than silver and holy weaponry).

:arrow: There are many types of demons, for many depraved things. So long as you keep it PG-13, such as something seen on Buffy or Angel, go for it. Acid-spewing demons, mind-controlling succubi, the sky's the limit. Perhaps look at other archetypes and cherry pick things that seem appropriate.

:arrow: Something to think of is the lack of Luck and Power Attack. Perhaps ditching some things you're not so fond of, or even just paying for it with earned pp, could do some good. Alternately, ditch the winged Flight, stick a Leaping 6 alternate power onto Super-Strength, then put the 4pp saved into All-out Attack, Power Attack, and Luck 2.

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Gadgeteer Genius

Comics examples: Blue Beetle II (Ted Kord), Forge

PC examples: Herr Doktor Archeville

6a0133ed2ccaac970b0133ef4f3c02970b-800wi

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

Description: You don't need a tin suit. You don't need innate superpowers, or intense martial arts training, or to be a dark-caped avenger of the night. All you need is a laboratory, your mighty intellect, and a few gadgets you whipped up on your lunchbreak. You're a genius, and you know it. And you've got a ray gun.

Complications:

You're a slightly mad scientist. Turn up to work on time? You were making a fusion reactor! You had a date at eight? Sorry, dear, but rocket boots wait for no man or woman! Meet your budget? Money is just meaningless, you'll fix the economy after you're done with your list of 101 funky lasers. Frankly, being the world's greatest mind screws up your social life.

Abilities: 0 + 0 + 4 + 15 + 4 + 0 = 23PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 25 (+7)

Wisdom 14 (+2)

Charisma 10 (+0)

Combat: 6 + 6 = 24PP

Initiative: +7

Attack: +6, +8 ranged with Goggles

Grapple: +6

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Knockback: -1/-11 with Force Field

Saving Throws: 5 + 7 + 9 = 18PP

Toughness: +2/+12 (+2 Con, +10 Force Field [impervious 10])

Fortitude: +7 (+2 Con, +5)

Reflex: +7 (+0 Dex, +7)

Will: +11 (+2 Wis, +9)

Skills: 84R = 21PP

Computers 13 (+20, Skill Mastery)

Craft [Electronic] 13 (+20, Skill Mastery)

Craft [Mechanical] 13 (+20)

Disable Device 13 (+20, Skill Mastery)

Knowledge [Technology] 13 (+20, Skill Mastery)

Notice 8 (+10)

Search 3 (+10)

Sense Motive 8 (+10)

Feats: 12PP

Beginner's Luck

Equipment 2

Dodge Focus 2

Eidetic Memory

Inventor

Luck 2

Master Plan

Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology])

Speed of Thought

Quote
Extravagant Laboratory HQ (10ep)

Size: Large, Toughness: 10, Features: Communications, Computers, Defence System (Blast 10 [sonic blasters]), Fire Prevention System, Infirmary, Library, Living Space, Workshop

Powers: 15 + 16 + 8 + 8 + 2 = 49PP

Device 5 (sonic ray gun, Easy to Lose, 25pp of traits) [15PP] (technological)

Device 4 (force field belt, Hard to Lose, 20pp of traits) [16PP] (technological)

Device 2 (rocket boots, Hard to Lose, 10pp of traits) [8PP] (technological)

Device 2 (targeting goggles, Hard to Lose, 10pp of traits) [8PP] (technological)

Quickness 4 (x25 speed, Flaws: Mental actions only) [2PP]

Quote
Sonic Blaster Array 12 (24dp array, Power Feats: 1 Alternate Power) [25DP]

Base Power: Blast 12 (sonic blaster ray) [24DP]

Alternate Power: Dazzle 10 (ultrasonic piercing noise distributor, Extras: Area - Burst, Power Feats: Subtle) [23DP]

Quote
Force Field 10: (Extras: Impervious 10) [20DP]
Quote
Flight 5: (250 MPH, 2500' per round) [10DP]
Quote
Enhanced Feats 5 (Accurate Attack, Attack Focus (ranged) 2, Improved Aim, Power Attack)

Super-Senses 5 (direction sense, distance sense, infravision, microscopic vision 1, time sense

DC Block:

 

ATTACK        RANGE      SAVE                                                         EFFECT

Unarmed       Touch      DC 15 Toughness (staged)                                     Damage

Blast 12      Ranged     DC 27 Toughness (staged)                                     Damage

Dazzle 10     Ranged     DC 20 Ref (area)/DC 20 Ref (dazzle), DC 20 Fort (lasting)    Deafened

Abilities (23) + Combat (24) + Saving Throws (21) + Skills (21) + Feats (12) + Powers (49) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: You're smart. Like, really, really smart. The most important thing you can do with this intellect is use it. Got the opportunity to make a Master Plan? Do so. Got time to jury-rig an Invention using your huge skill bonuses and Skill Mastery? Do so, remembering you can take a -5 penalty to half the design and construction times, and that mental Quickness applies to the design time.

:arrow: You have a lot of flexibility and power stunt capacity in your four devices. Sonic rays can be used to stunt a wide variety of wonderful effects, like sonically Draining the Toughness of Objects, dampening sonic vibrations to muffle noise (auditory Obscure) or even sonically vibrating things into atoms (Disintegrate!). Your goggles let you inspect dust-sized objects, and find people by body heat even in the dark, and let you Accurate/Power Attack for more accuracy or damage, whatever you need at the time. Force Field belt could conceivably Create a force field Object to shield other people at the expense of your personal protection. The sky's the limit, and there's technobabble to spout. Oh, and you can fly around while looking cool.

:arrow: Your skills list is not as limited as it first appears. You can make any and all Knowledges untrained, with your +7 Int, and take 20 using your HQ's library. If you really want, spend a HP on Beginner's Luck for 5 ranks in any skill you choose. Someone's sick? You've got an Infirmary, and suddenly some ranks in Medicine. Need to find something faster? Your Search skill has low ranks and thus qualifies for Beginner's Luck, boost it up to +15 from +10.

Customisation:

:arrow: Well, it's possible to have a dumb gadgeteer. He got handed his gadgets from someone else, and as such, likely has none of the skills, feats, or Mental Quickness, or the Int. However, he likely has better stats physically, is less reliant on his Devices, and has more skills. Consult the Costumed Adventurer for some inspiration.

:arrow: Different Devices! It's possible for different fun effects. Swap out the sonic beams for a laser gun. Swap out the rocket boots for a teleportation belt. Swap out the force field belt for a gyroscopic aim distributor (i.e. Shield). Swap out the goggles for actually having the aiming prowess yourself, from actual skill or from your intelligence letting you calculate trajectories in seconds.

:arrow: Less Devices, more Equipment! Overlapping with the "dumb" gadgeteer, this Gadgeteer may not be so dumb, and instead represent a Costumed Adventurer instead. He'd likely have a couple of his iconic Devices and his his vaunted Intelligence, but when it gets down to it, he's evading bullets through grit and skill, not fancy Devices. He may also have an airship vehicle paid for with lots of Equipment ranks. ;)

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Energy Controller - PL 7 version

Comics examples: The Human Torch [Fire], Avalanche [Earth], Red Tornado [Air], Aqualad [Water], Static [Electricity]

PC examples: Dark Star [cosmic/gravity], Lady Winter [ice/cold]

Static.jpg

Power Level: 7 (105/105PP)

Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

The notes, complications and customisation options are pretty much the same as the PL 10 version.

Abilities: 0 + 0 + 4 + 0 + 0 + 4 = 8PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 14 (+2)

Combat: 4 + 4 = 8PP

Initiative: +0

Attack: +2, +4 energy blast

Grapple: +2

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

Knockback: -1, -8 with Force Field

Saving Throws: 3 + 6 + 5 = 16PP

Toughness: +2/+10 (+2 Con, +8 Force Field [impervious 7])

Fortitude: +5 (+2 Con, +3)

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

Will: +5 (+0 Wis, +5)

Skills: 28R = 7PP

Bluff 8 (+10)

Concentration 10 (+10)

Notice 10 (+10)

Feats: 4PP

Dodge Focus 2

Luck 1

Taunt

Powers: 22 + 8 + 15 + 5 + 3 = 53PP

Energy Control Array 10.5 (21pp array; Power Feats: 1 Alternate Powers) [22PP]

  • Base Power: Blast 10 (energy bombardment, Power Feats: Accurate) [21PP] (lightning blast)
    Alternate Power: Blast 7 (energy explosion, Extras: Area - Burst) [21PP] (lightning storm)

Flight 4 (100 MPH, 1000' per round) [8PP] (electromagnetic propulsion)

Force Field 8 (energy shell, Extras: Impervious 7) [15PP] (lightning aura)

Immunity 5 (all electricity damage) [5PP]

Super-Senses 3 (energy awareness [mental, Acute, ranged]) [3PP]

DC Block:


ATTACK         RANGE     SAVE                                        EFFECT

Unarmed        Touch     DC 15 Toughness (Staged)                    Damage

Blast          Range     DC 25 Toughness (Staged)                    Damage

Blast [Burst]  Range     DC 17/22 Reflex (Area)/Toughness (Staged)   Damage

Abilities (08) + Combat (08) + Saving Throws (16) + Skills (07) + Feats (04) + Powers (53) - Drawbacks (00) = 105 Power Points

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Costumed Detective

Comics examples: Batman, Black Panther, Daredevil, Moon Knight

PC examples: Geckoman, Midnight II (Note: both of these characters have superpowers, which this build lacks)

batman_imax.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +4 Attack / -4 Damage (melee), +2 Attack / -2 Damage (ranged), +4 Defense / -4 Toughness

Description: Criminals quake in fear at the mention of your name. The scum of the city stare at shadows, hoping you're not in them. Crimes are desperately hidden in the vain hope that your genius intellect won't find a clue. You're the terror stalking the night. You're Batman.

Complications:

Costumed adventurers, more so than everyone else need to keep their identities secret. At least if the paragon's identity is discovered, his secret identity can't be killed with a sniper rifle from an unnoticeable spot.

Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 10 (+0)

Charisma 14 (+2)

Combat: 16 + 16 = 32PP

Initiative: +9

Attack: +8, +12 boomerangs, +14 unarmed

Grapple: +12

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -2, -3 with costume

Saving Throws: 3 + 6 + 9 = 18PP

Toughness: +6 (+4 Con, +2 costume)

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

Reflex: +11 (+5 Dex, +6)

Will: +9 (+0 Wis, +9)

Skills: 120R = 30PP

Acrobatics 10 (+15)

Bluff 8 (+10)

Climb 6 (+10)

Disable Device 5 (+10)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 13 (+15, Skill Mastery)

Investigate 10 (+15, Skill Mastery)

Knowledge (streetwise) 10 (+15, Skill Mastery)

Knowledge (tactics) 10 (+15)

Notice 10 (+10)

Search 10 (+15)

Stealth 10 (+15, Skill Mastery)

Feats: 30PP

Attack Specialisation (boomerangs) 2

Attack Specialisation (unarmed) 3

Challenge (Fast Startle)

Dodge Focus 6

Equipment 3

Evasion

Improved Initiative

Jack of all Trades

Luck 2

Master Plan 2

Power Attack

Quick Draw

Sneak Attack

Skill Mastery (Intimidate, Investigate, Knowledge [streetwise], Stealth)

Startle

Takedown Attack

Well-Informed

Utility Belt Array 4.5 (9pp array, Power Feats: 1 Alternate Power) [10PP]

  • Base Power: Blast 2 (boomerangs, Power Feats: Improved Ranged Disarm, Mighty 4) [9PP]
    Alternate Power: Obscure 4 (visual, 50' radius, Extras: Independent) [8PP]

Costume: Protection 2 (Power Feats: Subtle) [3PP]

Grappling gun: Super-Movement 1 (swinging) [2EP]

Powers: 0PP

DC Block:


ATTACK                   RANGE     SAVE                         EFFECT

Unarmed                  Touch     DC 19 Toughness (Staged)     Damage

Unarmed (Sneak Attack)   Touch     DC 21 Toughness (Staged)     Damage

Boomerang                Range     DC 21 Toughness (Staged)     Damage

Boomerang (Sneak Attack) Range     DC 23 Toughness (Staged)     Damage

Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (30) + Powers (0) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: This build has many options available to it. You can fight up close with your fists, or at a distance using boomerangs, but in either case, you will need to Sneak Attack to meet caps. However, the Startle feat lets you feint with Intimidate, the Fast Startle feat lets you do so as a move action without the -5 penalty, and your Skill Mastery means you can consistently hit DC 25. Alternately, use your huge Stealth score to make the first strike from hiding. And when it comes down to it, while your super-strong teammates pound on the invulnerable villain, you can use Takedown Attack to sweep through his minions en masse.

:arrow: Preparation is key. Despite meeting combat caps, your lack of superpowers or superhuman abilities puts you at a disadvantage. If you get the opportunity, use Master Plan. The second rank of that feat, under our House Rules, lets you use Knowledge: Tactics for it, and with a +15 modifier, you can easily get the maximum +3 master plan.

:arrow: While you're physically powerful, you're also very intelligent. Not only do you have the aforementioned Master Plan, Int 20 and Jack of all Trades mean you have a +5 bonus in all Knowledge skills. You can also use Skill Mastery to routinely hit DC 25 Knowledge (Streetwise) checks.

:arrow: Remember: while anyone can do this, you are the one with the utility belt. You can spend a HP to gain a non-Fortune feat at any time; this includes Equipment. If you need an item you don't have, you suddenly do have it.

Customisation:

:arrow: This build is focussed on the "Batman" version of this archetype, with high Investigate and Intimidate. There are other approaches you could take: using Acrobatic Bluff rather than Startle, or using Bluff for normal feints, perhaps picking up Taunt for a detective more willing to smack talk. Feats like Move-By Action might work well for a guerilla hit-and-run approach.

:arrow: The Equipment on this build is very bare bones. With more ranks in it, you could pick up underground HQs, cool cars, etc etc etc. You might also want to take Benefit (Wealth) 2 or 3 for the wealthy playboy look.

:arrow: A variation is for the Costumed Detective to possess superpowers, like enhanced physical prowess (Enhanced Strength, Dexterity and Constitution, with a corresponding drop in Attack and Defence to avoid breaking caps), or psychic powers (like Mind Reading or ESP), or even energy blasts (replace the boomerangs with a low-ranked Blast power).

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Super-Soldier

Comics examples: Captain America, Isaiah Bradley

PC examples: None

captain_america_comic_image_01.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Description: Years of research in genetics. Months of careful psychological analysis for candidate selection. Weeks of excruciating physical therapy to deal with the super serum. And hours of being shown off to generals and high ranking politicians. The result? You, a super soldier for the American people. Courageous, inspirational and physical unmatched, armed only with a shield of an indestructible allow you fight crime for Truth, Justice and the American Way.

Complications:

Your sense of duty and honour may complicate relationships with less morally upright superhumans. Where they can break into someone's home to look for evidence, you need to get the police to acquire a warrant as the law and sense of decency allows. Noone is above the law, and the ends do not justify the means.

Abilities: 12 + 12 + 12 + 0 + 0 + 8 = 46PP

Strength 22 (+6)

Dexterity 22 (+6)

Constitution 22 (+6)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 20 (+5)

Combat: 20 + 12 = 32PP

Initiative: +6

Attack: +10, +12 shield

Grapple: +19

Defense: +12 (+6 Base, +2 Dodge Focus, +4 Shield), +3 Flat-Footed

Knockback: -4, -3 flat-footed

Saving Throws: 4 + 4 + 10 = 18PP

Toughness: +8 (+6 Con, +2 Defensive Roll)

Fortitude: +10 (+6 Con, +4)

Reflex: +10 (+6 Dex, +4)

Will: +10 (+0 Wis, +10)

Skills: 52R = 13PP

Acrobatics 9 (+15, Skill Mastery)

Climb 4 (+10, Skill Mastery)

Drive 4 (+10)

Diplomacy 10 (+15, Skill Mastery)

Gather Information 5 (+10)

Knowledge (Civics) 5 (+5)

Notice 10 (+10, Skill Mastery)

Sense Motive 5 (+5)

Stealth 4 (+10)

Feats: 23PP

Acrobatic Bluff

Attack Specialisation (shield)

Benefit (security clearance)

Challenge (Fast Acrobatic Bluff)

Connected

Defensive Attack

Defensive Roll 1

Dodge Focus 2

Evasion

Fearless

Inspire 5

Leadership

Luck 2

Power Attack

Skill Mastery (Acrobatics, Climb, Diplomacy, Notice)

Set-Up

Takedown Attack

Powers: 10 + 1 + 1 6 = 18PP

Device 3 (indestructible shield, Easy to Lose, 15dp of traits, Power Feats: Indestructible, Restricted [need training to throw shield]) [10PP]

Leaping 1 (x2 distance [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP]

Speed 1 (10 MPH, 100' per round) [1PP]

Super-Strength 3 (Heavy load: 2.1 tons) [6PP]

Shield 4 [4DP]

Blast 2 (shield throw/shield strike, Power Feats: Improved Critical, Mighty 6) [11DP]

DC Block:


ATTACK      RANGE     SAVE                         EFFECT

Unarmed     Touch     DC 21 Toughness (Staged)     Damage

Shield      Range     DC 23 Toughness (Staged)     Damage

Abilities (46) + Combat (32) + Saving Throws (18) + Skills (13) + Feats (23) + Powers (18) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: Your shield is the most powerful asset to your armoury. Without it, defensively and offensively, you're PL 7. With it, you meet full caps. It's worth noting that the Blast power represents throwing the shield and hitting people with it, as MnM doesn't penalise shooting ranged weapons at point blank range there's no point buying a melee AP as, mechanically, it'll do the exact same thing. The Restricted feat works in a slightly handwavey way, in that with it, the shield can just be used as if it was Strike with the Thrown feat; namely, they can use it in melee, but if they use it at range it won't return in the same way you use it in.

:arrow: You are an inspiration to those around you. Talk down your foes with diplomacy, spend a HP on Leadership to cure your allies of debilitating effects, and use Inspire to give 5 of your allies a +5 bonus to attack rolls and skill checks, to increase the likelihood of them kicking ass. And, unlike most of my builds, you are completely and utterly Fearless. Using Skill Mastery and your Challenge feat, you can Acrobatically Bluff as a move action for a DC 25 feint, rendering opponents flat-footed. And using Set-Up, you can forgo benefiting from this feint so your ally can lay the smacketh down. Alternately, take advantage of their being flat-footed to Power Attack for 5.

:arrow: Physically, you're not superhuman, but can overpower any non-powered superheroes. You are simply faster than them, stronger than pretty much anyone else and can jump great distances with ease. Remember, moving all-out, you can go at 40 MPH. Also remember that Leaping multiplies the distance you jump after the Acrobatics check made to increase jumping distance. Compared to Martial Artists and Costumed Detectives, you're a ferocious grappler, able to beat any human-level opponent due to your mighty strength. With Skill Mastery, your high Strength and Climb, you can take 10 and easily climb up sheer cliff faces. Taking a -5 penalty to move at full, not half speed, you can move up ropes at your full Speed. And remember, this isn't based on the default 30' land speed, it uses your Speed 1. Of course, since half speed for this is 50' per round, you scale a cliff face three times as fast as most human beings.

:arrow: Remember: your exotic saves are higher than most, averaging out at your PL. Evasion means that if you pass the Reflex against an area attack, you take no effect rather than saving at half rank. Don't shy from getting into a fight, as you're more resistant to exotic effects than most.

:arrow: The Benefit and Connected represent your government links, letting you gain access to restricted data, and call in favours from people within the government for specialist equipment and personnel.

Customisation:

:arrow: Of course, this build is based off the super soldier, Captain America. But what happens if you diverge from this mould? The answer: different superpowers. How about lowering your physical abilities, and making it up with a bionic arm? Perhaps you're closer to a Costumed Detective with a shield? Hell, maybe you don't have a shield, maybe you've got something like a sword, or a staff. The sky's the limit.

:arrow: Bear in mind that, if your Strength increases or decreases, you need the Mighty ranks on a Blast power to equal your Strength bonus to apply your full Strength bonus to the DC. This could save points within the shield if you lower Strength, or require you to buy more if you upgrade your physical attributes until they're outright superhuman.

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Speedster

Comics examples: The Flash, Quicksilver

PC examples: Dynamo, Zephyr

the_flash_movie_poster.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness

Description: A hundred people saved in seconds. Bombs disarmed when the counter's already hit zero. Enemies dispatched before they can see what coming. You're fast, you're dangerous, and the world isn't able to keep up with you.

Complications:

I'M SO HUNGRY! Many speedsters have insane metabolisms, needing to eat huge amounts of food in one sitting, especially if they've used their powers lately.

Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +2/+18

Attack: +4/+8, +12 super-speed attacks

Grapple: +6/+10

Defense: +4/+12 (+4 Base, +8 Enhanced Dodge Focus), +2 Flat-Footed

Knockback: -1/-3 when not flat-footed

Saving Throws: 5 + 3 + 7 = 15PP

Toughness: +2/+6 (+2 Con, +4 Enhanced Defensive Roll)

Fortitude: +7 (+2 Con, +5)

Reflex: +5/+12 (+2 Dex, +3, +8 Enhanced Reflex)

Will: +7 (+0 Wis, +5)

Skills: 44R = 11PP

Bluff 8 (+10)

Gather Information 8 (+10)

Notice 10 (+10)

Search 10 (+10)

Sense Motive 8 (+8)

Feats: 6PP

Beginner's Luck

Luck 2

Taunt

Teamwork 2

Powers: 2 + 3 + 12 + 27 + 8 + 23 + 8 + 3 = 86PP

Quickness 2 (x5 speed) [2PP] (super-speed)

Speed 2 (25', 250' per round, Power Feats: Moving Feint) [3PP] (super-speed)

Super-Speed Power Reserve 6 (12pp reserve; Quickness [up to 12 (x10,000 speed)] or Speed [up to 12 (50,000MPH or 500,000' per round]) [12PP] (super-speed)

So Fast It's Awesome Array 12.5 (25pp array, Power Feats: 2 Alternate Powers) [27PP] (super-speed)

  • Base Power: Strike 6 (lightning fast fists, Extras: Autofire 2 [8], Feats: Accurate 2, Mighty) [25PP]
    Alternate Power: Strike 6 (beat up a gang, Extras: Selective Attack [8], Targetted Area - Burst [8], Feats: Accurate 2, Mighty) [25PP]
    Alternate Power: Stun 8 (mini sonic boom, Feats: Accurate 2) [18PP]

Enhanced Attack 4 [8PP] (super-speed)

Enhanced Feats 23 (Accurate Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Improved Initiative 4, Instant Up, Move-By Action, Quick Change, Power Attack, Ultimate Save [Reflex]) [20PP] (super-speed)

Enhanced Reflex Save 8 [5PP] (super-speed)

Super-Movement 3 (water-running, wall-crawling, Flaws: Limited to while moving) [3PP]

DC Block:


ATTACK              RANGE     SAVE                         EFFECT

Unarmed             Touch     DC 17 Toughness (Staged)     Damage

Super-Speed Strike  Touch     DC 23 Toughness (Staged)     Autofire Damage

Area Strike         Touch     DC 23 Toughness (Staged)     Damage

Stun                Touch     DC 18 Fortitude (Staged)     Dazed/Stunned/Unconscious

Abilities (16) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (6) + Powers (86) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: Firstly, the most important thing of all: how fast can you go? The answer: it depends. By default, your Speed and Quickness go to 2 ranks. However, you also possess a 12pp Power Reserve (from Ultimate Power). As a free action each round, you can assign any number of pp to each of the powers, which due to them being 1pp/rank, raises the ranks. So, at any given time you'll have Quickness 2/Speed 2, but with the Power Reserve can increase that to Quickness 14/Speed 2, or Quickness 2/Speed 14, or Quickness 8/Speed 8.

:arrow: Yes, using Move-By Action and a high Speed rank makes it hard to hit you, and no, you're nowhere near the first to think of it. Watch out for people using the Ready action to make with the punching when you run past.

:arrow: Quickness is insanely useful. If you can get an action's time down past a second or so (which isn't too hard at 10,000 times the speed), you can do it as a Free action. Even when taking 20, and this is a phenomenally powerful trait, letting you take 20 on Notice checks, search whole regions in a heartbeat, and so on, and so forth. Experiment with how the maths works out, and you'll find many potential uses for it. An example of this is searching the whole planet for something. As this is 9 steps up the range progression table, it moves 9 times up the time progression table, to a 3 month period. But with your x50,00 speed from Quickness 14, this speed drops to a mere slightly over 2 minutes. To research the planet. Without taking 20.

:arrow: You have got a lot of Enhanced Attack, Feats and Saves. Enhanced Attack reflects you moving too fast to dodge, Enhanced Reflex is dodging out of way due to super-fast reflexes, and, of note, Enhanced Accurate and Power Attacks represent you being fast enough to aim blows with greater accuracy, or move faster for greater force. Ultimate Reflex Save lets you spend a Hero Point on your speed to effortlessly dodge things like Area attacks and Snares. And with Evasion 2, you suffer no effect against Areas if you pass the Reflex save, and only suffer half the effect if you fail the save.

:arrow: Moving Feint (from Ultimate Power) is awesome. Spend a move action on Speed, a standard action feinting, and use twice your Speed rank instead of Bluff when feinting. At which point you can run in the next round and punch them into submission with Autofire and Power Attack.

:arrow: The Autofire on the Strike deserves special attention. By default, Autofire deals +1 DC for each 2 points you exceed the target's Defence, to a maximum of +5, or half of the base attack's DC, whichever is lower. (since the Autofire 2 has [8] suffixed, that states that the extra has been bought for the Strength modifer too, and thus, the Strike counts as rank 8, i.e. maximum +4 damage) For Autofire 2, you can choose to have the interval either increase to +1 DC per 1 point your attack roll exceeds the target's Defence, OR have the maximum additional DC go up to either +10, or the base attack's entire DC. Autofire 3 grants you both of these benefits. This build chooses the first option, and thus the Autofire 2 Strike can only give +4 additional DC to the attack, but you gain +1 DC for each 1 you hit by and thus only need to exceed the opponent's Defence by 4 to get the maximum DC.

:arrow: Power-stunt off your speed array. Nauseate (spinning them around at super-speed), Air Control (spinning your arms for whirlwinds) or even Insubstantial (vibrating your molecules through solid objects).

Customisation:

:arrow: The most obvious customisation is to not have super-speed, but rather, time control. This can take the form of simply a descriptor swap, Affects Others to let others into your altered perception, Immunities to Temporal Effects, Paralyze (time stop), and so on, and so forth.

:arrow: Perhaps super-speed isn't your only power. Perhaps you can generate lightning (like a dynamo), fire (from heat friction), ice (by draining heat energy to fuel your own speed) or even air ("you're swift as the wind"?).

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Battlesuit - PL 7 version

Comics examples: Iron Man, War Machine, Steel

PC examples: Ironclad, Malice (villainous NPC)

350px-Steel_(John_Henry_Irons).jpg

The notes, complications and customisation options are pretty much the same as the PL 10 version.

Power Level: 7 (105/105PP)

Trade-Offs: -0 Attack / +0 Damage, -2 Defense / +2 Toughness

Abilities: 0 + 0 + 2 + 8 + 0 + 0 = 10PP

Strength 10/25 (+0/+7)

Dexterity 10 (+0)

Constitution 12 (+1)

Intelligence 18 (+4)

Wisdom 10 (+0)

Charisma 10 (+0)

Combat: 10 + 8 = 18PP

Initiative: +0

Attack: +5, +7 melee while in suit, +7 with blasters

Grapple: +5, +12 while in suit, plus +0-+4 from Dynamically Arrayed Super-Strength.

Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed

Knockback: -0, -8 while in suit

Saving Throws: 4 + 2 + 5 = 11PP

Toughness: +1/+9 (+1 Con, +8 Protection [impervious 7])

Fortitude: +5 (+1 Con, +4)

Reflex: +2 (+0 Dex, +2)

Will: +6 (+1 Wis, +5)

Skills: 40R = 10PP

Computers 6 (+10, Skill Mastery)

Craft [Electronic] 6 (+10, Skill Mastery)

Craft [Mechanical] 6 (+10)

Disable Device 6 (+10, Skill Mastery)

Knowledge [Technology] 6 (+10, Skill Mastery)

Notice 5 (+5)

Sense Motive 5 (+5)

Feats: 5PP

Benefit (Wealth 1)

Dodge Focus 1

Inventor

Luck

Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology])

Powers: 56PP

Device 14 (Battlesuit, Flaws: Hard to Lose, gives 70 device pp) [56PP] (all powers have technological descriptor)

  • Base Power:: Blast 7 (laser blasters, Feats: Accurate, 1 Alternate Power) [16PP] (technology, lasers!!!)
    Alternate Power: Enhanced Strength 15 (servo-motors) [15PP] (technology)

Communication 5 (radio, 5 mile radius) [5PP] (technology, radio)

Enhanced Feats 5 (targeting system; Accurate Attack, Attack Focus [melee] 2, Improved Aim, Power Attack)

  • Base Power:: Flight 4 (rocket boots, 250 MPH / 250' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [11PP] (technology)
    Dynamic Alternate Power: Super-Strength 4 (servo-motors, maximum heavy load: 6 tons) [8PP] (technology)

Immunity 9 (life support) [9PP] (technology)

Protection 8 (metal plating, Extras: Impervious 7) [15PP] (technology)

Super-Senses 9 ( Blindsight [radio; Extended], Direction Sense, Distance Sense, Radio, Time Sense) [9PP] (technology)

Drawbacks: 4PP

Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP]

DC Block:


ATTACK                     RANGE     SAVE                         EFFECT

Unarmed [without suit]     Touch     DC 15 Toughness (Staged)     Damage

Blast 7 [lasers]           Range     DC 22 Toughness (Staged)     Damage

Unarmed [in suit]          Touch     DC 22 Toughness (Staged)     Damage

Abilities (10) + Combat (18) + Saving Throws (11) + Skills (10) + Feats (5) + Powers (56) - Drawbacks (-4) = 105 Power Points

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Mystic

Comics examples: Doctor Fate, Doctor Strange, Zatanna

PC examples: Equinox, Phantom

DrStrangeLookUp.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness

Description: You have gazed upon the faces of a hundred gods, a thousand demons and a million ghosts. You have walked across the fire planes of Dis, the blasted ruins of After-Earth, and the desolate depression of Wal-Mart at 2AM. Your spells can shatter armies, and your will is second-to-none. You aren't just a magician. You are magic.

Complications:

A mystic may have made enemies in his careless youth, revealing his True Name to demons, or pissing off the Fae Courts. This will probably come back to bite them. Possibly in Wal-Mart at 2AM.

Abilities: 0 + 0 + 0 + 10 + 6 + 6 = 22PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 10 (+0)

Intelligence 20 (+5)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4, +8 magical attacks

Grapple: +4

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -0, -12 w/ Force Field

Saving Throws: 6 + 6 + 9 = 21PP

Toughness: +0/+14 (+0 Con, +14 Force Field [impervious 10])

Fortitude: +6 (+0 Con, +6)

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

Will: +12 (+3 Wis, +9)

Skills: 72R = 18PP

Concentration 12 (+15)

Intimidate 9 (+12)

Knowledge [Arcane] 15 (+20, Skill Mastery)

Knowledge [Theology and Philosophy] 5 (+10)

Language 2 (English [native], Greek, Latin)

Notice 7 (+10, Skill Mastery)

Search 10 (+15, Skill Mastery)

Sense Motive 12 (+15, Skill Mastery)

Feats: 11PP

Dodge Focus 2

Improved Initiative 1

Luck 3

Ritualist

Trance

Skill Mastery (Knowledge [Arcane], Notice, Search, Sense Motive)

Ultimate Save (Will)

Ultimate Skill (Knowledge [Arcane])

Powers: 29 + 6 + 25 + 5 = 65PP

Magic Array 13 (26pp array, Power Feats 3 Alternate Powers) [29PP]

  • Base Power: Blast 12 (mystic blasts, Power Feats: Accurate 2) [26PP]
    Alternate Power: ESP 6 (20 miles; visual and auditory senses, Extras: Duration - Sustained) [24PP]
    Alternate Power: Snare 12 (mystic bond, Power Feats: Accurate 2) [26PP]
    Alternate Power: Teleport 6 (mystic gateway, range: 20 miles, Extras: Portal, Power Feats: Change Velocity, Easy) [26P]

Flight 3 (mystic flight, 50' / 500' per round) [6PP]

Force Field 14 (mystic wards, Extras: Impervious 10, Power Feats: 1 Alternate Power) [25PP]

Alternate Power: Insubstantial 4 (spectral form) and Super-Senses 4 (X-ray vision) [24PP]

Super-Senses 5 (Magical awareness [mental; Acute, radius, ranged, extended]) [5PP]

Drawbacks: PP

Power Loss (Magic, Flight and Force Field, when unable to speak or gesture to cast spells, common, moderate, -3pp)

DC Block:

ATTACK      RANGE     SAVE                         EFFECT

Unarmed     Touch     DC 15 Toughness (Staged)     Damage

Blast       Range     DC 27 Toughness (Staged)     Damage

Snare       Range     DC 22 Reflex (Staged)        Ensnared/Helpless

Abilities (22) + Combat (16) + Saving Throws (21) + Skills (18) + Feats (11) + Powers (65) - Drawbacks (-3) = 150 Power Points

Notes:

:arrow: You are playing the most power stunt friendly archetype there is, hence why you have a 26pp array and Luck 3. You need a spell, you can power stunt it, just don't get too wide-ranging. Your spells should still follow a theme. This build is deliberately bare-bones in this regard, in order to allow you to use your own theme. And remember, Fatigue gives -2 Strength and Dexterity (you don't use them) and only -1 Attack and Defence. It does not hurt you that much, don't be afraid to take it from Extra Effort.

:arrow: Unfortunately, power comes at a price. Should you be caught without your Force Field, you are exceptionally vulnerable despite your magical might. However, despite this, to use your Insubstantial power and walk through walls, you must lower it, making yourself incredibly vulnerable to opponents without Affects Insubstantial. In addition, without Affects Corporeal, your spells can't affect them!

:arrow: Ritualist allows you to whip up spells on special occasions. You'll not use it often, but it may well prove useful.

:arrow: Your Will is second only to Psychics. With a +12 bonus, and Ultimate Save (Will) for special occasions, you are damn near indomitable. You also have a decent Knowledge base in Arcana and in Theology, with the former possessing ultimate Skill for those really obscure arcane facts.

Customisation:

:arrow: The most obvious thing is swap out the array slots for other powers, to represent different spells. But I will say this: I do NOT buy into magic as a do-anything descriptor, you should pick a magical theme and stick to it. This build is the sterotypical comic-book mage, with glowy sigils and blasts, but not so much with the natural powers. A druid-like mage could have Snare (Extras: Area, Flaws: Medium), i.e. Plant Control, for example. An elementalist could have elemental blasts, and various element-related powers (look in Ultimate Power's Chapter 3 for suggested Alternate powers of Air/Earth/Fire/Water control). Remember, all the different Controls are just Perception Telekinesis limited to one element, so for Element Control just take unflawed Telekinesis. AA has done a nice build of a Druid here.

:arrow: It's worth noting that this archetype is for spellcasters, not people with magic descriptors. For example, Captain Marvel is a Paragon, not a Mystic.

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And now for something completely different...

Geckogirl

Power Level: 8 (120/120PP)

Trade-Offs: +1 Damage / -1 Attack (melee)

In Brief: Gadgeteer Genius daughter of Geckoman and Spellbound

Alternate Identities: Cassandra "Cassie" Kenzie

Identity: Secret

Birthplace: Freedom City

Occupation: Claremont Student

Affiliations: YF-2

Family: Chris Kenzie (Geckoman, father), Liz Lawlett (Spellbound, mother)

Age: 18 (DoB: December 21st, 2015) assumes thread set in September 2034

Gender: Female

Ethnicity: Caucasian

Height: 5'6''

Weight: 140 lbs

Eyes: Green

Hair: Brown

Description: Cassie Kenzie is a chipper, upbeat girl, favoring brightly colored t-shirts and blue jeans. A smile is never far from her face, and she walks with a graceful spring in her step. She wears rather outdated (for the 2030s) square-rimmed nerd glasses, and has her hair tied back in a ponytail.

As Geckogirl, her nanofibre suit expands to cover most of her body. Green metallic scales form a jumpsuit across her torso and limbs; along with yellow gloves, the palms and finger-tips adorned with small chrome studs to use her wall-crawling and electrical blasts. The chest of the suit has a large raised yellow G, much more stylised than her father's iteration of it. The mask is quite plain, covering all but her mouth and ponytail. The eyeholes are covered by a strong, orange one-way mirror to stop people seeing her eyes while simultaneously letting her see out.

History: After some considerable complications due to the Gecko serum in Chris Kenzie's veins being passed to her, Cassie Kenzie was born by Caesarean just before Christmas of 2015. Seemingly inheriting her father's good-naturedness, she laughed and giggled through a childhood of her parents desperately trying to conceal the fact their daughter could wall-crawl.

As she matured into a young woman, it became apparent that two things had happened. Firstly, she hadn't inherited nearly all of her father's powers. She couldn't climb walls nearly so quickly, healed much slower than him although still quite rapidly for a human, and simply lacked most of his sensory capabilities. However, she also exhibited an intelligence in line with Liz's childhood experiences. A bright child, she took to technology like a duck to water, and was soon making simply but effective gadgets and gizmos in her bedroom. However, at her father's insistence, she was regularly dragged out of her room to participate in sports with other kids, preferring gymnastics to the other sports she was made to try. While initially resenting this perceived forcefulness, she eventually ended up participating in the sport all through to the end of high school.

Going to Claremont, she became part of the second iteration of Young Freedom which had formed, worrying her parents deeply, as they knew what she was getting into. Nonetheless, she prevailed, with the aid of a powerful lightweight armour she'd designed, as strong as steel but as light as leather. It augmented her powers to above and beyond normal human capability, able to lift cars, magnetically fling objects and leap great distances. Outwardly presenting a cheerful front, Cassie nonetheless felt a deep sense on discontent, and uncertainty of what she was meant to do. She enjoyed her life as Geckogirl, liked her friends, but when it came down to it, they were all dating and having fun, and she just didn't feel right about it.

With the support of her friends, she finally admitted that she was homosexual and came out to her parents (who, in their words "once saw a gorilla pooping lightning bolts, lesbians aren't exactly weird or uncomfortable after that"). Feeling much happier in herself now, she has taken a gap year after graduation in order to figure out where to go next.

Personality & Motivation: Even more so than Chris Kenzie, Cassie is prone to hiding unhappiness under a mask of bravado and happy-go-luckiness. Her personal problems were rarely evident to others simply because she didn't act any differently for all the stress bubbling up in her. With those she is comfortable around, Cassie is much more quiet and reserved, still willing to talk, but less liable to brag and show off what she can do.

She is motivated by an upbringing by her parents which strongly epoused "doing the right thing, even if it costs you the world". As such, she is usually self-sacrificing and noble, tempered by the occasional bout of teenage selfishness and jealousy. While she knows it drives them mad, Cassie is also driven by a desire to prove to her parents that their pride in her is well-placed. She wants to be as well thought of as Geckoman, and is willing to work to do it.

Powers & Tactics:

Cassie, without her Geckosuit, lacks any major superpowers beyond minor increases in agility, healing rate and sense of smell. She can also, with effort, climb walls through electrostatic charge but doesn't generate enough to do it quickly or nimbly. As such, she uses her suit to overcome this limitation. In it, she is stronger than a normal human, can leap great distances and shrug off attacks with ease.

In combat, she uses her formidable acrobatic prowess to fool opponents, leaping over them before hammering into them with superhumanly strong punches and kicks. Not afraid to fight dirty, and smart enough to work out how to find advantages over any foe, Cassie is nowhere near as good a martial artist as her father, but is probably a much more savvy combatant.

Complications:

Dependence (parental access to workshop for repairs)

Prejudice (lesbian, minor)

Reputation (famous predecessor)

Struggling (needs more allowance!)

Abilities: 2 + 6 + 2 + 10 + 0 + 6 = 26pp

Str 25/12 (+7/+1)

Dex 18/16 (+4/+3)

Con 12 (+1)

Int 20 (+5)

Wis 10 (+0)

Cha 16 (+3)

Combat: 12 + 8 = 20pp

Initiative: +4/+3

Attack: +6, +7 melee, +8 electro-blasters

Grapple: +8, +14 in suit, +16 with Super-Strength

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

Knockback: -4, -0 outside armour

Saving Throws: 5 + 4 + 4 = 13pp

Toughness: +8/+1 (+1 Con, +7 Protection)

Fortitude: +6 (+1 Con, +5)

Reflex: +8/+7 (+2/+1 Dex, +4)

Will: +4 (+0 Wis, +4)

Skills: 64r = 16pp

Acrobatics 11 (+14/+15, Skill Mastery)

Bluff 7 (+10)

Computers 10 (+15, Skill Mastery)

Craft [Electrical] 10 (+15, Skill Mastery)

Gather Information 7 (+10)

Knowledge [Technology] 10 (+15, Skill Mastery)

Pilot 9 (+12/+13)

Feats: 10PP

Acrobatic Bluff

Attack Focus (melee) 1

Beginner's Luck

Dodge Focus 4

Eidetic Memory

Inventor

Luck 2

Sneak Attack

Skill Mastery (Acrobatics, Computers, Craft [Electronics], Knowledge [Technology])

Powers: 2 + 5 + 2 + 1 + 26 = 36PP

Enhanced Dexterity 2 [2PP] (genetic, mutation)

Regeneration 4 (bruised 1/round, injured 3/minute, Power Feats: Regrowth) [5PP] (genetic, mutation)

Super-Movement 1 (wall-crawling [half-speed, lose Dodge bonus]) [2PP] (genetic, mutation)

Super-Senses 1 (Scent [Acute olfactory]) [1PP] (genetic, mutation)

Device 6 (Geckosuit, Hard to Lose, 35dp of traits, Power Feats: Restricted 2 [Geckoman family]) [26PP] (technological)

Electrical Power Source Array 6.5 (13pp array, Power Feats: 2 Alternate Powers) [15PP]

  • Base Power: Enhanced Strength 13 [13PP] (servo-motors)
    Alternate Power: Blast 6 (Power Feats: Accurate) [13PP] (electro-blasters)
    Alternate Power: Magnetic Control 6 (Heavy load: 800 lbs) [12PP] (magnetic generators)

Enhanced Feat 1 (Quick Change) [1PP]

Enhanced Wall-Crawling 1 (total 2 ranks [full speed, retain Dodge bonus]) [2PP]

Leaping 4 (x25 distance, Power Feats: 1 Alternate Power) [5PP] (leg-servos)

  • Alternate Power: Super-Strength 2 (Heavy load: 520 lbs, 1.5 tons with Enhanced Strength) [4PP] (servo-motors)

Protection 7 [7PP] (nanofibre mesh)

DC Block:

ATTACK                 RANGE     SAVE                        EFFECT

Unarmed                Touch     DC16 Toughness (Staged)     Damage

Unarmed Sneak Attack   Touch     DC18 Toughness (Staged)     Damage

Enhanced Strength      Touch     DC22 Toughness (Staged)     Damage

Enhanced Str Sneak     Touch     DC24 Toughness (Staged)     Damage

Blast                  Range     DC21 Toughness (Staged)     Damage

Blast Sneak Attack     Range     DC23 Toughness (Staged)     Damage

Abilities (26) + Combat (20) + Saving Throws (13) + Skills (16) + Feats (13) + Powers (36) - Drawbacks (0) = 120/120pp

:arrow: Yes, this isn't an archetype, and no, I'm not using my regular format. And, no, it's probably not hugely optimal, but I'm putting it up as an example of building to concept. The whole idea stems from the idea of the future offspring of Geckoman and Spellbound inheriting her father's superpowers, albeit greatly reduced, and her mother's brilliant intellect. Then combining both in the traditional Geckoman technology meets mutation style.

:arrow: She has a power suit. While much less powerful outside of it, she still has a suite of superpowers and lacks Normal Identity. The powers are very much her father's influence, with the usual Gecko-powers of Dexterity, Regeneration and Wall-Crawling. The suit amps these up along with Strength, and a form of the old Gecko electro-zappers. Cassie also has her mother's Magnetic Control. These last three are arrayed, as all run off the same battery in the suit.

:arrow: Skill-wise, she's a normal Gadgeteer Genius, with a high Craft [Electronic] and Knowledge [Technology]. She can use Beginner's Luck and Eidetic Memory for any other skills she needs as well as effectively possessing all Knowledges. In addition, she can feint acrobatically, and needs to do so to hit caps with Sneak Attack.

:arrow: Play-wise, Cassie should play like a mixture of Gadgeteer and Powerhouse. While smart enough to whip up Inventions and power stunts, she's also strong enough in the suit to heft up cars. As such, she should probably fight aggressively, using the house rules to All-Out or Power Attack for 2 at a time, while feinting to Sneak Attack.

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Animal Scientist

Comics examples: Beast (sort of), Ultra-Humanite

PC examples: None

Snowflake+the+Gorilla.jpg

Power Level: 10 (150/150PP)

Trade-Offs: None

Description: Trapped in an animal's body, but with a human's mind, you get the best of both worlds. On the one hand, you're an immensely strong gorilla, able to heft cars and shrug off bullets from huge monkey strength. On the other hand, you're a brilliant genius, smart enough to transfer human minds into the bodies of gorillas.

Complications:

You're a brilliant scientific genius in the body of a damn dirty ape. The whole concept is a Complication.

Abilities: 12 + 4 + 6 + 10 + 2 + 0 = 34PP

Strength 30/22 (+10/+6)

Dexterity 14 (+0)

Constitution 20/16 (+5/+3)

Intelligence 20 (+5)

Wisdom 12 (+1)

Charisma 10 (+0)

Combat: 12 + 12 = 24PP

Initiative: +2

Attack: +5, +10 melee [includes -1 penalty from Growth]

Grapple: +23

Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed

Knockback: -4, -8 including size

Saving Throws: 6 + 4 + 6 = 16PP

Toughness: +10/+8 (+5 Con, +3 Protection, +2 Defensive Roll)

Fortitude: +11 (+5 Con, +6)

Reflex: +6 (+2 Dex, +4)

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

Skills: 120R = 30PP

Climb 14 (+20, Skill Mastery)

Craft [Chemical] 15 (+20, Skill Mastery)

Craft [Electrical] 10 (+15)

Handle Animal 10 (+10)

Intimidate 13 (+13, +15 from size)

Knowledge [Life Sciences] 15 (+20, Skill Mastery)

Knowledge [Physical Sciences 10 (+15)

Knowledge [Technology] 15 (+20, Skill Mastery)

Notice 9 (+10)

Survival 9 (+10)

Feats: 19PP

All-out Attack

Animal Empathy

Attack Focus [melee] 5

Challenge (Accelerated Climb)

Defensive Roll 1

Dodge Focus 5

Inventor

Master Plan

Power Attack

Skill Mastery (Climb, Craft [chemical], Knowledge [life sciences], Knowledge [technology])

Startle

Powers: 2 + 13 + 1 + 3 + 1 + 2 + 5 = 27PP

Comprehend 2 (speak to and understand animals, Flaws: Limited to simians [-1]) [2PP]

Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP]

Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 1.5 tons]

Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP]

Protection 3 (tough hide) [3PP]

Speed 1 (10 MPH, or 105' per round) [1PP]

Super-Movement 1 (swinging) [2PP]

Super-Senses 5 (simian senses; low light vision, scent [Accurate, Acute, Tracking olfactory sense]) [5PP]

DC Block:


ATTACK                     RANGE     SAVE                         EFFECT

Unarmed [without suit]     Touch     DC 16 Toughness (Staged)     Damage

Blast 12 [lasers]          Range     DC 27 Toughness (Staged)     Damage

Unarmed [in suit]          Touch     DC 27 Toughness (Staged)     Damage

Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: Well, this archetype is sadly a jack of all trades, master of none. You're very, very strong, but you're no Powerhouse. You're pretty skilled and intelligent, but a real Gadgeteer would have turned himself back by now. But, hell, who cares, you're a giant ape! Combat should be fairly simple, just charge in, All-out Power Attack, and monkey smash! (Note: some things in this archetype blatantly exaggerate what gorillas can do. The strength is only a slight exaggeration. At best.)

:arrow: You're an inventive genius! While specialising in chemicals and the life sciences, you can also whip up some electronics and the like if needed. But, when it comes down to it, you're not especially flexible in other fields. Mind you, you still have Master Plan, so feel free to think up plans while chewing on a banana.

:arrow: You also have some pretty animalistic skills. You can track by scent, swing from trees, leap great distances, run as fast as a car when you knuckle down to it, and above all, you can climb like the majestic ape you are. With Accelerated Climb and Skill Mastery, you can hit DC 30 easily, letting you move at maximum speed, as a full-round action, up even a ceiling with handholds and no footholds. While it's slippery. Without needing to roll.

:arrow: Note that you can actually talk to humans, since you're not Mute. And you can talk to other gorillas, chimps and orangutans too.

Customisation:

:arrow: Well, who says you have to be an ape? You could be a bear, or a shark with legs, or something more esoteric! Customise the powers as needed.

:arrow: Maybe you've got superpowers beyond being an animal, like cybernetic limbs, or some telepathic ability to control others of your species, and the like. Maybe you're a psychic ape who HATES speedsters!

:arrow: One idea would be that you simply transform into an ape when needed, with the Normal Identity drawback. Perhaps you need special equipment to do so, or a serum. Hell, maybe you need to yell like Tarzan at the top of your lungs.

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Vampire

Comics examples: Blade, the Confessor

PC examples: Avenger

1225777643_9341bba918_o.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +3 Attack / -3 Damage (unarmed), +1 Attack / -1 Damage (bite), +2 Defense / -2 Toughness

Description: You are the terror who stalks the night, the ravenous predator, the dangerous bloodsucking fiend. Only you're not. You only feed when you need to, you don't kill, and you try to harness your vampiric powers to fight crime in Freedom City. You're already dead, why sit back and let other people's lives get ruined?

Complications:

As experience has shown in the past, feeding scenes are boring to write all the time, and otherwise it never comes up. So, this build assumes that the need to suck blood is a Complication, not a drawback.

Abilities: 15 + 10 - 10 + 0 + 4 + 10 = 29PP

Strength 25 (+7)

Dexterity 20 (+5)

Constitution --

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 20 (+5)

Combat: 14 + 16 = 30PP

Initiative: +5

Attack: +7, +11 melee, +13 unarmed

Grapple: +20

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -8, -4 against silver/magic/holy

Saving Throws: 5 + 4 = 9PP

Toughness: +8 (+0 Con, +8 Protection) [impervious 8]

Fortitude: -- (Immune)

Reflex: +10 (+5 Dex, +5)

Will: +6 (+2 Wis, +4)

Skills: 60R = 15PP

Acrobatics 5 (+10)

Bluff 11 (+16, +20 with Attractive, Skill Mastery)

Diplomacy 11 (+16, +20 with Attractive, Skill Mastery)

Gather Information 5 (+10)

Intimidate 10 (+15, Skill Mastery)

Notice 3 (+5)

Stealth 15 (+20, Skill Mastery)

Feats: 14PP

Attack Specialisation (unarmed)

Attack Focus (melee) 4

Attractive

Dodge Focus 4

Hide In Plain Sight

Luck

Skill Mastery (Bluff, Diplomacy, Intimidate, Stealth)

Startle

Powers: 11 + 30 + 4 + 8 + 4 + 3 = 60PP

Amazing Undead Powers Array 5 (10pp array, Power Feats: 1 Alternate Power) [11PP] (vampiric)

  • Base Power: Strike 2 (fangs, Extras: Vampiric 9 [+1], Flaws: Requires Grapple [-1]) [10PP]
    Alternate Power: Insubstantial 2 (gaseous form) Linked to Flight 1 (10 MPH, Power Feats: Subtle) (Drawbacks: Not in sunlight [-2]) [10PP]

Immunity 30 (Fortitude effects) [30PP] (vampiric)

Impervious Toughness 8 (Flaws: Limited against silver, holy and magic attacks [-1]) [4PP] (vampiric)

Protection 8 [8PP] (vampiric)

Super-Strength 2 (Heavy load: 1.5 tons) [4PP] (vampiric)

Vampire Movement Array 2 (4pp array, Power Feats: 1 Alternate Powers, Drawbacks: Not in daylight [-2]) [3PP] (vampiric)

  • Base Power: Super-Movement 2 (wall-crawling 2) [4PP]
    Alternate Power: Speed 2 (25MPH, or 250' per round) and Leaping 2 (x5 distance) [4PP]

Drawbacks: -7PP

Vulnerability (Silver, Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2pp]

Vulnerability (vs. Holy; Frequency: Uncommon, Intensity: Moderate [x.15 DC]) [-2pp]

Weakness (Holy Symbols, dazed for one round by losing an opposed Charisma check; Frequency: Common, Intensity: Moderate) [-3pp]

DC Block:


ATTACK      RANGE     SAVE                         EFFECT

Unarmed     Touch     DC 22 Toughness (Staged)     Damage

Fang        Touch     DC 24 Toughness (Staged)     Damage, Vampiric

Abilities (29) + Combat (30) + Saving Throws (9) + Skills (15) + Feats (14) + Powers (60) - Drawbacks (7) = 150 Power Points

Notes:

:arrow: Firstly, it's worth noting that you're a jack of all trades, master of only a couple. You're strong, but not the strongest. you're fast, but far from the fastest. But you're incredibly, incredibly charming, and when you want to hide... you do it. With Hide in Plain Sight, you can just fade into the shadows like the horrible creature of the night you are.

:arrow: Use Startle to feint people with your terrifying undead nature, possibly taking -5 to do it as a move action. Alternately, use Bluff, since against those Attracted to you it's a much higher bonus. Then Power Attack then with vampire strength!

:arrow: Note that, while you meet caps still in daylight, you lose some options. you can't turn into gas and fly, you can't heal yourself with fangs, and you can't run and jump much greater distances.

Customisation:

:arrow: There are a million varieties of vampire, and this is only my take on it. Really, I could be here for days listing the different ways to do it, but let's run down some of the basic variations.

:arrow: For starters, the very basic one: this isn't actually invisible to machinery or mirrors. Perhaps you could make it a Complication that you're a little blurry, but by default, you're not. Concealment 4 (all visual senses, Extras: Continuous [+1], Flaws: Machinery Only [-1], Permanent [-1]) is a mere 4pp.

:arrow: Your main array is quite small. Perhaps you're not so charming, but instead have vampire hypnosis? Perhaps you're really fast, and add the Autofire extra to unarmed attacks? Heck, maybe you can summon up swarms of bats (Obscure), become completely invisible to all (Concealment) or even teleport through shadows!

:arrow: Something to think upon is drawbacks. Maybe you're more resistant to holy attacks, but weak to fire? Perhaps holy symbols don't slow you down, but garlic makes you retch?

:arrow: One variant is a living vampire, or even a dhampyr like Blade. You probably keep all your vampire powers, but with fewer weaknesses, and you're alive so no Immunity to Fortitude, but a decent Constitution score.

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Sharpshooter

Comics examples: Arsenal, Green Arrow, Hawkeye

PC examples: Arrowhawk, Colt

greenarrow1.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +4 Attack / -4 Damage (ranged), +4 Defense / -4 Toughness

Description: The fly creeps along the corner of the counter. Slowly, ponderously, it walks silently through the pitch black room, wings buzzing on its back. It suddenly feels pain, and keeps crawling along the counter top.

It stops when it realises its wings have been shot off.

Complications:

MnM isn't granular enough to model ammunition. Nonetheless, there may come a point where, for story reasons, you're out of ammo, and thus net a Hero Point.

Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP

Strength 16 (+3)

Dexterity 22 (+6)

Constitution 14 (+2)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 14 (+2)

Combat: 20 + 16 = 36PP

Initiative: +10

Attack: +10, +16 with bow

Grapple: +13

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -2/-1 flat-footed, -3/-2 with costume

Saving Throws: 4 + 6 + 5 = 15PP

Toughness: +4/+6 (+2 Con, +2 costume, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +4)

Reflex: +12 (+6 Dex, +6)

Will: +8 (+3 Wis, +5)

Skills: 108R = 27PP

Acrobatics 14 (+20, Skill Mastery)

Bluff 8 (+10)

Climb 7 (+10)

Escape Artist 4 (+10)

Gather Information 13 (+15)

Intimidate 8 (+10)

Knowledge (streetwise) 12 (+15, Skill Mastery)

Knowledge (tactics) 7 (+10)

Notice 14 (+17, Skill Mastery)

Search 7 (+10)

Stealth 14 (+20, Skill Mastery)

Feats: 22PP

Attack Specialisation (bow) 3

Defensive Roll 1

Dodge Focus 6

Equipment 1

Evasion

Improved Initiative

Jack of all Trades

Luck 2

Master Plan 2

Power Attack

Quick Draw

Skill Mastery (Acrobatics, Knowledge [streetwise], Notice, Stealth)

Well-Informed

Costume: Protection 2 (Power Feats: Subtle) [3PP]

Grappling gun: Super-Movement 1 (swinging) [2EP]

Powers: 12PP

Device 4 (Easy to Lose; 20pp of traits) [12PP]

  • Trick Arrow Array 8 (16pp array, Power Feats: 4 Alternate Powers) [20PP]
    Base Power: Blast 3 (Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [13PP] (piercing, blunt or bladed arrows)
    Alternate Power: Blast 3 (Extras: Autofire 6 [+1], Flaws: Action - Full [-1], Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [16PP]
    Alternate Power: Dazzle 6 (visual sense) [12PP]
    Alternate Power: Obscure 8 (visual, 1000' radius, Extras: Independent [+0]) [16PP]
    Alternate Power: Snare 6 (Power Feats: Obscures Sense 2 [visual, auditory]) [14PP]

DC Block:

ATTACK        RANGE     SAVE                         EFFECT

Unarmed       Touch     DC 18 Toughness (Staged)     Damage

Arrows        Ranged    DC 21 Toughness (Staged)     Damage

Rapid Arrows  Ranged    DC 21 Toughness (Staged)     Damage, Autofire

Dazzle        Ranged    DC 16 Reflex/Fortitude       Blinded

Snare         Ranged    DC 16 Reflex (Staged)        Entangled/Helpless

Abilities (38) + Combat (36) + Saving Throws (15) + Skills (27) + Feats (22) + Powers (12) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: It's worth noting that I do enjoy me some Sharpshooters, and play one myself. Hurrah!

:arrow: Firstly, you've got a big, flexible array to stunt off of. Paralyze (nerve toxins), Fatigue (sleep gas) and even Nullify (EMP arrow) are all possibilities. Use this flexibility in conjuction with power stunts to have the arrow you need, when you need it.

:arrow: Difference between D&D and MnM? Feints apply to ranged attack. Use Acrobatic Bluff to render people flat-footed enough to take a shot with full Power Attack. You won't regret it.

:arrow: Also remember, you can use Knowledge [Tactics] for elaborate master plans. You're a skilled warrior, not just in straight-up fighting, but in tactics, and in stealth to boot. You don't need to run in all arrows blazing, and probably will regret doing so when you do.

Customisation:

:arrow: The first, and most obvious one: rifle and trick bullets, not bow and trick arrows. You'd need to ditch the Mighty and replace it with straight-up Blast, but other than that, the wonders of comic super-science make it an easy enough swap.

:arrow: Different trick arrows and bullets can change how a character acts. The trick archer with Paralyzes and Fatigues will be more of a debuffer, whereas the one with Blasts and Drains is more of an aggressive attacker.

:arrow: Change around the skills and feats, especially the Acrobatics. Perhaps your sharpshooter is less of an acrobatic athlete, and prefers to Taunt his foes, or Intimidate them. Maybe he lacks much tactical acumen, to be replaced with better social skills.

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Hayley the Raccoon

raccoon-face_9700.jpg

Power Level: 3 (45PP/Minion 3)

Abilities: 0 + 6 + 2 - 4 + 2 - 2 = 4PP

Strength 6 (-2) [Inc. -4 from Shrinking]

Dexterity 16 (+3)

Constitution 12 (+1)

Intelligence 6 (-2)

Wisdom 12 (+1)

Charisma 8 (-1)

Combat: 4 + 6 = 10PP

Initiative: +3

Attack: +3 [inc. +1 from Shrinking]

Grapple: -3

Defense: +4 (+3 Base, +0 Dodge Focus, +1 Shrinking), +2 Flat-Footed

Knockback: -0

Saving Throws: 3 + 2 + 3 = 8PP

Toughness: +2 (+1 Con, +1 Protection)

Fortitude: +4 (+1 Con, +3)

Reflex: +5 (+3 Dex, +2)

Will: +4 (+1 Wis, +3)

Skills: 36R = 9PP

Climb 7 (+10, Skill Mastery)

Disable Device 7 (+10, Skill Mastery)

Language 1 (English, native: Raccoon)

Notice 7 (+8, Skill Mastery)

Stealth 8 (+15, Skill Mastery)

Survival 4 (+5)

Swim 7 (+5)

Feats: 4PP

Agile Climber

Benefit (Dexterity to Disable Device)

Improvised Tools [claw lockpicks]

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

Powers: 6 + 1 + 1 + 5 = 13PP

Shrinking 4 (Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness) [6PP]

+1 Attack/Defence, -4 Grapple, +4 Stealth, -2 Intimidate, 3/4 carrying capacity, 20' movement

Protection 1 (tough little bugger) [1PP]

Strike 1 (claws & fangs) [1PP]

Super Senses 5 (Communication link [mental; with Equinox], low light vision, scent [olfactory sense; Acute, tracking], magic awareness [olfactory]) [5PP]

Drawbacks: 3PP

Mute ( Frequency: very common, Intensity: minor) [-3PP]

DC Block:


ATTACK     RANGE     SAVE                         EFFECT

Strike     Touch     DC 16 Toughness (Staged)     Damage

Abilities (4) + Combat (10) + Saving Throws (0) + Skills (9) + Feats (4) + Powers (13) - Drawbacks (3) = 45 Power Points

Notes:

This is Equinox's upcoming familiar, Hayley the raccoon. As she is partly magical, she gets a few extra benefits over your average raccoon. Like the ability to smell magic, communicate telepathically with her owner, and eat all the food in the house. The last possibly isn't a magical power.

Her only real problem is that, well, she's a couple of feet long, about 20 lbs, and her owner is a very powerful witch. In a fight, she's down, so has to basically run way using Stealth, and the fact she's the only one there not spewing lightning bolts and hurling buildings around.

I went under the assumption that, for an animal, you'd need to buy Languages to understand humans perfectly, and not Comprehend to understand your own species perfectly. If I'm wrong, well, I have 1pp left, enough for 'one species' Comprehend.

As Equinox gets more powerful, she'll likely get an upgrade to a low-rank Sidekick. Still no use in a fight, but probably is going to end up tough and fast enough to kill a hellhound.

Important notes:

:arrow: Equinox will need to buy Super-Senses (Communication link) herself for this to work.

:arrow: Unlike the myriad other builds I have, please don't copy this verbatim, since I am planning to use it as something other than a throwaway NPC.

:arrow: A fun little extra to have would be Sensory Link 5 (5 miles, Extras: Does Not Have Additional Save [+1], Simultaneous [+1], Flaws: Limited - only familiar [-3], Power Feats: Subtle) [6PP], arrayed off Equinox's Super-Senses (obviously excluding communication link).

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Hellhound

At his heels pranced three dog-liked creatures, hair- and skin-less, each with teeth like daggers and claws like swords. Every one had four eyes a deeper, more putrid green than the saliva dripping from their jaws, sizzling as it hit the floor underneath them and melted the cheap tiling. Keter reached down and petted one absently, fingers running through the scaly ridges on the back of its head where its ears should be.

flesh.jpg!

Power Level: 8 (90pp/Minion 6)

Abilities: 10 + 10 + 10 - 6 + 6 - 4 = 26PP

Strength 20 (+5)

Dexterity 20 (+5)

Constitution 20 (+5)

Intelligence 4 (-3)

Wisdom 16 (+3)

Charisma 6 (-2)

Combat: 8 + 12 = 20PP

Initiative: +5

Attack: +4, +8 melee

Grapple: +13

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Knockback: -4

Saving Throws: 3 + 2 + 3 = 8PP

Toughness: +8 (+5 Con, +3 Protection)

Fortitude: +8 (+5 Con, +3)

Reflex: +7 (+5 Dex, +2)

Will: +6 (+3 Wis, +3)

Skills: 24R = 6PP

Intimidate 10 (+8)

Notice 7 (+10)

Survival 7 (+10)

Feats: 6PP

Attack Focus (melee) 4

Dodge Focus 2

Powers: 20 + 4 + 3 + 1 + 4 = 32PP

Drain Toughness 8 (acid drool, Extras: Affects Objects [+1]) [16PP] linked to Strike 3 (fangs, Power Feats: Mighty) [4PP] [total 20PP]

Impervious Toughness 8 (Flaws: Limited against silver, magic or holy attacks) [4PP]

Protection 3 [3PP]

Speed 1 (10 MPH] [1PP]

Super-Senses 4 (scent [Olfactory; Acute, Accurate 2, Tracking]) [4PP]

Drawbacks: 4 + 4 = 8PP

Mute (Frequency: very common, Intensity: moderate) [-4PP]

No Hands (Frequency: very common, Intensity: moderate) [-4PP]

DC Block:

ATTACK                RANGE     SAVE                                       EFFECT

Unarmed               Touch     DC 20 Toughness (Staged)                   Damage

Corrosive Bite        Touch     DC 18 Fortitude/DC 23 Toughness (Staged)   Drain Toughness, then Damage

Abilities (26) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (6) + Powers (32) - Drawbacks (8) = 90 Power Points

Notes:

The Hellhound! No, not Kincaid.

OK, I confess. These are pretty much super-Minions which no one would really notice much if you bumped up to full villain status, especially to fight some PL7s. They're nasty buggers. With Impervious 8, don't expect help from cops, soldiers or SWAT teams, they're able to do jack. They can track you by scent. They've got no hands to open doors, but they can just corrode through them. They can run as fast as any PC without a movement power.

And with Int 4, I'd play them as very, very smart wolves. Pack tactics, going after the weaklings, but also being able to use doors, anticipate actions, and just general Jurassic Park style "clever girl" stuff.

And why aren't they Fearless? Because having a scary PC make hellhounds run in terror is a potential awesome moment.

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Swashbuckler

Examples: The Black Knight, Zorro

PC examples: Jack of all Blades

zorro1.jpg

Power Level: 10 (150/150PP)

Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness

Description: En guarde! You're the greatest swordsman in the world, and when you get tired of always winning, who do you fight? Supervillains, that's who! No one can match you in hand to hand combat, and with every crime you foil, you mockingly carve a single letter into a nearby wall. En guarde!

Complications:

"What? No chandeliers!?": This build lacks a grappling gun, or so such, in favour of just buying Swinging, assuming that this man or woman can swing using anything vaguely appropriate in the environment, or at least carries a lasso. Being unable to use this power is a simple Complication.

Abilities: 4 + 12 + 4 + 0 + 4 + 10 = 34PP

Strength 14 (+2)

Dexterity 22 (+6)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 20 (+5)

Combat: 16 + 16 = 32PP

Initiative: +14

Attack: +8, +11 melee, +15 swords

Grapple: +13

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -3/-1 FF

Saving Throws: 6 + 7 + 5 = 18PP

Toughness: +6/+2 (+2 Con, +4 Defensive Roll)

Fortitude: +8 (+2 Con, +6)

Reflex: +12 (+5 Dex, +7)

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

Skills: 104R = 26PP

Acrobatics 14 (+20, Skill Mastery)

Bluff 11 (+16, +20 w/ Attractive, Skill Mastery)

Climb 8 (+10)

Craft (Structural) 10 (+10)

Diplomacy 6 (+11, +15 w/ Attractive, Skill Mastery)

Disguise 5 (+10)

Drive 9 (+15)

Gather Information 10 (+15, Skill Mastery)

Knowledge (Streetwise) 10 (+10)

Language 1 (English, native: Spanish)

Notice 8 (+10)

Sense Motive 8 (+10)

Sleight of Hand 5 (+10)

Stealth 9 (+15)

Feats: 35PP

Acrobatic Bluff

Attack Focus (melee) 3

Attack Specialisation (swords) 2

Attractive 1

Challenge 2 (Improved Acrobatic Bluff, Fast Taunt)

Critical Strike

Defensive Attack

Defensive Roll 2

Distract (Bluff)

Dodge Focus 6

Elusive Target

Evasion

Fearless

Improved Critical (swords) 1 [total 2]

Improved Disarm

Improved Initiative 2

Luck 3

Power Attack

Quick Draw

Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Information)

Takedown Attack 2

Taunt

Uncanny Dodge (Auditory)

Well Informed

Powers:3 + 2 = 5PP

Device 1 (Easy to Lose, 5pp of traits) [3PP] (sword)

Strike 3 (Power Feats: Improved Critical 1 [total 2], Mighty) [5PP]

Super-Movement 1 (swinging) [2PP] (training)

DC Block:

ATTACK     RANGE     SAVE                         EFFECT

Unarmed    Touch     DC 16 Toughness (Staged)     Damage

Sword      Range     DC 27 Toughness (Staged)     Damage

Abilities (34) + Combat (32) + Saving Throws (18) + Skills (26) + Feats (35) + Powers (5) - Drawbacks (0) = 150 Power Points

WILL HAVE NOTES UP ASAP

Notes:

:arrow:

Customisation:

:arrow:

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Street Level Powerhouse

Comics examples: Beast, Luke Cage

PC examples: Cannonade, Wail

tumblr_lg1w70nmgt1qc5ffuo1_500.jpg

Power Level: 10 (150/150PP)

Trade-Offs: -0 Attack / +0 Damage, -0 Defense / +0 Toughness

Description: Sure, you're not as strong, fast or tough as some of your fellow supers. Who cares? You're still stronger, faster and tougher than the average man, and you're going to look after your city. Down on the mean streets, you patrol, shrugging off bullets and fighting those who think they're the top dog. They're not. You're going to make sure of that.

Complications:

This build is obviously based off such black heroes as Luke Cage and Freedom City's own Black Avenger, so... well, sadly, Prejudice would be the obvious Complication, as even a city full of superheroes still has morons amongst its citizens.

Abilities: 10 + 4 + 10 + 4 + 4 + 8 = 40PP

Strength 30/20 (+10/+5)

Dexterity 14 (+2)

Constitution 30/20 (+10/+5)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 18 (+4)

Combat: 12 + 12 = 24PP

Initiative: +2

Attack: +6, +10 melee

Grapple: +15/+24

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5, -10 against physical attacks, -2 w/o powers

Saving Throws: 2 + 3 + 4 = 9PP

Toughness: +5/+10 (+5/+10 Con), Impervious 10 vs physical

Fortitude: +7/+12 (+5/+10 Con, +2)

Reflex: +5 (+2 Dex, +3)

Will: +6 (+2 Wis, +4)

Skills: 52R = 13PP

Diplomacy 6 (+10)

Intimidate 11 (+15, Skill Mastery)

Knowledge (Civics) 3 (+5)

Knowledge (Streetwise) 8 (+10, Skill Mastery)

Notice 8 (+10, Skill Mastery)

Sense Motive 8 (+10, Skill Mastery)

Stealth 8 (+10)

Feats: 18PP

All-out Attack

Attack Focus (melee) 4

Dodge Focus 4

Improved Critical (unarmed) 1

Improved Grapple

Improved Pin

Luck 2

Power Attack

Skill Mastery (Intimidate, Knowledge [streetwise], Notice, Sense Motive)

Startle

Takedown Attack

Powers: 10 + 10 + 5 + 3 + 10 + 8 = 36PP

Enhanced Strength 10 [10PP]

Enhanced Constitution 10 [10PP]

Impervious Toughness 10 (Flaws: Limited to physical damage [-1]) [5PP]

Leaping 2 (x5 distance [100'/50'/25'], Power Feats: 1 Alternate Power) [3PP]

  • Alternate Power: Speed 2 (25 MPH) [2PP]

Regeneration 10 (bruised 1/round, injured 3/round, staggered 2/5 minutes, disabled 4/5 minutes) [10PP]

Super-Strength 4 (Heavy load: 12 tons) [8PP]

DC Block:


    ATTACK      RANGE     SAVE                         EFFECT

    Unarmed     Touch     DC 25 Toughness (Staged)

Abilities (40) + Combat (24) + Saving Throws (9) + Skills (13) + Feats (18) + Powers (46) - Drawbacks (0) = 150 Power Points

Notes:

:arrow: Well, this isn't so much an entirely new archetype as a slight variant on my Powerhouse. You're not as strong, or tough, you can't leap huge distances, and your more mighty peers can hurl you around like a rag doll. In exchange, you can fight smarter, getting a nice broad range of skills, enough Regeneration to be back in action in no time after a fight, and get to be very charismatic.

:arrow: You probably can't go toe to toe with a proper powerhouse, so play it safe. Don't use All-out Attack until they do, you've got +10 Attack. You've got a decent chance of landing a hit anyway. Which means when they expose themselves, you can All out Power Attack with impunity and hopefully knock them about enough that they can't retaliate.

:arrow: Remember, you can talk to people, and you know things. Lying to you and sneaking up on you are jobs for professionals, and you're a scary, scary man. You've got the skills (and with Civics and Streetwise, the Knowledge) to not be just dumb muscle, so use your skills.

Customisation:

:arrow: Well, the obvious option is to make yourself tougher. Buy off the Flaw on Impervious, maybe put 4pp more into Regeneration to get no action Regeneration from bruised/injured. You could also boost up Super-Strength. Higher Toughness and Strength are possible, but then you'll need to drop your Attack and Defence and be a little less "street level".

:arrow: Take more combat feats and be a real brawler. A second rank of Improved Critical will make your punches devastating if you're lucky, Defensive Attack heightens your already impressive staying power, and Accurate Attack means that even against agile foes you can still throw a good couple of strikes in there. Alternately... grapple feats might prove useful, as you can out wrestle most anyone without Super-Strength.

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Troll

I ain't afraid of no goats.

bridge_troll.jpg

Power Level: 10 (126PP)

Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

Abilities: 12 + 2 + 10 - 4 + 2 - 4 = 18PP

Strength 30/22 (+10/+6)

Dexterity 12 (+1)

Constitution 24/20 (+7/+5)

Intelligence 6 (-2)

Wisdom 12 (+1)

Charisma 6 (-2)

Combat: 8 + 12 = 20PP

Initiative: +1

Attack: +3, +7 melee [includes -1 from size]

Grapple: +24

Defense: +7 (+6 Base, +2 Dodge Focus, -1 Size), +2 Flat-Footed

Knockback: -10

Saving Throws: 3 + 4 + 6 = 13PP

Toughness: +13 (+7 Con, +6 Protection)

Fortitude: +10 (+7 Con, +3)

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

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

Skills: 44R = 11PP

Bluff 7 (+5)

Intimidate 15 (+15)

Notice 9 (+10)

Stealth 13 (+10)

Feats: 10PP

Attack Focus (melee) 4

Dodge Focus 2

Improved Grab

Improved Grapple

Improved Pin

Startle

Powers: 13 + 1 + 6 + 6 + 21 + 6 + 4 = 57PP

Growth 4 (Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feats: Innate) [13PP]

+8 Strength, +4 Constitution-1 Attack/Defence, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Strength for lifting capacity

Immunity 1 (suffocation by drowning) [1PP]

Protection 6 (Drawbacks: Noticeable [smelly green hide]; Power Feats: Innate) [6PP]

Regeneration 21 (Bruised 3/no action, Injured 6/no action, Staggered 3/one minute, Disabled 5/one minute, Resurrection 4/one hour; Power Feats: Persistent, Regrowth; Drawbacks: Power Loss [fire, common, minor, -2pp]) [21PP]

Strike 3 (sharp claws, Power Feats: Alternate Power 1, Improved Critical, Mighty) [6PP]

  • AP: Super-Movement 2 (climbing claws; wall crawling 2) [4PP]

Super-Strength 3 (total lifting strength 50; Heavy load: 12 tons) [6PP]

Swimming 3 (10MPH, Power Feats: Environmental Adaptation [underwater]) [4PP]

Drawbacks: 0PP

Vulnerability (effects of the fire descriptor, Frequency: common, Intensity: moderate [x1.5DC]) [3PP]

DC Block:

ATTACK           RANGE     SAVE                           EFFECT

Unarmed          Melee     DC25 Toughness (staged)        Damage

Claw Strike      Melee     DC28 Toughness (staged)        Damage

Abilities (18) + Combat (20) + Saving Throws (13) + Skills (11) + Feats (10) + Powers (57) - Drawbacks (3) = 126 Power Points

Notes:

Big, smelly and mean, I decided to amalgamate D&D trolls and trolls who get beaten up by goats. Making a big, regenerating, aquatic monstrosity. Now, it's "only" PL10, which means for the mystics who'd inevitably get called into deal with it, it's a piece of cake, especially with it's Vulnerability to fire [it's hot and dry! Ewewewewewew!]. However, the beastie can Swim and has Environmental Adaptation, meaning that it's actually faster in water, and unlike the PCs isn't penalised by it at all.

The best way to torture a PC with this monster would be to clamber up onto the bridge with your climbing claws, grapple them, then jump into the river with them and try to drown them. And, unless they've got fire and can get you out of the water to actually use the fire on you without having to perhaps Counter the water effect of the river shielding you... well, you're going to eat well tonight!

I suppose, with a few more pp into feats and skills, it'd make a good PL10 PC too. Maybe you got sick of the stereotypes, and the lurking under bridges, and getting kicked by goats. Maybe you're not a real troll at all, and a mutant damaged by a failed experiment who's fled out into the sewers after seeing what they have become? You might want to make him less dim and unfriendly too. Stupid, surly PCs don't work well, you can usually get by having only one of the two. Maybe have him still be pretty stupid, but a jovial, friendly sort?

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