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Acrobat in Power Armor Iron Arachnid *
Acrobatic Arachnid Agile Teen With a Spider Theme *
Acrobatic Genius Smart Athlete *
Afro-Vulcan Pure Electricity, In His Pants *
Agent Ape Gorilla James Bond *
Agent Green *
Agent P Semi-Aquatic Egg-Laying Mammal of Action *
Agent Tom Thumb Teeny Swordsman
Agent With A Power Ring James Bond in SPAAACE
Alien Agent Dana Scully, Ms. Marvel
Alien Infiltrator Shapeshifting Paragon *
Alien Princess Fiery Star Hero*
Ameoba Eukaryotic Hero*
American Werewolf Patriotic Lycanthrope
Animal Mimic Not Quite Turning Into Beasts*
Animal Shapeshifter Turning Into Beasts
Angel Heaven's Ambassador*
Ape With a Power Ring Simian Ring-Slinger
Aqua-Tornado Water-Bending Aerokineticist*
Archer No Need For A Bow *
Archer With a Power Ring Green Lantern (Arrow)
Armored Ape Chimp In a Power Suit
Armored Costumed Detective Streetwise Protector, Beyond*
Armored Megalomaniac (NPC) TYPHOON*
Armored Patriot Patriotic Battlesuit
Armored Pyromaniac Despot's Child x2
Armored Ruler Ruritarian Head of State In Power Armor*
Armored Sorcerer Science Sorceror Supreme
Armored Vampire Undead Iron Man
Asgardian Archer Godly Oopsie Wielding a Mean Bow
Atlantean Badass Underwater Warrior*
Atlantean Mentalist Underwater Psychic
Atlas of All Blades Grue With a Sword
Avian Hero Bird Controller*
Ball-Jeet Indian Elastic Hero
Barbarian Champion Conan O'Hero
Batman Man of Bats*
Battleaxe German Mystic Terrakinetic Warrior
Battlesuit Genius In a Mini-Mech*
Beacon II Heir to the Legacy of the Light*
Beeling Baby Dragon Bee*
Beast Genius Smarter Than the Average Bear*
Big Science Enormous Paragon Genius
Bionic Hero 70s Cyborg*
Black Hole Hero Deep Dark Pocket*

Black Prince King In His Own Country*
Blind Acrobat Daredevil Hero *
Bogatyr III Russian Knightly Warrior*
Boggan With A Power Ring Bearer Of The One Ring
Bouncy Hero Superball Superhero*
Braincase Full-Body Cyborg*
Brer Rabbit Lapine Trickster of Folklore
Brick Brickerson Two Bricks Stacked Together*
Brick Ninja World's Deadliest Mime*
Brimstone Hero The Devil's PI*
Bulk Unstoppable Force, Immovable Object*
Burning Ghost Possessed Claremont Student
Burnt-Out Hero Cosmic Veteran Hero
Captain Isabella Patriotic Fireside Girl
Calamity Jane Set Your Blood Afire
Canadian Champion Canadian Mystic Legacy Hero*
Captain Wonder Old Young Man Hero*
Carolina Crusader Southern Powerhouse
Cat Burglar Acrobatic Larcenist*
Cat Totem Meow?
Celebrity Hero There Are Millions Who Know His Name...
Centuritron Robotic Legacy Paragon*
Charismatic Magnetic Controller His Personality is... You Know*
Christmas Crusader North Pole Hero*
Clown Hero Jester Champion*
Cold War Relic Communist Captain America *
Color Controller Kicking You With the Rainbow*
Combat Illusionist Bronze Age Army Psychedelic Mentalist
Combat Magician Sleight of Hand Kicks Ass
Comrade Psychonaut Romanian Psychic With A Hat
Copycat Costumed Detective (Robot)*
Costumed Detective Super(Bat)man *
Counterverse Hero Negative Hero*
Crabby Hero Crustacean Sensation*
Crimson Hornet Red Bee Hero *
Cuckoo Foundling Would-Be Despot
Cyborg Illusionist Mind-Tricking Machine-Man
Dark Avenger Shadowy Gunman*
Dark Scarab Scarab With Gravity Power and Plant Aversion*
Death The Grim Reaper*
Demeter World's Prettiest Gardener
Demon Infernal Champion*
Demon With A Power Ring Infernal Ring-Bearer
Devil Brick Wandering Hellion*
Dimensionally-Displaced Armored Paragon Prime Survivor
Doc Metropolis II City Controller*
Dragon Giant Fire-Breathing Lizard With Wings*
Dragonclad Magic Battlesuit*
Dr. Heinz Doofenschmirtz Evil Incorporated!
Dr. Shark A Doctor Who Is Also a Shark
Druid Mystic Embodiment of Nature*
Duplicator Collective Hero*
El Spectro! Lucha Hero*
Electrical Paragon Plugged-in Superman*
Elephant Hero Packs His Own Trunk*
Empty Battlesuit Hollow Hero
Energy Controller Baseball Champion*
Energy-Draining Paragon Rogue Hero*
Exiled Prince Tiny Pyrokinetic Swordsman*
Ex-Supervillain A Bulls-Eye Of A Hero*
Fake God Not the Real Perun
Farsider Hero Flying Telekinetic From The Moon!*
Famine Hungry Horseman
Fear Controller Your Terror Is Real
Femme Fatale She'll Chew You Up*
Feral Canadian Dief The Chief?*
Firefighter Hero Energy-Controlling Fireman*
Flying Brick Strong enough to Fight The Future*
Force Controller Makes Their Own Armor*
Fortunate Hero Powerful Pop Princess*
Four-Leaf Clover More Than Just a Green Thumb*
Friction Controller Gerald Ford With Friction Control, IDEK* 
Frost Giant Jotunheim's Champion
Furion Cosmic New God *
Gaseous Hero Smoky Hero*
Gazer-Beam Petrification Hero *
Genius Bruiser Brains and Brawn*
Ghost Phantom Spectre *
Ghul Shapeshifting Arabian Vampire
Glacia Ice Princess*
Gladiator First Paragon
Goddess Fluffy Cloud Goddess*
God With a Power Ring Loki, Ring Bearer
Golden Age Hero First Generation Paragon*
Golden Hero All That Glitters*
Golden Knight Cosmic Camelot Champion *
Golem Paragon Made From Clay*
Gourmand Hero Matter-Eater*
Gorilla God Great Ape
Grass of All Blades Eden and Mia's Little Brother*
Grim of All Blades Fairie With a Magic Sword
Gravity Controller Falling Fast Again*
Green Sharpshooter Future Cyborg With A Gun *
Griffon Reality-Warping Golden Age Paragon*
Grim Rider Cowboy With Hell Powers *
Gumshoe Pulp Fiction Turned Science Fact
Gun-Toting Mutant From The Future Psychic Powers, Big Gun*
Gun-Toting Mutant Vampire From The Future About As Iron Age as It Gets
Gunner Brave, Doomed Sidekick*
Guy Fawkes Violent Vigilante *
Hanuman Monkey Trickster Demigod*
Hepcat II Beatnik Hero For the Ages*
Heroic Hippie Peace-Loving Illusionist *
Hideous Hero Horrible Shapeshifter
Horus the Avenger Egyptian Divine Powerhouse*
Hulking Blob Hideous Monster*
Hulking Powerhouse Brains, Brawn, and Unstoppable Rage
Ice Vampire Chilly Undead
Icy Genius Chillingly Clever*
Illusionist Magnetic Deciever*
Immortal Undying Hero  *
Impundulu African Vampire
Iron Hand Electric Gloved West German Vigilante
Iron Man The Real Man of Steel*
Invisible Lady Concealed Badass Normal *
Jackal Necromancer Anubis' Champion
Jewel Wasp Creepy Insect Totem*
John Henry Mythic Folk Hero*
Jungle Lord Tarzan(a) *
Kaiju (NPC) Giant Undersea Monster
Kid Cthulu Pseudonatural Hero
Kid Hero Zombie Robin *
Klimpaloon Magical Old-Timey Bathing Suit
Khery-Heb Egyptian Magus-Priest
Lady Liberty Patriotic Paragon
Living Weapon Exploding Hero *
Looney Toon Cartoon Hero *
Luck Controller With A Gun Lucky Great Shot
Lucky Psychic Fortune Favors the Foolish*
Lucky Strike She Makes Her Own Luck*
Lucky Typhoon Lucky Water Controller
Lycanthrope Were-Hero *
Magus of the Starry Host Persian Bronze Age Mystic
Manipulative Psychic Lording It Over The Others
Magmin Lava Princess*
Mako Charismatic Shark Actor*
Martial Artist Ever-Healing Warrior*
Martial Artist With A Power Ring Wildcat Lantern
Master of Disguise Not Quite Who You Were Expecting*
Master Thief Stealing More than Hearts*
Matrix Hero Neo-Futurist Protagonist*
Mayan Infernalist Soviet Champion of Xibalba
Medusa Snakes and Stones May Break Your Bones*
Meta-Grue II Multipowered Alien Shapeshifter*
Microkinetic Small Powers, Big Hero
Midnight IV Midnight Scion*
Midnight Bear Oddly Reassuring*
Midnight Witch Magical Cowl*
Military Fairy Patriotic Troll*
Mimic Material Copycat*
Mind-Taker Mind-Duplicating Hero*
Miniature Vampire Teeny Bloodsucker
Mister Sensitive He Can Hear You Now
Mockingjay Panem's Archer Hero
Motorcycle Daredevil Good Knieval*
Movie Detective Psychic Detective *
Mummy  Undead Egyptian*
Mystery Man The Shadow Knows
Mystic Knight Camelot's Champion
Mythos Hero Lovecraftian Wizard*
Newly-Freed Omegadrone Freed Cyborg *
Nemesis Your Own Worst Enemy*
Nightland Hero The Last Hero Of All*
Nightwitch Soviet Mystic Soldier
Nina al-Darsah Daughter of TYPHOON
Ninja Sneaky Swordsman *
Nocker Battlesuit Cranky Armored Fae
Nuclear Hero Manhattan Warper
Nullifer Stopping Power(s)*
Nullifying Acrobatic Hero Ty Lee, Superhero*
Nungal Iraqi Undead Warrior
Objectivist Vigilante Randian Hero*
Octopus Hero When You Need A Hand And A Hand And A Hand...*
Ocular Hero Blind Eye Beams*
Origami Thief Paper Manipulator*
Omegadrone (NPC) Omega's Minion
Pacifist Monk Tranquil Fury*
Paragon With A Power Ring Golden Age Superman With A Power Ring
Patriotic Hero He Is America, and So Can You *
Patriotic Throwing Master Henry Wallace, Boomerang Specialist
People's Guardian Giant Polish Genius
Patriotic Vampire All-American Undead
Pinball Hero Sure Is A Mean Pinball*
Pint-Size Powerhouse More Punch Per Inch*
Pirate Persuasive Plunderer*
Pixie Cowboy The Tiniest Gunslinger*
Plant Mimic Bloom Where You're Planted
Pooka Totem Teen T-Rex
Portalist Mass Movement Teleporter*
Power Thief Like Stealing Cable From Your Brain*
Powerhouse Shaman Strong Guy With a Medicine Bag
Precog Future-Seeing Mentalist*
President of the United States Hail to the Chief*
Projectile Hero Bullet With Energy Wings*
Protean Paragon A Grue Fairy Tale*
Psionic Vampire Undead Mentalist
Psionic Weather Controller Weatherman Who's Always Right
Psychic Psi-Agent*
Psychic Adventurer Psilent but Deadly*
Psychic Gorilla Mentalist Simian*
Psychic Martial Artist Ninja Mentalist*
Psychic Paragon The Anti-Zephyr
Pugilist Immortal Boxer*
Qedeshot Canaanite Temple Priestess
Radioactive Gadgeteer Zombie Irradiated Bruce Banner
Rapunzel Letting Her Hair Down To Beat You
Red Star Communist Radioactive Hero *
Reality Warper It's a Good Life Hero
Redcap Living Weapon Fae Monster
Respiration Hero Little Pink Vacuum*
Ring-Bearing Paragon Vril Knight*
Robot Blasting Robot
Robot From Beyond *
Robot Martial Artist Robot Fighter
Robot Psychic Mechanical Mentalist
Robotic Policeman Cyborg Cop*
Rock and Roll Hero King of Rock and Roll*
Rock Star If it's Too Loud, You're Too Old* 
Romance Novel Hero Man of a Thousand Covers *
Rooftop Guardian Gargoyle Hero*
Rough Rider Agent Teddy Roosevelt*
Rustbelt Rust Monster Powerhouse
Satanic Spider Demonic Spiderman
Scary Hero Fearful Fighter*
Sceptre Man Star Man *
Screaming Hero Sonic Martial Artist*
Sentient Plant  Tree That Hugs You Back*
Set Puny God*
Sidekick Good Luck Charm*
Sidhe Weapon Master Fae Archer
Shadow Man He Is Very Charismatic*
Skill Mimic Can Do Anything Better Than You*
Sluagh Costumed Adventurer Elongated Batman
Slumberland Hero Little Nemo's Heir*
Sneak Thief Shapeshifting Sneak*
Space Biker Flying Motorcycle-Bound Free Spirit of the Stars*
Space Ranger Armored Space-Going Hero*
Sparrowhawk East German Mystic With A Secret
Speedster Light-Speed Hero*
Spider-Monkey Simian Acrobat
Spinning Hero Like a Record, Baby*
Spy Agent With Tools
Squirrel Hero Implausibly Successful Totem Character
Steel Eagle West German Electrical Bird Hero
Street Avenger Ground-Pounding Powerhouse
Street God Luke Cage With Thor's Hammer
Street-Level Archer Beginning Bowman
Street-Level Gadgeteer Science From The Ground Up
Streetwise Shark Taking a Bite Out Of Crime
Stretchy Guy Elastic Hero *
Summoner Toymaker of Prague*
Supervillain Legacy Glue-Controlling Champion*
Survivor Undead Final Girl
Susquehanna Flyer Only Power Is Flight*
Swarm Nanite Swarm*
Symbiotic Vigilante Punisher With Venom
Tectonic II Shake It Off
Teen Vampire Baby Vampire
Telekinetic Telekinetic Patriot*
Teleporter BAMF *
Terminus Hero Using the Power of Darkness For Good*
Terrakinetic The Greatest Earthbender In The World
Tiny Titan Shrinking Scientist *
Toad Man Giant Amphibian From De Swamp
Tornado Hero Blowing Down Baddies*
Totally Legit Mage He's a FAAAKE
Totem Froggy Princess*
Transmuter Shaper of Things*
Triplicate Hero Three Heads Are Better Than One*
Tronik Hero Electronic Intelligence From Beyond*
Tycoon Hero Luthored Hero*
USAngel Patriotic Presidential Angel
Ultiman Exile Hyborean Castoff*
Ultra Hero Multi-Powered Hero*
Undead Sorceror Lich Supreme*
Utopian Envoy Ambadassador*
Utopian Paragon Flying Ambassador
Vampire  Undead Lord of the Night *
Vampire Ape With A Power Ring Because You Demanded It!
Vampire Atlantean Vampire Shark
Vampire Energy Controller Energy of Deaaaaath
Vampire Infernalist Double-Damned Undead
Vampire Mystic Undead Hermetic
Vampire Necromancer Undead Undead Controller
Vampire Paragon Vampire (Brick) Bat
Vampire Psychic Investigator Bloody Question
Vampire Slayer Abe, not Buffy*
Vampire Sonic Controller Scream Bloody Murder
Vampire Swashbuckler Swords + Fangs
Vampire Thief Cat(Bat)Woman
Vampire Weather Controller Bloodstorm
Vampire With a Power Ring Solomon Sealed In Blood
Vatican Hero Voice-Controlling Cleric*
Velociraptor Hero Dinosaurid Infiltrator*
Venus Flytrap Don't Feed the Plants*
Veteran Speedster Golden Age Flash
Volcano Hero Underground Hero*
Wealthy Giant Rich And Huge
Wealthy Thrillseeker Extreme Adventure Hero *
Well-Meaning International Hero Arabian Swordswoman On A Magic Carpet...Riiiiight*
Wheelchair Mentalist Paralyzed Psychic *
Whip-Wielding Hero Whiplash!
World Devourer The Gorgon
Xenomorph Hero Alien Hybrid
X-Treme Iron Age Badass Gun-Toting Vigilante *
Ymir Ice Giant *
Your Congressman Politician In a Battlesuit *
Zoom Survivor World's Slowest Speedster*
Zorro Swashbuckler *

 

Setting Elements:

Roleplaying Notes:  The Crime League (Part 1)*

Roleplaying Notes:  The Crime League (Part 2)*

Set Piece: Gorilla Island*

Set Piece: New Freedom*

Villainous Superteam: The Fearsome Five*

Villainous Superteam: Space Monkey Mafia*

Roleplaying Notes: Temporal Conqueror*


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

Edited by Electra

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Wealthy Thrill-Seeker

"Wealth is the ability to fully experience life."-Henry David Thoreau

PL: 10 (150)

Abilities: 36 pp

STR 14 (+2)

DEX 18 (+4)

CON 16 (+3)

INT 16 (+3)

WIS 14 (+2)

CHA 18 (+4)

Combat: 32 pp

ATK: +8 (+12 Melee)

DEF: +14 (+4 flat-footed)

Grapple: +14

Init: +8

Saves: (10)

TOU +6 (+3 Con, +3 Costume)

FORT +6 (+3 Con, +3)

REF +7 (+4 Dex, +3)

WILL +6 (+2 Will, +4)

Skills: 21 pp=84 ranks

Acrobatics 6 (+10)

Bluff 11 (+15)

Climb 5 (+7)

Diplomacy 2 (+6)

Gather Info 6 (+10)

Intimidate 11 (+15)

Knowledge: Current Events 7 (+10)

Knowledge: Pop Culture 7 (+10)

Languages 2 (Nepali, Spanish)

Notice 8 (+10)

Search 7 (+10)

Sense Motive 8 (+10)

Stealth 4 (+8)

Feats: 28 pp

Acrobatic Bluff,

All-Out Attack,

Attack Focus: Melee 4,

Benefit: Wealth 3,

Connected,

Contacts,

Defensive Attack,

Dodge Focus 5,

Improved Initiative,

Improved Trick,

Improved Taunt,

Luck 2,

Power Attack,

Redirect,

Set-Up

Taunt,

Ultimate Save (Toughness)

Uncanny Dodge (auditory)

Powers: 23 pp

Device 5 (Costume) (PFs: Indestructible, Restricted 2 (only you)) [23 pp]

Flight 5 (250 MPH) (Flaw: Platform) {5}

Immunity 2 (cold, suffocation [altitude]) {2}

Protection 3 {3}

Strike 6 (PF: Mighty) {7}

Super-Senses 2 (Darkvision) {2}

costs

abilities 36 + combat 32 + saves 10 + skills 21/84 + feats 28 + powers 23 = 150 pts

---

Design Notes:

Who's got two thumbs and fights crime? This guy right here!

The Wealthy Thrillseeker is what Bruce Wayne would be if he lightened up and maybe got a girlfriend or two who didn't die off at the end of the issue, or what Tony Stark would be like if he was a master inventor of new kinds of vodka martinies. He's a stable, well-adjusted person who's into extreme sports, wild adventure, and being a superhero! Johnny Storm without powers is another good model for you. He's confident, powerful, and knows full well that he's most awesome guy in town. Adjust things like skills and languages as necessary; I figure he learned Nepali and Spanish while extreme climbing in the Himalayas and Andes Mountains.

As you might expect from the above description, the Thrillseeker can be annoying to working-class heroes, especially since he has no idea how his gear works and gets it all from money. In this build it's a flying snowboarding suit, but you can rework that however you want. He's media-savvy, so his build probably follows some kind of theme. Note that he's smarter than he looks. He's actually a pretty savvy businessman, as well as a keen player of social networks. Maybe he doesn't know how the lab guys do their thing, but he's a dangerous opponent in the board room or the cocktail party. I didn't put in Attractive: this guy should be likable (or not) even if you're not into his snowbunny ways. Does he have a secret ID? He really could go either way on that: he could be proud of his public image as a hero, or maybe trying to do good in secret for the sake of his own conscience while hiding in plain sight.

For a story-telling hook, maybe this is the kid of your local Tony Stark, using the gear made by a parent having inherited their company, trying to live up to the impossible image of an absent parent. Or the kid of the local Lex Luthor, who has no idea where Dad gets all this money! This is sometimes a tough archetype to make sympathetic, but I think it can be made to work. It's ultimately a story about discovering responsibility and about making yourself a better person than you once were. That's very much a heroic story, at least in my mind. Remember, you're discovering the joys of making a life for yourself that really matters, one that's bigger and better than the empty world of parties and charity events that you used to live in. (That said, there's nothing saying you can't still enjoy those things! This archetype should be anything but dour.)

Possible Character Names:

Black Diamond, Racer-X, Daredevil

Freedom City Story Hooks

People You Might Know:

    [*:2qv4yfa1]Henry Allard, media mogul, richest man in Freedom City and by all accounts nice guy.
    [*:2qv4yfa1]Angela Beaudrie, matriarch of the powerful Beaudrie clan and high society lady extraordinaire.
    [*:2qv4yfa1]Jonathan Grant, head of high-tech holding company Grant Conglomerates and mad scientist.
    [*:2qv4yfa1]Callie Summers, party-girl heir to the Summers old-money fortune and legendary vigilante and heroine Raven II
    [*:2qv4yfa1]Constantine Urallos, head of international holding company Delphic Industries and Hades cultist

Businesses You Might Own Shares Of:

    [*:2qv4yfa1]Atlantis Casino: Not affiliated with or authorized by the Kingdom of Atlantis
    [*:2qv4yfa1]DeCosta Construction: Not every Italian-American construction company in New Jersey is mobbed up! (...hopefully...)
    [*:2qv4yfa1]Eastern Seaboard Bank: Why do people keep robbing this place?
    [*:2qv4yfa1]Freedom City Blades: Go hockey!
    [*:2qv4yfa1]The Daily Herald: Freedom City's conservative, hero-skeptic newspaper

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Vampire

"Time to take a bite out of crime!"

PL: 10 (150)

Abilities: 32 pp

STR 26 (+8)

DEX 18 (+4)

CON n/a

INT 10 (+0)

WIS 18 (+4)

CHA 20 (+5)

Combat: 24 pp

ATK: +6 (+8 melee, +12 unarmed)

DEF: +12 (+3 flat-footed)

Init: +4

Grapple: +16

Saves: 6 pp

TOU +8 (+8 Protection)

FORT n/a

REF +7 (+4 Dex, +3)

WILL +7 (+4 Will, +3)

Skills: 14 pp=56 r

Bluff 6 (+11/+15)

Diplomacy 6 (+11/+15)

Intimidate 10 (+15)

Knowledge: Arcane Lore 5 (+5)

Knowledge: History 5 (+5)

Languages 1 (Romanian) (Base: English)

Notice 6 (+10)

Sense Motive 6 (+10)

Stealth 11 (+15)

Feats: 16 pp

Attack Focus: Melee (2)

Attack Specialization: Unarmed (2)

Attractive

Dodge Focus (6)

Fascinate (Bluff)

Hide in Plain Sight

Power Attack

Takedown Attack

Uncanny Dodge: Auditory

Powers: 64 pp

Drain Con 2 (Flaw: Requires Grapple) [1 pp]

Flight 1 (PF: Subtle) (10 MPH) [3 pp]

Immunity 30 (Fortitude Saves) [30 pp]

Impervious TOU 8 (Not vs. Wood/Silver/Fire) [4 pp]

Protection 8 [8 pp]

Regeneration 6 (Rec. Bonus +0 [5], Rec. Rate: Resurrection 1/week [1]; Flaw: Source [blood]) [3 pp]

Super-Senses 3 (Acute Scent, Darkvision) [3 pp]

Vampire Array 5 (10pp; PFs: Alternate Power x2; Drawback: Not in Daylight) [11 pp]

    BE: Insubstantial 2 (mist)
    AP: Mind Control 10 (Flaw: Sense-Dependent [Auditory] )
    AP: Strike 10 (Extra: Vampiric; Flaw: Requires Grapple)

Drawbacks: -6 pp

Vulnerable (silver) (uncommon, major) (-3)

Vulnerable (wood [Piercing]) (uncommon, major) (-3)

-

Design Notes

Season to taste. An older vampire will have more knowledges and skills, but maybe more drawbacks to go with it. This is your typical vampire, with some typical powers and weaknesses thereof. There's a lot of source material on vampires, of course, so you've got plenty of ground to make any kind of 'vampire' character you want; anything from the victim of a blood-destroying plague to a damned soul risen from the grave. Feel free to tweak those as necessary: note that this one is a bit more 'modern' style, compared to a character like Avenger who has more of a 'damned' feel to him. None of that 'die in 10 rounds' in sunlight drawback; what a horrible thing to put on a player character! He's weaker in daylight, though, because contrary to what certain infamous works of fiction would have you believe, vampires hate sunlight!

Note that I didn't give him a massive Drain Con; things like that are best left to power-stunts. In a game with this tone, you're not going to be ripping bad guys' throats out on a regular basis. (though having the capacity is nice!) Contrary to what some vampire builds say, a Vampiric Drain Con does nothing for you, since you don't have any to begin with! So he's got a Strike to represent taking the blood of others and healing himself quickly. He's got a decent-sized vampire array you can use for power-stunts. Note that he can fly without being in his mist form. (Which is a really, really handy power, by the way!) He can do a lot of different things, acting as sneak, face, or what have you. Who needs Disable Device and equipment when you can just duck _under_ the door?

Playing a vampire is tough to avoid being Iron Age. Be mindful of how you roll. The angsty, troubled-but-cute vampire is a good archetype..._especially_ if you just use the "Anne Rice crap" as a cover for your real personality. (Whatever that might happen to be.) If people want to make Twilight jokes, let 'em. If they think you're funny, they won't dwell on what you're doing when no one else is around. One way to do it is to play up your vampiric powers and abilities so much everyone thinks it's just an act. "Nightstrike isn't a REAL vampire, that's just an act he puts on to scare bad guys!" Another way is to keep it all under your hat, and just pretend your preternatural speed, strength, and other amazing abilities are the product of strong training.

Possible Character Names

Nightstalker, Street Hunter, Blackwing

--

Freedom City Plot Hooks

People You May Know:

    [*:1qkp48um]Nightrage, the Iron Age vigilante vampire who died helping save the city in the Terminus Invasion of 1993
    [*:1qkp48um]Melinda, the beautiful, deadly queen of Freedom City's vampires recently killed in an internal power struggle
    [*:1qkp48um]Hades, the Greek God of Death, who may have some things to say about the undead in Freedom City
    [*:1qkp48um]Baron Samedi, voodoo loa of death turned superpowered drug lord, who may have a sinister agenda in mind for you too.
    [*:1qkp48um]Jack Faretti, head of Freedom City's vampires and superhero.

Places You May Go:

    [*:1qkp48um]Ditko Street, the place to go in Freedom City for 'real' magic. If there is any such thing.
    [*:1qkp48um]The Fens, a desperately poor, crime-ridden area, where the people will be so grateful for a champion that they won't look too closely at your personal life
    [*:1qkp48um]Lincoln, an impoverished African-American neighborhood in similar dire straits. A good place to go if you're a William Marshall fan, otherwise the implications are unfortunate.
    [*:1qkp48um]North Bay, Jack Faretti, the king of Freedom City's vampires lives here. You'd better knock first.
    [*:1qkp48um]Lantern Hill, you usually can't go here. The various costumed protectors of the oldest part of Freedom City are empowered by the forces of holy righteousness, and don't take kindly to your kind around here.

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Romance Novel Hero

"Love prefers twilight to daylight."-Oliver Wendell Holmes

PL: 10 (150)

Abilities: 44 pp

STR 30 [20] (+10/+5)

DEX 16 (+3)

CON 30 [20] (+10/+5)

INT 10 (+0)

WIS 14 (+2)

CHA 24 (+7)

Combat: 24 pp

ATK: +6 (+10 Melee)

DEF: +10 (+3 flat-footed)

Init: +7

Grapple: +23

Saves: 9 pp

TOU +10 (+10 Con)

FORT +10 (+10 Con)

REF +7 (+3 Ref, +4)

WILL +7 (+2 Will, +5)

Skills: 15 pp=60 ranks

Bluff 8 (+15/+19)

Diplomacy 8 (+15/+19)

Gather Info 3 (+10)

Knowledge: History 5 (+5)

Languages 4 (Arabic, French, Spanish, Italian) (Base: English)

Notice 8 (+10)

Ride 7 (+10)

Perform (acting) 3 (+10)

Perform (dance) 3 (+10)

Sense Motive 8 (+10)

Swim 1 (+11)

Feats: 24 pp

Attack Focus: Melee 4,

Attractive,

Beginner's Luck,

Benefit 4 (Wealth 3, Status)

Dodge Focus 4,

Distract (Bluff),

Fascinate 2 ([bluff], [Perform])

Improved Initiative,

Interpose,

Jack of All Trades,

Luck,

Power Attack,

Takedown Attack,

Uncanny Dodge (auditory)

Powers: 34 pp

Enhanced CON 10 (to CON 30/+10) [10 pp]

Enhanced STR 10 (to STR 30/+10) [10 pp]

Impervious TOU 6 [6 pp]

Leaping 1 (x2) [1 pp]

Speed 1 (10 MPH) [1 pp]

Super-Strength 3 (Heavy Load: 6 tons) [6 pp]

DC Block

Unarmed DC 25 TOU (bruised/injured)

costs

abilities 40 + combat 24 + saves 9 + skills 15/60 + feats 24 + powers 34 = 150 pts

---

Design Notes

He is all things to all men, and maybe to some lucky ladies.

Is he a wealthy sheik? A billionaire tycoon? A single father fireman? A male model? A soap opera star? A man who's lived his life by his good looks, and is now looking to give back to the community with superpowers?

Yes. Yes, he is all these things and more. (Or at least has the points spent to fake it for the length of a novel)

He's got Knowledge: History to reflect that time he was a Regency aristocrat; he speaks the various exotic languages of love, and of course the strength to throw a motorcycle or carry a lady away in his arms, pressed against his broad, muscular chest. Shuffle the powers and tradeoffs around as necessary, of course, but I think making him a powerhouse with OK mobility is a reasonable rough way to build a character like this. I deliberately did not give him emotion control/enhanced Charisma/or anything like that. He's simply a very beautiful man.

Add Complication: Doorstep Baby to reflect the abandoned infant left at your hero's doorstep. It's more likely than you think, and it lets you have an adorable baby around without any Tragic Circumstances. The ladies dig that stuff! Honestly, I think he'd be a gas to play, whether you assume he's a fictional character brought to life or simply a man who happens to partake in every romance novel cliche that ever existed. (Though not the older ones, of course: no one likes that skirts-over-the-head stuff these days) Remember to believe in yourself and don't be afraid of tropes.

Possible Character Names

Prince Valiant, The Masked Shiek, Adonis

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Jungle Lord

You were expecting Johnny Weissmuller?

PL: 10 (150)

Abilities: 42 pp

STR 24 (+7)

DEX 16 (+3)

CON 24 (+7)

INT 10 (+0)

WIS 16 (+3)

CHA 12 (+1)

Combat: 32 pp

ATK: +8 (+13 melee)

DEF: +10 (+4 flat-footed)

INIT: +11

Grapple: +20

Saves: 10 pp

TOU +10 (+7 Con, +3 Protection)

FORT +10 (+7 Con, +3)

REF +7 (+3 Dex, +4)

WILL +6 (+3 Will, +3)

Skills: 18 pp=92 ranks

Acrobatics 7 (+10)*

Climb 13 (+20)*

Escape Artist 7 (+10)

Handle Animal 9 (+10)

Intimidate 8 (+8)

Knowledge: Life Sciences 4 (+4)

Notice 12 (+15)*

Search 8 (+8)

Sense Motive 7 (+10)

Stealth 7 (+10)

Survival 7 (+10)*

Swim 3 (+10)

Feats: 37 pp

Acrobatic Bluff,

All-Out Attack,

Animal Empathy,

Attack Focus: Melee 5,

Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)

Defensive Attack,

Dodge Focus 2,

Elusive Target

Equipment,

Evasion,

Grappling Finesse,

Improved Defense,

Improved Grab,

Improved Initiative 2

Improved Pin,

Improved Throw,

Improved Trip,

Luck 2,

Move-By Action,

Power Attack,

Rallying Cry,

Skill Mastery (Acrobatics, Climb, Notice, Survival)

Stunning Attack,

Startle,

Takedown Attack,

Track,

Uncanny Dodge (auditory) ,

Powers: 11 pp

Leaping 1 (x2) [1 pp]

Protection 3 [3 pp]

Speed 1 (10 MPH) [1 pp]

Super-Movement 3 (Slow Fall, Sure-Footed, Swinging) [6 pp]

costs

abilities 42 + combat 32 + saves 10 + skills 18/92 + feats 37 + powers 11 = 150 pts

-

Design Notes

Ladies and gentlemen, the original Jungle Murder Machine. Not too much to say about this classic archetype. Jungle comics are old enough that there are a few Jungle Lords in most big comic universes, though they usually don't get a lot of airtime. I simplified things a bit with this one, dropping the Instant Superheroes archtype's pet lion and weapons: the character is more fun as a bare-handed jungle martial artist, and I've always been leery of bringing your animal companion to a fight. You can shuffle points around to add those things, but honestly I wouldn't. The most famous Jungle Lord could wrestle elephants into submission bare-handed. You can't _quite_ pull that off, but maybe if you saved up HP and the elephant rolled badly.

A (slightly) gritty take on the archetype, without Comprehend. Make use of Handle Animal and Animal Empathy with gusto! You cannot talk to animals word-for-word, but you can probably get a pretty good hint of what they're trying to say. Remember the size penalties of interaction skills! No Wall-Crawling, but with that massive Climb score, Speed, and several different types of Super-Movement, you'll probably be OK. In combat against large creatures, go for wrestling: Tarzan wrestled bears and lions all the time! I left the Equipment spot blank: fill in whatever jungle-themed weapons you want. A knife or spear won't add to your damage, but it will increase your reach. I trust you know what that Rallying Cry is supposed to sound like! How do you feel about pollution and urban life? Probably not a fan, honestly.

No languages on this one. If you want to get away from the Mighty Whitey implications of the Jungle Lord, add a local language and make clear that this is a native of whatever region of the world they're from. You're an animal lover and environmentalist who is also an enthusiastic omnivore. Is that costume made out of animal skins? Maybe! Enjoy getting hated on by big oil companies AND by PETA. Contrary to the usual stereotype, you probably don't fight crime in a bikini or a loincloth, because it's a lot colder in Campaign City than it is wherever you're from. Or maybe it isn't! Consider switching up your home environment for a different theme: Oona, Queen of the Arctic? Just keep in mind your niche as a normal person with a close connection to nature and supreme athleticism. Make the wilds of the city your new home!

Possible Character Names

Stalker, Demeter, Anarzat

-

Freedom City Plot Hooks

People You Know, Places You Might Be From

    [*:13toal01]Dakana: An advanced African nation without the creepy subtext of recent Black Panther stories, ruled by a benevolent king: the superhero White Lion! A good place for Jungle Lords who are much more familiar with high-tech civilization than the usual run of the archetype. And hey, a heroine from Africa who's actually black? It's just crazy enough to work!
    [*:13toal01]Fantasy Freedom: A world of magic and sorcery, eerily like our own. Are you a barbarian warrior from the great forests that surround The City? But what happens when you meet your counterpart from this world, a warrior of the urban jungle with skills to match your own in every details?
    [*:13toal01]The Lost World: There's already a Jungle Lord living here, but who's to say you and Zandar aren't friendly rivals? You could swap the skills around a little to be the Travis Morgan to his Tarzan, or give yourself Latin or Quechua to be the champion of the local Roman or Inca civilizations. Buy some Ride if you're from here, so that you can go to Freedom City and say you've ridden on a dinosaur!
    [*:13toal01]The White Lion: King, Freedom League member, guardian of the terrible Beast of Kilimanjaro. He's a good man, and a good leader. If you were around in the Silver Age, you probably knew his father, who reigned and adventured under the same title.

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Immortal

"What we do for ourselves dies with us. What we do for others and the world is immortal."-Albert Pine

PL: 10 (150)

Abilities: 40 pp

STR 30 [20] (+10/+5)

DEX 14 (+2)

CON 30 [20] (+10/+5)

INT 12 (+1)

WIS 16 (+3)

CHA 18 (+4)

Combat: 32 pp

ATK: +8 (+10 Unarmed)

DEF: +10 (+4 flat-footed)

Init: +6

Grapple: +18

Saves: 8 pp

TOU +10 (+10 Con)

FORT +10 (+10 Con)

REF +6 (+2 Dex, +4)

WILL +7 (+3 Wis, +4)

Skills: 13 pp=52 r

Bluff 6 (+10)

Diplomacy 6 (+10)

Intimidate 6 (+10)

Knowedge: Current Events 4 (+5)

Knowledge: History 14 (+15)

Notice 7 (+10)

Sense Motive 12 (+15)

Survival 2 (+5)

Feats: 15 pp

Attack Specialization: Unarmed,

Beginner’s Luck,

Dodge Focus 2,

Eidetic Memory,

Fearless,

Improved Initiative,

Inspire 3,

Jack-of-all-Trades,

Luck,

Power Attack,

Takedown Attack,

Uncanny Dodge (auditory)

Powers: 42 pp

Comprehend 3 (speak, read, and understand any one language at a time) [6 pp]

Enhanced CON 10 [10 pp]

Enhanced STR 10 [10 pp]

Immunity 10 (Aging, Life Support) [10 pp]

Leaping 1 (x2) [1 pp]

Regeneration 2 (Resurrection 1/day [True]) (PFs: Persistent, Regrowth) [4 pp]

Speed 1 (10 MPH) [1 pp]

costs

abilities 40 + combat 32 + saves 9 + skills 13/52 + feats 14 + powers 42 = 150 pts

---

Design Notes:

I’ve gone back to this well a few times, but I think I’ve got a satisfactory version of an immortal PC here. This lady’s gimmick is that she can’t be killed permanently: whatever you do to her, her body eventually recovers in a day or so. She doesn’t get sick and can’t be poisoned, and she can survive fine in hostile environments. (Still needs to eat and sleep, though) She’s also been around a very, very long time: long enough that she speaks every language, knows how to lead people in a fight, and remembers much more than maybe she’d like to. One possible complication for her is a fear of being buried alive: that may well have happened to her at least once, and digging herself out wasn’t a lot of fun.

Why no Impervious? Well, it makes faking her previous ‘deaths’ a lot easier, depending on exactly how she’s got along over the years. Backstory? She’s immortal: who knows what backstory she’s had! It’s your call whether she’s a Scottish Highlander born with a mutant ability to regenerate, or a cavewoman who got her powers from a glowing meteor. Has she always been a champion of justice, or has she only recently put on a costume to operate successfully in the Modern Age? Or maybe she’s like Invincible’s Immortal, and she’s been several superheroes over the years, stretching all the way back to the 1930s when she first debuted.

You can tweak the powers and such here wherever you want: I usually build characters fairly evenly balanced, but this could just easily be an even stronger demigod type or a badass immortal martial artist. Remember that the concept here isn’t just that she’s old: she’s effectively been around forever, with a history stretching back as long as you want it. That’s why she’s so competent in so many areas, and has such a strong force of personality. Why is she just PL 10? Maybe she’s been retired for a while, or in prison, or doing anything else. Maybe she took time out to raise a family...again.

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Movie Detective

Just one more thing...

PL: 10 (150)

Abilities: 36 pp

STR 20 (+5)

DEX 18 (+4)

CON 20 (+5)

INT 10 (+0)

WIS 14 (+2)

CHA 14 (+2)

Combat: 32 pp

ATK: +8 (+9 Melee/+15 Unarmed)

DEF: +15 (+4 flat-footed)

Init: +4

Grapple: +14

Saves: 9 pp

TOU +5 (+5 Con)

FORT +7 (+5 Con, +2)

REF +7 (+4 Dex, +3)

WILL +7 (+2 Wis, +5)

Skills: 80 r=20 pp

Concentration 13 (+15)

Investigate 15 (+15)

Notice 13 (+15)

Search 15 (+15)

Sense Motive 13 (+15)

Stealth 11 (+15)

Feats: 18 pp

Attack Focus: Melee 1

Attack Specialization: Unarmed 3

Dodge Focus 7

Evasion 2

Luck

Power Attack

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

Takedown Attack

Uncanny Dodge (auditory)

Powers: 35 pp

ESP 4 (1 mile) (visual and auditory) (Extras: Action [standard], Simultaneous, PF: Subtle) [21 pp]

Quickness 20 (x2.5 million) (Flaw: Mental Only) [10 pp]

Super-Senses 4 (Postcognition) [4 pp]

costs

abilities 36 + combat 32 + saves 9 + skills 20/80 + feats 18 + powers 35 = 150 pts

---

Design Notes

You ever wonder how that know-it-all detective on TV figured out the solution to the mystery from those BS clues that wouldn't hold water in real life? Maybe it's because he's actually a really, really powerful psychic. This character just barely meets his caps, but he should do his best to stay out of combat: he's not suited for full-fledged combat among superhumans. Rather he's a ridiculously good information-gatherer, able to find out all sorts of things about any crime just by following people around with his mind and figuring out what their motivations are.

Note that he's actually got no Gather Info and is generally terrible with people: he's best with a sidekick to follow him around and do that kind of legwork/facework. A police version of this will hopefully have a younger, uniformed officer to follow him around; while a version of this with some wealth will have a powerful employee or two. Lacking that resource, make a friend on your superteam and go from there! Abuse the heck out of your ESP: if something's going anywher near you and you're paying attention, you know about it! With that mental quickness and Simultaneous and Subtle, you can search everywhere around you in between expounding on how the bad guy did it. Take 20 on Notice with Quickness, so you get a 45 as a free action.

With any luck, as long as no one you're dealing with has Psychic Awareness or a high Notice score, no one will ever notice that you're not the world's greatest detective. Power-stunt a higher-level of ESP to search the entire city as a free action, something that shouldn't be any trouble given your massive powers. For real fun, power-stunt a Mind Control effect or a Drain Wisdom to make the bad guy break down into a sweaty, anxious, tearful confession at the end of the adventure. "I would have got away with it too, if it weren't for you meddling superheroes!"

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Patriotic Hero

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"Patriotism is your conviction that this country is superior to all others because you were born in it." -George Bernard Shaw

PL: 10 (150)

Abilities: 34 pp

STR: 34 (+12)

DEX: 18 (+4)

CON: 26 (+8)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 10 (+0)

Combat: 32 pp

ATK: +8 (+7 w/size, +8 melee)

DEF: +7 (+6 w/size, +1 Dodge)

Init: +8

Saves: 10 pp

TOU +13 (+8 Con, +5 Protection)

FORT +10 (+8 Con, +2)

REF +7 (+4 Ref, +3)

WILL +7 (+2 Wis, +5)

Skills: 12 pp=48 r

Diplomacy 5 (+5)

Intimidate 10 (+10)

Knowledge: Civics 4 (+4)

Perform: Patriotic Bluster 15 (+15)

Notice 10 (+12)

Search 4 (+4)

Feats: 14 pp

Attack Focus: Melee,

Benefit (Fast Startle),

Distract (Perform)

Dodge Focus,

Fascinate (Perform),

Improved Grab,

Improved Initiative,

Improved Pin,

Luck 2

Startle,

Power Attack,

Takedown Attack,

Uncanny Dodge (olfactory)

Powers: 48 pp

Device 1 (easy to lose) “flaming sword” (PF: Restricted [Patriots]) [4 pp]

-Add (PFs: Extended Reach 2, Improved Crit 2, Incurable) to Unarmed Damage {5}

Flight 3 (50 MPH) [6 pp]

Immunity 9 (life support) [9 pp]

Growth 6 (Extra: Duration [Permanent] (+0)) (PF: Innate) [19 pp]

Protection 5 (Extra: Impervious) [10 pp]

costs

abilities 34 + combat 32 + saves 10 + skills 12/48 + feats 14 + powers 48 = 150 pts

---

Design Notes:

The Patriotic Hero, an archetype as old as comics themselves! Presented now in a version suitable for your discerning fan of today. This guy's backstory is that he was once a patriotic TV show host before being badly mauled by a bear. His body broken, American doctors, representative of the finest medical system in the world, took him and made him better than he was: now he's a ten-foot-tall monster welded inside bulletproof all-American armor, wielding a flaming sword designed to cut through Commies like tinfoil! His name is Captain U.S. American.

But you can tweak him for your country all you want: he'd make a fine Crimson Marine with a flaming hammer and sickle, or the Hammer of the SS if you're going bad guy with him. Nationalism in this kind of setting only has one real face... though I can't really see him as Captain EU! He's a tough archetype to make work as a PC in this cynical, anti-nationalist age, but I think he could do OK in the hands of the right player. He wouldn't be the first character who got his backing from weird places, or who got turned into a freakazoid by his abilities. For a real challenge, try and make him genuinely sympathetic, just misguided. Even if he's a bad guy, he should just be a tool of the real villains of the piece.

He's surprisingly effective! Fly in, goonsweep with your flaming sword, and call out the big bad for a big fight. Make sure to make liberal use of your Distract, Startle, and other skills: you're so good at talking about America (or wherever) that everyone HAS to listen...even if they're just staring in awe at your total disregard for sanity, history, or the truth. But remember, you don't need the truth: you have patriotism!

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Agent Green

"There is no place where espionage is not possible"-Sun Tzu

PL: 10 (150)

Abilities: 32 pp

STR: 14 (+2)

DEX: 18 (+4)

CON: 16 (+3)

INT: 12 (+1)

WIS: 18 (+4)

CHA: 14 (+2)

Combat: 24 pp

ATK: +6 (+10 Ranged, +11 Pistol)

DEF: +10 (+3 flat-footed)

Init: +7

Grapple: +8/+18

Saves: 10 pp

TOU +10/+6 (+3 Con, +7 Protection/+3 Con, +3 Vest)

FORT +6 (+3 Con, +3)

REF +7 (+4 Dex, +3)

WILL +8 (+4 Will, +4)

Skills 17 pp=68 r

Bluff 12 (+14)

Disable Device 12 (+13)

Gather Info 4 (+6)

Intimidate 4 (+6)

Knowledge: Streetwise 6 (+7)

Languages 2 (English, Russian) (Base: Belorussian)

Notice 6 (+10)

Pilot 4 (+8)

Search 6 (+7)

Sense Motive 8 (+12)

Stealth 4 (+8)

Feats: 24 pp

Attack Focus: Ranged (4)

Benefit (Security Clearance),

Defensive Attack,

Dodge Focus (4),

Elusive Target,

Equipment (3),

Evasion,

Improved Initiative,

Luck,

Move-By Action,

Power Attack,

Precise Shot,

Quick Draw [draw],

Sneak Attack,

Uncanny Dodge (auditory)

Equipment: 15 ep

Flashlight [1 ep]

Handcuffs (PF: Subtle) [2 ep]

Light Pistol (Blast 3) (PFs: Masterwork, +1 to hit, Subtle [silencer]) [8 ep]

Undercover Vest (+3 Toughness) (PF: Subtle) [4 ep]

Powers: 42 pp

Device 10 ('Power Ring', 50 points, Hard to Lose; PFs: Restricted 2 [Only You]) (42)

Cosmic Energy Control 8 [16+2=18 pp]

AP: Create Object 5 (Extra: Moveable; PF: Progression (5 10 foot cubes) ) {16}

AP: Telekinesis 8 (Str 40, Heavy Load: ~3 tons) {16}

Enhanced Feat 1 [Quick Change] [1 pp]

Flight 5 (250 MPH) [10 pp]

Immunity 9 (life support) [9 pp]

Protection 7 (PF:Subtle) [8 pp]

Space Flight 1 (1c) [1 pp]

Super-Senses 3 (Danger Sense [Radio], Darkvision) [3 pp]

DC Block: 
Unarmed: DC 17 TOU (bruised/injured)
Unarmed Sneak Attack: DC 19 TOU (bruised/injured)
Light Pistol: DC 18 TOU (bruised/injured)
Light Pistol Sneak Attack: DC 20 TOU (bruised, injured)
Cosmic Energy Control: DC 23 TOU (bruised/injured)
Cosmic Energy Control Sneak Attack: DC 25 TOU (bruised/injured)

costs

abilities 32 + combat 24 + saves 10 + skills 17/68 + feats 24 + powers 42 = 150 pts

---

Design Notes:

You were one of the deadliest men alive before you put the ring on. Now you're a badass capable of going toe-to-toe with any cape or cowl, ready to fight against, or alongside, the friends and enemies you used to watch from ground-level. You have a feeling you haven't tapped all the possible abilities your ring might give you (i.e.; power stunts), but with your new abilities you've got no complaints. Super-people don't really expect someone as powerful as you are to have a lot of skills, nor do they expect you to pull out a 9 mm and shoot the joker who just nullified your ring. (They're rubber bullets, of course: you know how capes are about killing!)

A couple of ways to play this: Maybe you're off the reservation. You found, or were given the ring, and when you were testing it out you got up into space for the first time and saw the world with your own eyes. Just people, with no borders, no countries, all of whom need the same kind of saving and protection. Too bad your former masters want you, and what you've found, back. Or maybe you're still on the books; the black ones, anyway. You got this ring after the government took it off a dead alien (or the psycho test pilot he tried to give it to the first place), and now you're trying to balance your responsibilities to your employer with what you owe your superhuman allies. Season descriptors and powers to taste. Feel free to add the Weaksauce Weakness that most power ring wielders in comics seem to have: I've opted to omit it here.

You're pretty darn good at what you do. Stay mobile in the air, make liberal use of Move-By Action, and pepper your enemies with Cosmic Energy Control. Only let your best friends see your true face, drink vodka martinis shaken, not stirred, get with beautiful foreign women, alien and otherwise, and don't be afraid to just occasionally show the man you are behind that shining mask your ring made for you. You've led a complicated life so far, and it's only gotten worse lately. You can play this archetype all the way from Silver Age cosmic martinis through Bronze Age moral dilemmas through nigh-Iron Age violence. (Though keep the last one to a minimum around here!)

(A quick note: your vest does NOT stack with the Protection from your ring, it just makes you less helpless without it. You're PL 8 without the ring, so you can go undercover and still be quite formidable)

-

Freedom City Plot Hooks

Employers and Antagonists:

    [*:ztg1ises]AEGIS: the US government's top super-agency. (American Elite Government Intervention Service). Usually nice people, but even they've got their bad apples or wicked mid-level bureaucrats who might serve as a decent antagonist.
    [*:ztg1ises]The Labyrinth: There's no such thing as the Labyrinth. Who would ever believe in a gigantic international cabal of crimelords and captains of industry, all working for an evil, horned mastermind with a sinister agenda?
    [*:ztg1ises]OVERTHROW: An international terrorist organization dedicated to the overthrow of all existing governmental structures. If you want fictional terrorists to do what terrorists do in-game, they're your go-to guys. Secretly bank-rolled by...
    [*:ztg1ises]SHADOW: A mysterious organization, headed by a Nazi arch-fiend with a taste for clothing and power armor. Think COBRA run by the Red Skull in Dr. Doom's armor. But they're gone now...aren't they?
    [*:ztg1ises]UNISON: the United Nations' super-agency. (The UN International Superhuman Oversight Network) Also usually good people, but with a dark side: one reason why there are no super-villain countries in the World of Freedom is that UNISON sends agents out to assassinate evil superpowered leaders.

Friends and Enemies:

    [*:ztg1ises]Chalcedony Johnson: Head of the UNISON force in Freedom City. She's very, very good at what she does, despite of (or maybe because of) her family's secret past.
    [*:ztg1ises]Harry Powers: Long-time field agent turned Director of AEGIS. A tough, no-nonsense African-American gentleman with an eyepatch.
    [*:ztg1ises]Jennifer Ellis: Director of UNISON, works out of Switzerland. A nice lady. What?
    [*:ztg1ises]Jack Simmons: Former Golden Age superhero the Patriot, long-time director of AEGIS. Recently died of cancer, but had his brain secretly uploaded into an advanced robot so he could keep serving his country from the shadows.
    [*:ztg1ises]Stewart "Rock Star" Bonham: Son of the late Luke Bonham, an AEGIS field agent who died heroically in the Terminus Invasion, and director of the Freedom City AEGIS station. He's good at what he does, even if he's a little annoying.

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Zorro

"There's no crime in being poor. Merely in dressing poorly!"

Abilities: 46 pp

STR: 18 (+4)

DEX: 20 (+5)

CON: 20 (+5)

INT: 12 (+1)

WIS: 14 (+2)

CHA: 22 (+6)

Combat: 32 pp

ATK: +8 (+13 melee)

DEF: +13 (+4 flat-footed)

Init: +17

Grapple: +17

Saves: 8 pp

TOU +7/+5 (+5 Con, +2 Costume)

FORT +7 (+5 Con, +2)

REF +8 (+5 Ref, +3)

WILL +5 (+2 Will, +3)

Skills 25 pp=100 r

Acrobatics 10 (+15)

Bluff 10 (+16)

Climb 6 (+10)

Diplomacy 4 (+10)

Drive 6 (+11)

Intimidate 10 (+16)

Languages 2 (French, Spanish)

Notice 10 (+12)

Ride 6 (+11)

Search 4 (+5)

Sense Motive 10 (+12)

Sleight of Hand 10 (+15)

Stealth 10 (+15)

Feats: 32 pp

Acrobatic Bluff,

Attack Focus: Melee 5

Dodge Focus 5,

Elusive Target,

Equipment 2

Evasion 2,

Improved Crit: Sword,

Improved Initiative 3,

Jack of All Trades,

Luck 2,

Move By Action,

Power Attack,

Quick Draw,

Redirect,

Stunning Attack,

Takedown Attack 2,

Taunt,

Uncanny Dodge (auditory),

Powers: 5 pp

Device 1 (hard to lose) “Rapier” (PF: Indestructible) [5 pp]

-Strike 3 (PFs: Improved Crit, Mighty)

Equipment (10 ep)

-Grapple Line (Super-Movement 1 (Swinging) ) [2 ep]

-Swordcane (Strike 3) (PFs: Improved Crit, Mighty) [5 ep]

-Undercover Shirt (Protection 2) PF: Subtle) [3 ep]

----

Design Notes

Zorro! Or a modern, swashbuckling equivalent. With just a little skill shuffling, she can be both! (Zorro's never been a woman, you say? Pshaw: I am not responsible for your patriarchal WASP narratives about Latin American society, chums!) She's my first Badass Normal build, or close to it: hitting a little harder than the Instant Superheroes Swashbuckler and being able to take a hit a little bit better. I think that's a good thing: you only want to be tricked out with a big Attack tradeoffs if you've got something (like Autofire) to make you hit especially hard. I made her sword a Device so you don't worry about losing it or getting it broken so much. If the GM wants to disarm you in a fight, make him pay you an HP for the Complication (since it's a hard-to-lose device).

How to play this character? Have you ever seen a Zorro movie? Stab and feint and bluff and taunt and do it all over again! With your high Charisma, Acrobatics, and grapple line, you should be able to get anywhere and stab anybody. She's a really effective goonsweeper, and really good in social situations. Pick up Set-Up if you're going to be on a team, so your hilarious remarks can set the bad guys up for a really solid hit by your powerhouse ally. It's up to you how much your character believes her own theatricality: are you chewing a rose to play on the expectations of your audience, or because it's awesome? (Note: both answers are acceptable!)

One thing to keep in mind is that no one likes a bully: if you use your taunting on your allies too often, no one will like you or want to hang out with you. So be mindful of how you use it; save it for the people who deserve it...though some of them may be on your team. Just make sure it's all in good fun. ;) This character should be about fun; the joy of physicality, the laughter of quick wit, and a sharp sword slashed across the belly of injustice! Make sure you've got a good initial so you can carve your name in something...

Possible Character Names

Queen of Hearts, Lady of the Blades, Swordslinger

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Tiny Titan

"My prison, almost as far as I could see, a gray friendless area of space and time, and I resolved that as man had dominated the world of the sun, so I would dominate my world." -Richard Matheson

Abilities: 24 pp

STR: 10/1 (+0/-5)

DEX: 14 (+2)

CON: 10 (+0)

INT: 20 (+5)

WIS: 18 (+4)

CHA: 14 (+2)

Combat: 6 pp

ATK: +3 (+15 w/Shrinking)

DEF: +3 (+15 w/Shrinking)

Init: +2

Grapple: +3 (full size)/-5 Shrinking

Knockback: -2 (full size)/

Saves: 17 pp

TOU: +5

FORT: +5 (+0 Con, +5)

REF: +10 (+2 Ref, +8)

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

Skills: 84 r=21 pp

Concentration 10 (+14)

Craft [Electronic] 10 (+15)*

Disable Device 5 (+10)

Knowledge [Life Sciences] 10 (+15)*

Knowledge [Physical Sciences] 5 (+10)

Knowledge [Technology] 10 (+15)*

Languages 3 (German, Greek, Latin) Base: English

Medicine 10 (+15)*

Notice 8 (+12)

Search 5 (+10)

Stealth 8 (+10/+30)

Feats: 11 pp

Equipment,

Evasion 2,

Fearless,

Hide in Plain Sight

Improvised Tools

Inventor

Luck

Power Attack

Second Chance (Reflex Save to avoid being stepped on)

Skill Mastery (Craft: [Electronic], Knowledge [Life Sciences], Knowledge: [Technology], Medicine)

Powers: 71 pp

Flight 2 (25 MPH) (PF: Subtle) [5 pp]

Immunity 9 (Life Support) [9 pp]

Protection 5 [5 pp]

Shrinking 20 (PFs: Atomic Size, Microverse, Normal Movement, Normal Tougness) [24 pp]

Super-Senses 7 (Darkvision, Microscopic Vision 3 [atomic], Tremorsense) [7 pp]

Shrinking Array [20+1=21 pp]

Teleport 9 (anywhere on Earth) (Extra: Accurate) (Flaw: Medium [telephone lines]) (PFs: Easy, Turnabout)

AP: Damage 5 (Extras: Alt. Save [Fort], Autofire, Penetrating)

Equipment:

Binoculars (1 ep)

Grapple Gun (Super-Movement 1 (Swinging) )(2 ep)

Helmet Video Camera [PF: Subtle] (2 ep)

--

Design Notes:

How small are you? Very small: this character's primary superpower is her ability to make herself small enough to fall right out of the universe, and a few subsidiary abilities to go with it. A lady able to make herself small enough to fit inside an oxygen atom riding on the head of a virus shouldn't have to worry about breathing or getting sick, just as she should be able to take in her surroundings without having to make use of photons the size of her head. Her "faxing herself" trick is an old staple of tiny people in comics. She flies by riding atoms! Or air molecules, anyway. I figure her Strike is punching things with a fist smaller than an atom: nuclear eruptions thereof? Why not?

It's your call what the microverse is like. Marvel's gone with it being a high-action sci-fi sort of place, but it may be a mundane reflection of our world, or something weirder entirely. As for being atomic size, it works a little like Insubstantial 4 (the costs are similar) with the caveat that she doesn't have any big weaknesses! It's a nice trick, all things considered. She has basically no Strength when you're at full-Shrinking: a heavy load for her is something like a coffee cup. (An empty one, at that!) She's a really, really good team sneak.

She cannot fight, at all. She's a scientist, not a fighter! Fight small! Fight small! Fight small! She's actually got a decent Toughness when fully-grown, though her defense is crap. Stay small and stay mobile: most people can't hit a target with 25 Defense, especially when that target's flying at 2500 ft per round on the back of a passing cosmic ray. Keep that camera running as she journeys through inner space: who knows what she'll record? She's an adventurer-turned-hero, just like the pulp characters of old. She just does it a little...differently.

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Heroic Hippie

"What's so funny 'bout peace, love, and understanding?"

PL: 10 (150)

Abilities: 40 pp

STR 10 (+0)

DEX 14 (+2)

CON 20 (+5)

INT 10 (+0)

WIS 16 (+3)

CHA 30 (+10)

Combat: 20 pp

ATK: +4

DEF: +10 (+3 flat-footed)

Init: +6

Grapple: +4

Saves: 10 pp

TOU +10 (+5 Con, +5 Protection)

FORT +6 (+5 Con, +1)

REF +7 (+2 Dex, +5)

WILL +7 (+3 Wis, +4)

Skills: 14 pp=56 r

Bluff 12 (+22)

Diplomacy 12 (+22)

Knowledge: History 4 (+4)

Knowledge: Pop Culture 4 (+4)

Notice 5 (+8)

Perform: Singing 12 (+22)

Sense Motive 7 (+10)

Feats: 14 pp

Distract (Bluff, Diplomacy) 2

Challenge 2 (Improved Feint, Improved Taunt)

Dodge Focus 4

Fascinate (Perform)

Improved Initiative

Luck

Taunt

Set-Up

Uncanny Dodge (auditory)

Powers: 52 pp

Hippie Array [45+1=46 pp]

Illusion 10 (all senses) (Extra: Selective) (Flaw: Phantasms) (PFs: Precise, Progression 4 (100 ft) )

AP: Emotion Control 10 (Extra: Area [burst]) (Flaw: Sense-Dependent [Auditory]) and Stun 10 (Extra: Area [burst]) (Flaw: Sense-Dependent [Auditory]) (PF: Sedation)

Immunity 1 (aging) [1 pp]

Protection 5 [5 pp]

costs

abilities 40 + combat 20 + saves 10 + skills 14/56 + feats 14 + powers 52 = 150 pts

----

Design Notes:

Jesus Christ, it's a hippie! Get in the car! Actually, with this lady, you probably won't want to. She's incredibly charismatic, she's got amazing illusion powers (usually of peaceful, happy scenes designed to help everyone mellow out), and is an amazing face-woman and trickster for the group. She's also a world-class singer, easily on par with such celebrities as Mama Cass and Joni Mitchell. She's an interesting character to play, either in her native late Silver Age or as a relic/modern day flower child in the modern period. When she tells you to mellow out, by God you mellow out, and when she tells you to fight the system, you go looking for a pig!

I gave her Immunity to aging to reflect a flower child who really has been around since Woodstock, but you could easily drop that for a 1960s game or for a younger character who grew up on a commune somewhere. She may have got her powers from doing many, many drugs, or just meditative understanding that unlocked her deep inner chakras, depending on the tone of your game. Either way she's got low exotic saves: she's a hippie, what are you gonna do? She's probably got a lot of enemies in the 1960s, and maybe a few holdovers around today.

If you're playing Super-Hippie (Captain Cool?), make sure to stay _mellow_. You're going to build a better world for the squares, even if they don't get it. You may be tempted by that charmer Tick-Tock Doc, but you've got a pretty good idea what HIS agenda is, and it involves your pants. Alternatively, maybe you're a violent revolutionary! Fight the power, ban the Bomb and smash the system! Either way, you'll make friends wherever you go, as well as some very determined enemies. Keep riding your VW Bus and listening to your eight-track tapes!

-

Freedom City Plot Hooks

Groovies and Ghoulies:

    [*:3ua3bhaq]Black Avenger: Friend, ally, but a frustration. You and he share the same agenda about overcoming the bourgeois power structure and making a better world for everybody else. So what's all this talk about you being a privileged white girl? Doesn't he know that you're part of the Movement just as much as he is? That you're on the same side against the forces of the Man!? He's on your team, sure, but he's his own man, there's no getting around that. But that can be attractive, in its own way.
    [*:3ua3bhaq]The Man: Stick it to him!
    [*:3ua3bhaq]The Tick-Tock Doc: Hippie revolutionary with temporal powers and a time theme. He's a handsome genius with amazing power; even if you don't like That Way, you'll probably be at least a little tempted by his agenda. But his vision isn't really about choice: it's about taking away the order people have chosen to have in their lives and giving them chaos in the guise of freedom. It's tough to remember that, though, when you see all the squares he has to fight!

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Kid Hero

“One of my many pet peeves has always been the young teenage sidekick of the average superhero"-Stan Lee

Abilities: 14 pp

STR: 30 (+10)

DEX: 14 (+2)

CON – –

INT: 10 (+0)

WIS: 10 (+0)

CHA: 10 (+0)

Saves: 10 pp

TOU: +10 (+10 Protection)

FORT: –

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

WILL: +6 (+0 Wis, +6)

Combat: 24 pp

ATK: +6 (+10 Unarmed)

DEF: +10 (+3 flat-footed)

Init: +2

Grapple: +16

Skills: 11 pp=44 r

Acrobatics 6 (+8)

Intimidate 6 (+6)

Investigate 4 (+4)

Knowledge: History 4 (+4)

Languages 2 (German, Russian) (Base: English)

Notice 6 (+6)

Search 6 (+6)

Sense Motive 6 (+6)

Feats: 15 pp

Acrobatic Bluff,

Attack Specialization: Unarmed (2),

Dodge Focus (4),

Equipment,

Fearless,

Luck,

Move-By Action,

Power Attack,

Startle,

Set-Up,

Uncanny Dodge (auditory)

Powers: 76 pp

Immunity 30 (Fortitude) [30 pp]

Protection 10 [10 pp]

Regeneration 32 (Recovery Bonus: +9 [14], Rec. Rate: Injured/no action [6], Disabled/no action [8], Resurrection/hour [4]) (PFs: Persistent, Regrowth) [34 pp]

Super-Senses 2 (Darkvision) [2 pp]

Equipment: 5 ep

Flare Gun (1 ep)

Flashlight (1 ep)

Grapple Gun (Super-Movement 1 (Swinging) )(2 ep)

Handcuffs (1 ep)

DC Block 

Unarmed DC 25 TOU (bruised/injured)

Totals: Abilities 14 + Skills 11 + Feats 15 + Powers 76 + Combat 24 + Saves 10 = Total 150

---

Design Notes:

He’s from a more innocent age. The adopted ward of a costumed vigilante, he learned deduction, investigation, and acrobatics from one of the smartest, best men in the world. He was the flashy, shiny one, distracting and setting up the bad guys for a big hit from his boss, full of wisecracks. Maybe he was important to the community: heading his own team of groovy young heroes trying to make it on their own, or maybe he just stood there at the edge of the limelight.

Then he died. Maybe his hero died with him in one last heroic stand against their enemies, or maybe that enemy killed the sidekick as a way of making the hero feel bad. (Shot with a freeze gun? Why not?) Maybe he just disappeared from the records, or maybe the world mourned his death as an innocent age of silver (or gold) was alloyed with grief to make a harder, sharper bronze. What matters is that he was gone, gone, gone. But now he’s back.

Was he just ‘sleeping’? Did dark magic resurrect him, by accident or on purpose, or was it mad science? Did a bad guy raise dead superheroes to make the live heroes feel bad, or was it just a coincidence that this particular resurrected soul had a costumed past? The default assumption here is that he’s a revenant, not a zombie: I honestly think it’s creepier to have him as an unaging 16 year old, living in a body that never ages, never changes, and heals any injury with incredible speed. Whatever brought him back, he’s not going away any time soon.

You’re Burt Ward playing the lead from The Crow. Go nuts. (Well, hopefully not literally)

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Guy Fawkes

"A desperate disease requires a desperate remedy."-Guy Fawkes, 1606

Abilities: 46 pp

STR 20 (+5)

DEX 20 (+5)

CON 20 (+5)

INT 16 (+3)

WIS 14 (+2)

CHA 16 (+3)

Combat: 32 pp

ATK: +8 (+14 melee)

DEF: +13 (+4 flat-footed)

Init: +11

Grapple: +19

Saves: 10 pp

TOU: +7 (+5 Con, +2 Shirt)

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

REF: +8 (+5 Ref, +3)

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

Skills: 25 pp=100) r

Acrobatics 10 (+15)*

Bluff 10 (+13)*

Climb 1 (+6)

Demolitions 15 (+18)

Intimidate 13 (+16)*

Languages 4 (French, Latin, Greek, Spanish) (Base: English)

Knowledge: History 10 (+13)

Knowledge: Theology and Philosophy 6 (+9)

Notice 10 (+12)

Ride 1 (+6)

Sense Motive 10 (+12)

Stealth 10 (+15)*

Feats: 37 pp

Acrobatic Bluff,

Attack Focus: Melee (6),

Challenge (Fast Startle)

Distract 2 (Bluff, Intimidate),

Dodge Focus (5),

Equipment (4),

Evasion (2),

Fascinate 2 (Bluff, Intimidate),

Hide In Plain Sight

Improved Crit (Knives),

Improved Initiative (2),

Luck,

Master Plan,

Move-By Action,

Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth)

Startle,

Takedown Attack (2),

Taunt,

Ultimate Skill (Demolitions),

Uncanny Dodge (Auditory)

equipment [20 ep]

Grapple Line: (Super-Movement 1 (Swinging) )[2 ep]

Night Museum: (as Sanctum Sanctorum) [9 ep]

Knives (Strike 1 (PFs: Improved Crit, Mighty, Thrown 2) [5 ep]

Undercover Shirt (Protection 2 (PF: Subtle) ) [3 ep]

costs

abilities 46 + combat 32 + saves 10 + skills 25/100 + feats 37 = 150 pts

----

Design Notes

Guy Fawkes, ladies and gentlemen! The greatest terrorist of the early 17th century, ready to be dropped into your game as villain or newly-reformed good guy. He's pretty darn good at what he does, goonsweeping with his knives like they're chainsaws and retreating back to his garret to make lots of angsty speeches about Catholicism or how much he hates Norsefire, or whatever. He doesn't have plastic explosive on him: he's from 1606! You can probably have him acquire some in play if necessary.

He can't exactly run around town with a barrel of powder strapped to his back, after all. He's a very, very good Demolitions guy, as the historical Guy Fawkes (a military engineer and sapper) was before the Gunpowder Plot. Demolitions is from the Mastermind's Manual; it's a merger of Craft Chemical and Structural, all the knowledge you need to blow up the Houses of Parliament without having to know boring stuff like where the gunpowder was mined and such. He was a European who traveled internationally, so I gave him some languages he might have picked up.

This isn't an easy character to play heroically, especially in a game like this, but I think it could be done. Use explosives to take out the headquarters of bad guys _after_ you've cleared them out, make sure you're using the butt and flat of the knives, or well-placed stabs, when you're carving your way through gangsters and aliens, or anyone else who isn't an Acceptable Target. Don't be afraid to speechify in public, it's what you're there for! If you're lucky, maybe Hugo Weaving will play you in the movie about your life.

-

Freedom City Plot Hooks

Vaporizable Villains and Vindictive Vigilantes

    [*:kryq4mm8]"Big Al" Driogano: He runs the Freedom City Mob. Won't he be surprised if you blow up his mansions and minions? Remember: you aren't the Punisher, you can't kill people because they're criminals. (Or kill people at all, really) But with the right scare tactics and right use of physical violence, you can make those mobsters wish they were dead.
    [*:kryq4mm8]Foreshadow: He has a reputation, and maybe he deserves it, as the world's greatest detective: he's certainly very, very good at what he does. (It helps that he's actually psychic). He targets mobsters, so the two of you are going to see a lot of each other. Just be careful you don't offend his heroic sensibilities.
    [*:kryq4mm8]Pinnacle Path: Helpful charitable organization or creepy Church of Happyology-style cult? It's up to you: their New Age practices may not make a lot of sense to your 17th century ways!
    [*:kryq4mm8]The Silencer: He's got sound-based weaponry; he hunts and kills mobsters. The Punisher with more scientific genius and a bigger budget. He's a potent ally, if you don't cross him. You'll probably be surprised to find out that he's actually the brother of one of Freedom City's biggest mobsters.
    [*:kryq4mm8]St. Georges' Cathedral: The biggest church in Freedom City, and it's Catholic! Yay! It's a nice place to visit, and who wouldn't want to live there? You may want to clear this with Archbishop Fairwell first. He may let you stay if you help him with the Repentent, the supervillain that keeps trying to break in.

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Looney Toon

“All your dreams can come true if you have the courage to pursue them."-Walt Disney

Abilities: 30 pp

STR 10 (+0)

DEX 18 (+4)

CON 18 (+4)

INT 14 (+2)

WIS 10 (+0)

CHA 20 (+5)

Saves: 14 pp

TOU +10 (+4 Con, +6 Protection)

FORT +7 (+4 Con, +3)

REF +11 (+4 Dex, +7)

WILL +7 (+0 Wis, +7)

Combat: 24 pp

ATK: +6 (+10 Toons)

DEF: +10 (+3 flat-footed)

Init: +4

Grapple: +6

Skills: 17 r=68 pp

Acrobatics 7 (+10),

Bluff 15 (+20),

Knowledge (history) 3 (+5)

Knowledge (popular culture) 3 (+5),

Notice 10 (+10),

Search 8 (+10)

Sense Motive 8 (+8),

Sleight of Hand 7 (+10),

Stealth 7 (+10)

Feats: 16 pp

Acrobatic Bluff,

Challenge (Fast Taunt),

Distract (Bluff),

Dodge Focus 4,

Evasion,

Luck,

Move-By Action,

Power Attack,

Quick Change 2,

Takedown Attack,

Taunt,

Uncanny Dodge (auditory)

Powers: 52 pp

Toon Array [25+2=27 pp]

Damage 10 (Extra: Ranged) (PFs: Accurate 2, Indirect 3) 'Comedic Violence'

AP: Healing 10 (Extra: Total) (Flaw: Personal Only) (PFs: Persistent, Regrowth) 'Toon Healing

AP: Teleport 8 (200 ft/2000 miles) (Extra: Portal (+2) ) (Flaw: Long-Range Only) 'Portable Hole'

Immunity 3 (aging, disease, poison) [3 pp]

Leaping 2 (x5) [2+1=3 pp]

AP: Speed 2 (25 MPH)

Protection 6 [6 pp]

Regeneration 11 (Bruised/no action [3], Injured/no action [6], Resurrection/day [2]) (PFs: Persistent, Regrowth) [13 pp]

Drawbacks: 5 pp

Weakness [Turpentine; Uncommon Occurrence; -1 Constitution Per Minute; 5pp]

DC Block 
Unarmed DC 15 TOU (bruised/injured)
Blast DC 25 TOU (bruised/injured)

-

Design Notes:

OK, here's a PL 10 'living cartoon, modeled after Marvel's Slapstick. He can inflict comedic violence via dropped pianos or swung mallets, shrug off almost all damage thanks to his regeneration and healing, step through portable holes, sweep his way through lots of silly mooks, and generally do almost all the things you'd expect a cartoon character to do. He's also got a really strong personality, he's a great trashtalker, and he's good at shrugging off most forms of harm. It's up to you whether or not he can pass for human. Despite his appearance, I'd say he can: that's why he's got Quick Change 2, so with a thought he can dress himself in any ridiculous outfit he wants.

He can't quite shrug off as much damage as Bugs Bunny, but with his Regen and Healing you may not notice. Buying his Regen up with PP is definitely a good idea as you accumulate points. In an ideal situation, he'll jump around cackling, whacking people with his mallet or dropping pianos on them, and generally acting the manic clown he is. His big weakness is turpentine; i.e., the same Dip that so bedeviled Roger Rabbit and his kin in Who Framed Roger Rabbit. I've built him with the theory that he technically doesn't age: this sort of sheet is an interesting riff on Plastic Man style archetypes if you do want him to have been around since the Golden Age.

Origin is up to you: a cartoon brought to life via magic or super-science? If so, a Fort immunity might not be a bad idea. A mutant with cartoony powers? He might have different feats and skills if that's the image you have in mind for him. Or the one I preferred; a Golden Age cartoonist who refused to be part of a mobster's protection racket, one who was shot and thrown into a vat containing radioactive ink that he absorbed into his body. This is not a bad build for a Golden Age hero still active today, and a good riff on the typical sedate old-timey hero.

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X-Treme Iron Age Badass

"Violence isn't always evil. What's evil is the infatuation with violence"-Jim Morrison

Abilities: 44 pp

STR: 24 (+7)

DEX: 18 (+4)

CON: 26 (+8)

INT: 10 (+0)

WIS: 16 (+3)

CHA: 10 (+0)

Combat: 32 pp

ATK: +8 (+10 BFG)

DEF: +8 (+4 flat-footed)

Init: +4

Grapple: +15

Saves: 5 pp

TOU +12 (+8 Con, +4)

FORT +9 (+8 Con, +1)

REF +5 (+4 Con, +1)

WILL +6 (+3 Wis, +3)

Skills: 15 pp=60 r

Climb 3 (+10)

Intimidate 10 (+10)

Knowledge: Streetwise 10 (+10)

Knowledge: Tactics 10 (+10)

Languages 1 (French)

Notice 12 (+15)

Sense Motive 12 (+15)

Survival 2 (+5)

Feats: 13 pp

All-Out Attack,

Challenge: Fast Startle,

Elusive Target,

Interpose,

Luck,

Master Plan,

Startle,

Power Attack,

Precise Shot (2),

Takedown Attack (2),

Uncanny Dodge (auditory)

Powers: 41 pp

Device 5 (Arsenal) (Restricted: Gritty Badasses) [21 pp]

-Blast 10 (PFs: Accurate, Improved Crit 2) ‘BFG’ {24+1=25}

-AP: Strike 5 (PFs: Extended Reach 2, Improved Crit 2, Incurable, Mighty) (Extra: Autofire on Strength and Strike) ‘Ridiculously Oversized Sword’ {24}

Impervious Toughness 8 [8 pp]

Protection 4 [4 pp]

Regeneration 10 (Rec. Bonus +1. Bruised 1/no action (3), Injured 1/no action (6)) [10 pp]

costs

abilities 44 + combat 32 + saves 5 + skills 15/60 + feats 13 + powers 41 = 150 pts

-

Design Notes

X-Treme! This lady is an over-the-top blow-crap-up badass ready to be dropped as is into any Iron Age game. Is she a gun-toting mercenary with a dark past? A mutant who's the leader of a young team of gritty street-level heroes ready to fight back against a corrupt, violent system with lethal force? A time traveler from a dark, dystopian future ready to change our history for the better. A product of secret Canadian medical experiments to build the ultimate weapon? (I've assumed the last in putting her skills together, hence her fluent command of French. Vivre le Quebec Libre!) I figure her BFG is the big ol' gun she's got in the picture, but she can also whip out a sword the size of a cricket bat and make free with the slicing.

She's got just enough impervious that she'll take a decent amount of damage in combat, enough to rip her costume strategically and get some blood on panel the way those Iron Age writers liked so much. Her regen will soak most of that, though, so it's more about looking strategically battle-damaged rather than being particularly more vulnerable to damage. She's an effective combatant and good at planning, enough that she could be an effective, if gruff, leader of that team of young heroes. (They need somebody younger, maybe a charismatic miner's son, for the Inspire.) She doesn't have Attractive, despite her skimpy costume, because dang, she's got problems.

Obviously, if you want to use her in our game, you're going to have to change her methodology. There's no reason why she can't be doing non-lethal damage with some kind of big old blaster-rifle, and who's to say that sword _has_ to cut off people's limbs with every slice? Maybe she's been around since the Iron Age and is just pretty well-preserved, or maybe she was locked away in jail or suspended animation since the early 1990s. The world's changed a lot for her, and it's open question how much she's going to adapt. Makes a good bad guy, too, especially in a game like this.

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Newly-Freed Omegadrone

"Better to starve free than be a fat slave."-Aesop

Abilities: 22 pp

STR: 30/24/16 (+10/+7/+3)

DEX: 16 (+3)

CON: 30/16 (+10/+3)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 10 (+0)

Combat: 24 pp

ATK: +6 (+8 Melee/Pike blast)

DEF: +8 (+3 flat-footed)

Init: +7

Grapple: +19

Saves: 6 pp

TOU +12 (+10 Con, +2 Density) (+9 Imp w/Armor)

FORT +10 (+10 Con)

REF +5 (+3 Reflex, +2)

WILL +6 (+2 Wis, +4)

Skills: 12 pp=48 r

Knowledge: Physical Sciences 4 (+4)

Knowledge: Technology 4 (+4)

Intimidate 15 (+15)

Notice 8 (+10)

Search 5 (+5)

Sense Motive 8 (+10)

Survival 4 (+6)

Feats: 13 pp

All-Out Attack,

Attack Focus: Melee 2,

Dodge Focus 2,

Improved Initiative,

Luck,

Move-By Action,

Power Attack,

Quick Draw [Draw],

Startle,

Takedown Attack,

Uncanny Dodge (auditory)

Powers: 79 pp

Alternate Form 5 (Omega Armor) [25 pp]

-Flight 3 (50 MPH) [6 pp]

-Immunity 9 (life support) [9 pp]

-Impervious TOU 7 [7 pp]

-Super-Senses 3 (Darkvision, Radio) [3 pp]

Density 4 (Extra: Duration [Permanent] (+0) ) (PFs: Innate, Subtle) [14 pp]

(+8 STR, 1 Immovable, 1 Super-Strength [Heavy Load: 1.5 tons], x3 mass [weighs about 600 lbs])

Device 6 (Power Pike) (PFs: Restricted (Omegadrones), Subtle [collapsible]) [18+2=20 pp]

-Blast 12 (PF: Accurate) [25 pp]

-AP: Strike 2 (PFs: Extended Reach, Improved Crit 2, Incurable, Mighty, Precise, Variable Descriptor 2 [any technological]) (Extras: Autofire 12, Penetrating 2) {24}

Enhanced CON 14 [14 pp]

Enhanced STR 6 [6 pp]

Drawbacks: -6 pp

Vulnerable (Magnetics) (uncommon, major) (-3)

Vulnerable (Power Drains) (uncommon, major) (-3)

DC Block 

Unarmed DC 25 TOU (bruised/injured)
Staff Strike DC 27 TOU (bruised/injured)
Staff Blast DC 27 TOU (bruised/injured)

costs

abilities 22 + combat 24 + saves 6 + skills 12/48 + feats 13 + powers 79 - Drawbacks 6 = 150 pts

-

Design Notes:

Once she was a slave to Omega's will, another mindless drone in a faceless army of ten billion, a particularly armored and lethal killing machine in a force of monsters designed to crack the foundations of the multiverse and bring about the end of everything. But now she's free, whether through happy accident or the efforts of others. She will never be a slave again, and she'll do her best to make sure no one else ever has to be. This is a character who'll be just riddled with complications if she's adventuring in Freedom City: everyone knows what that armor means, and who made it. Expect to have a lot of trouble making friends and influencing people!

I went with an implanted armor that she can call on as a free action rather than an external suit. I like the mechanic better, and I think it's a better fit for an Omegadrone to have metal parts left behind by the Terminus that she just can't remove. (That's also why she's so vulnerable to attacks that usually afflict electronics.) She'll probably eschew use of her armor as long as possible; she's a lower PL without it, but still very, very formidable: after all, she's been in a lot of battles before this. He weighs around six hundred pounds thanks to all the metal inside her.

In combat she can take to the air on the stubby jets of an Omegadrone, blasting away with her staff, and entering into melee with a blow that hits with killing force: powerpikes are very scary business! She's still pretty darn capable even without it, though mostly at hitting things until they fall over. She's not a real techie, but she knows enough Kirbytech to repair her damaged equipment, as well as make the team's scientist's eyesbrows go up. She's probably not a very social type, not that anyone can blame her, but she's better off than the book freed Omegadrones who _have_ to wear their armor for most of the day. She _could_ just go try and make a normal life, but that would be surrender. And this character never, never surrenders. Especially not to THEM.

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Ymir, King of the Frost Giants!

"Ice ice baby..."

PL: 10 (150)

Abilities: 28 pp

STR: 30 (+10)

DEX: 16 (+3)

CON: 26 (+8)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 16 (+3)

Combat: 32 pp

ATK: +6 (-2 size)

DEF: +7 (-2 size, +1 dodge)

Init: +7

Saves: 12 pp

TOU +13 (+8 Con, +5 Protection)

FORT +10 (+8 Con, +2)

REF +6 (+3 Dex, +3)

WILL +8 (+2 Wis, +6)

Skills: 12 pp=48 r

Climb 4 (+14)

Intimidate 15 (+18)

Notice 6 (+8)

Knowledge: Theology and Philosophy 6 (+6)

Languages 1 (English) (Base: Old Norse)

Search 6 (+6)

Sense Motive 4 (+6)

Survival 6 (+8)

Feats: 21 pp

All-Out Attack,

Dodge,

Fascinate: Intimidate,

Fast Overrun,

Fearsome Presence 10,

Improved Grab,

Improved Grapple,

Improved Initiative,

Move-By Action,

Startle,

Takedown Attack,

Uncanny Dodge (auditory)

Powers: 48 pp

Growth 8 (Extra: Duration [Permanent] (+0) (PF: Innate) [25 pp]

Immunity 2 (aging, environmental cold) [2 pp]

Impervious Toughness 6 [6 pp]

Protection 5 'Icy Armor' [5 pp]

Strike 4 (PFs: Improved Crit 2, Mighty) 'Ice Club' [7 pp]

Super-Senses 1 (infravision) [1 pp]

Super-Strength 1 [2 pp]

Drawbacks: 3 pp

Normal ID (free action; say magic word)

costs

abilities 28 + combat 32 + saves 12 + skills 12/48 + feats 21 + powers 48 -drawbacks 3 = 150 pts

Design Notes:

You're a twelve foot Norse frost giant. What, you need more than that? OK. Just use a bystander for the normal ID if you don't have anything in particular in mind. I wouldn't let a PL 10 character have a normal ID more than half their PL, even if you want your character's human ID to be more skilled than some Joe Schmoe off the streets. How did this character get their powers? Well, that's up to you: maybe Ymir the frost giant was sentenced to life on Earth in mortal guise after Ragnarok, or maybe the character isn't a mystic at all and just a mutant with similar powers. Or maybe this is a villain, and he's a rampaging monster/bad guy muscle for your encounter. Or the old myths aren't true at all, and the frost giant hero is trying to clear his name.

(I never was a big fan of the Norse pantheon, and Freedom City makes them even worse. Why NOT clear the name of your people, oppressed under the leather jackboot of the tyrannical Aesir? Imagine being trapped in the realm of nigh-invincible biker gangs who hate your guts...FOREVER! It'd be a terrible way to live. Plus, their children are delicious! Heh-heh, just kidding.)

You want to fight? OK, fight: charge in swinging your giant club, sweeping goons like it's going out of style. You're a Huge character, your blows count as area attacks under the right circumstances. Use Fearsome Presence to chase off even mid-level goons, reminding them of the sheer terror of what you are with a gigantic roar and monstrous battlecry. You're a scary guy, so scary that people just have to stop and listen when you're screaming your cry to the heavens. Note that this build is NOT vulnerable to heat, but adding that is a natural strategy for someone looking to get more points. He's just that cold. Natural complications include the Norse pantheon, their followers, and being a GIANT ICE MONSTER...

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Robot from Beyond

"Klaatu barada nikto!"-The Day the Earth Stood Still

PL: 10 (150)

Abilities: 4 pp

STR: 34 [20] (+12/+5)

DEX: 10 (+0)

CON: n/a

INT: 10 (+0)

WIS: 14 (+2)

CHA: 10 (+0)

Combat: 32 pp

ATK: +8

DEF: +8

Init: +4

Grapple: +13/25

Saves: 8 pp

TOU: +10 (+10 Protection)

FORT: n/a

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

WILL +6 (+2 Wis, +4)

Skills: 8 pp=32 r

Craft: Mechanical 6 (+6)

Diplomacy 8 (+8)

Notice 6 (+8)

Knowledge: Technology 6 (+6)

Sense Motive 6 (+8)

Feats: 6 pp

All-out Attack,

Dodge Focus 2,

Fearless,

Improved Initiative,

Power Attack,

Powers: 80 pp

Blast 12 [24+1=25 pp]

AP: Enhanced STR 14 and Super-Strength 5

Immunity 40 (Fortitude saves, Mental Effects) [40 pp]

Protection 10 [10 pp]

Regeneration 5 (+0 Recovery Bonus) [5 pp]

costs

abilities 4 + combat 32 + saves 8 + skills 8/32 + feats 6 + powers 80 = 150 pts

---

Design Notes

She's an artificial being from another place, or maybe another time, sent to our world with an important mission to carry out or message to deliver. I've left the descriptor on her blasts deliberately blank: if she's a creature of Golden or Silver Age chrome and steel, she's probably got laser vision or an electrical punch. If she's from a later generation of sci-fi robots, she's probably packing some kind of topologically implausible machine gun array underneath her steel skin. If you want her to have movement powers, that can be arranged, just shuffle some points around. One possibility is to drop her immunity to mental effects, giving her something of a 'soul'.

She blasts and punches through steel doors; it's really hard to find anything to dislike about that! Shuffle points around if you want to give her roboty powers like Impervious or Super-Senses. As is she's got a self-repair system that does allow her to heal. My other characters without Con have Regen high enough to have a +9 Recovery Bonus with the -5 penalty for a lack of Con. That's not strictly necessary, though. As it is she heals as fast as a person with 10 Con, which isn't very fast...but it's a lot faster than a construct with no self-repair abilities could heal!

Possible Complications include Prejudice, depending on how the setting feels about robots, or depending on how much she looks like a human being. (I've always liked the 'look' of fake skin over a metal body, perhaps like the heroine of Metropolis I have mentioned above). Is she a time-traveler here to destroy SpaceNet and prevent the computer takeover of the world? An alien emissary sent to give the US and USSR a warning about the dangers of the atomic bomb and their nuclear testing? She really does work in all eras.

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Grim Rider

"The best way out of a difficulty is through it."-Will Rogers

Abilities: 30 pp

STR: 14 (+2)

DEX: 20 (+5)

CON: 18 (+4)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 14 (+2)

Combat: 34 pp

ATK: +9 (+13 Hellfire Guns)

DEF: +13 (+4 flat-footed)

Init: +9

Grapple: +11

Saves: 10 pp

TOU: +7 (+4 Con, +3 Protection)

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

REF: +8 (+5 Dex, +3)

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

Skills: 12 pp=48 r

Gather Info 4 (+6)

Handle Animal 5 (+7)

Intimidate 8 (+10)

Knowledge: Streetwise 5 (+5)

Notice 8 (+10)

Ride 5 (+10)

Sense Motive 3 (+5)

Search 5 (+5)

Stealth 5 (+10)

Feats 15 pp

All-Out Attack,

Attack Specialization: Hell Pistols 2

Dodge Focus 5,

Elusive Target,

Evasion,

Improved Initiative,

Luck,

Move-By Action,

Power Attack,

Uncanny Dodge (auditory)

Powers: 49 pp

Flight 4 (100 MPH) (PF: Moving Feint) "Flaming Horse" [9 pp]

Immunity 10 (aging, life support) [10 pp]

Impervious TOU 5 [5 pp]

Hellfire Control 7 (Extra: Autofire) "Hell Pistols" [21 pp]

Protection 3 [3 pp]

costs

abilities 30 + combat 34 + saves 10 + skills 12/48 + feats 15 + powers 49 = 150 pts

DC Block 
Unarmed DC 17 Toughness (bruised/injured)
Hellfire Pistols DC 22 Toughness (bruised/injured)

---

Design Notes:

Satan's cowpuncher! The Grim Rider was just another cowboy until he wound up selling his soul to the Devil: was it for power? For glory? To avenge the murder of his family, or save a dying relative from the consequences of their wicked life? Either way, he's rebelled against his dark master and is using his hell-borne powers to fight for justice: to that end he rides around on a black horse with brimstone for a mane and hellfire for hooves, carrying twin pistols that hit as hard as a Gatling gun and are powered by hellish magic.

A terror in a Western game, flying faster than a speeding locomotive and shrugging off all but the biggest guns, he'd be a fun character! You can adapt him to a modern setting by giving him a motorcycle and biker look, or just keep him as is: who's to say he hasn't been active, on and off, in parts of the Southwest since the 19th century? Or maybe this is the second host of the Grim Rider entity, and some poor sap distant relative of his picked up the guns a century after the first Grim Rider was finally laid to rest.

If you want to be a little Bronze Age about it (which makes sense given when 'dark' Western heroes like this started appearing), mix it up a little and make this something other than a white guy: a black or Hispanic cowboy, or a cowgirl, in the late 19th century West with hell powers would have had all sorts of exciting implications: no less than if that character was active in the past! Or maybe it's the 'current' host who's not a generic stubbly WASP guy, and she occasionally has the voice of a 19th century demonic cattleherder in her head...

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Living Weapon

"Bombs do not choose. They will hit everything."-Nikita Khrushchev

Abilities: 32 pp

STR: 18 (+4)

DEX: 14 (+2)

CON: 18 (+4)

INT: 12 (+1)

WIS: 14 (+2)

CHA: 16 (+3)

Combat: 24 pp

ATK: +6 (+10 Melee)

DEF: +10 (+3 flat-footed)

Init: +6

Grapple: +10

Saves: 14 pp

TOU +10 (+4 Con, +6 Protection)

FORT +8 (+4 Con, +4)

REF +7 (+2 Ref, +5)

WILL +7 (+2 Will, +5)

Skills: 15 pp=60 r

Bluff 7 (+10)

Intimidate 14 (+17)

Knowledge: Civics 7 (+8)

Knowledge: Streetwise 7 (+8)

Languages 1 (English) (Base: Russian)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+10)

Feats: 17 pp

All-Out Attack,

Attack Focus 4 (Melee),

Defensive Attack,

Dodge Focus 4,

Improved Initiative,

Luck 2,

Move-By Action,

Startle,

Power Attack,

Uncanny Dodge (auditory)

Powers: 48 pp

Immunity 1 (own powers) [1 pp]

Protection 6 [6 pp]

Living Bomb Array 10 (20 pp; PF: Alternate Power) [20+1=21 pp]

    BE: Strike 10 (Extra: Area [burst]) 'human bomb'
    AP: Strike 6 (Extra: Penetrating; PFs: Improved Crit 2, Knockback 2, Mighty, Precise) 'bomb punch'

Teleport 9 (900 feet/anywhere on Earth; PFs: Easy, Turnabout) [20 pp]

costs

abilities 32 + combat 24 + saves 14 + skills 15+ feats 17 + powers 48 = 150 pts

DC Block 
Unarmed DC 19 Toughness (bruised/injured)
Area Strike DC 20 Reflex/DC 25 Toughness (bruised/injured)
Bomb Punch DC 25 Toughness (bruised/injured)

-

Design Notes:

She was a soldier, even if she never wore a uniform. Was she an agent of revolution, fighting to free her people from those who kept them down? An agent of authority, striking back against those who would undermine the power of the state for their own mad ambitions? Perhaps she was a patriot; perhaps she was drafted. Maybe she volunteered, maybe her choices were made for her. Either way she's on her own now, a fugitive from some very bad people, and looking to turn powers she'd previously used for destruction for good. Can a life lived by killing be turned into a life for good?

The problem I have with the book Living Weapon archetype is that a guy with metal claws, even a really tough one who regenerates a lot of damage, is actually a pretty poor way of modeling modern warfare. Someone like this, though, who can go almost anywhere and blow the crap out of it with a giant explosion, now that's how warfare (especially asymmetrical warfare) is supposed to work these days. You can be as 'ripped from the headlines' as you want with this character, either tying her to some existing state/non-state entity, or inventing your own comic book nation/cause for her to fight for.

As always, descriptors are left for you to fill in: note that she can punch (making mini-explosions with her fists) for melee damage in addition to her giant explosions. Power-stunt Progression to do more damage with those! With Turnabout, you can pop in anywhere that you're familiar with and destroy it, then bounce out as a free action. As for backstory, that's up to you. Are there more like her, either on the run or working for the people who gave her her powers? Or was she one of a kind, a mutant or a solitary project, her powers shaped by the will of another? There are lots of possibilities for this archetype.

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Cold War Relic

"In the Soviet Union, capitalism triumphed over Communism. In this country, capitalism triumphed over democracy."-Fran Liebovitz

Abilities: 54 pp

STR: 26 (+8)

DEX: 20 (+5)

CON: 26 (+8)

INT: 10 (+0)

WIS: 14 (+4)

CHA: 18 (+4)

Combat: 32 pp

ATK: +8 (+10 Hammer and Sickle Shield, +12 Unarmed)

DEF: +12 (+4 flat-footed)

Init: +13

Grapple: +16

Saves: 12 pp

TOU: +8 (+8 Con)

FORT: +10 (+8 Con, +2)

REF: +7 (+5 Ref, +2)

WILL: +10 (+2 Will, +8)

Skills: 14 pp=56 r

Acrobatics 10 (+15)

Diplomacy 11 (+15)

Intimidate 6 (+10)

Knowledge: History 5 (+5)

Knowledge: Tactics 10 (+10)

Languages 1 (English)

Notice 6 (+8)

Search 5 (+5)

Sense Motive 8 (+10)

Feats: 21 pp

Acrobatic Bluff,

All-out Attack,

Atk Specialization: Hammer and Sickle,

Atk Spec: Unarmed 2,

Connected,

Defensive Attack,

Evasion 2,

Improved Initiative 2,

Interpose,

Leadership,

Luck,

Master Plan 2 (Masterful Tactics),

Power Attack,

Set-Up,

Takedown Attack 2,

Uncanny Dodge

Powers: 17 pp

Device 4 (Hammer and Sickle Shield) (PFs: Indestructible, Restricted [functions as a Thrown Strike for anyone else]) [14 pp]

-Blast 2 (PFs: Improved Crit, Mighty 8, Split Attack) {14}

-Shield 4 (PFs: Improved Defense 2) {6}

Immunity 1 (aging) [1 pp]

Leaping 1 (x2) [1 pp]

Speed 1 (10 MPH) [1 pp]

DC Block 
Unarmed DC 23 Toughness (bruised/injured)
Hammer and Sickle DC 25 Toughness (bruised/injured)

---

Design Notes:

What happens to a Patriotic Hero when their country goes away? (I borrowed a good deal here from Ecal's super-soldier build, natch). Something like this guy: a patriotic hero of a cause long-discredited, kept alive by the serum that gave him his powers so many decades ago. In the Freedom City setting, an unpowered human (Bowman) has a Dex of 26, so I was comfortable giving that to the Relic on his Strength and Con. He's as strong and tough as it's possible for an unpowered, unarmored human being to be.

I gave him a Soviet theme, with a hammer and sickle shield; adjust as necessary for your favorite gone-away country or regime. Find a revolution that you like, pick a guy who would have been fighting for the wrong side. Note that he very deliberately does _not_ have Inspire. No one wants to follow Captain Soviet Union after its fall! Adjust as necessary if you're playing this guy in his prime, when his nation is still empowered. Make him an American by making him a 1950s super-soldier whose McCarthyite backers fell out of fashion in later years.

This is suggested as a villain archetype in the Villain Archetypes book, but I think you can make him a hero too. His story is about finding meaning and purpose after losing both, and that's ultimately a pretty heroic story. Does he stay a superhero, or become a mercenary? Battle for justice, or for money? And what happens when he encounters former enemies whose side he's now on, or former friends who've decided to punish the world for the loss of the nation they once fought for? He's a character full of moral dilemmas. Pit him against my earlier Patriotic Hero for a war of a lifetime!

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Teleporter

"It's a small world after all..."-Disney World

PL: 10 (150)

Abilities: 22 pp

STR 24 (+7) [14/+2]

DEX 16 (+3)

CON 24 (+7) [14/+2]

INT 10 (+0)

WIS 14 (+2)

CHA 14 (+2)

Combat: 32 pp

ATK: +8 (+9 Melee, +13 Unarmed)

DEF: +13 (+4 flat-footed)

Init: +7

Grapple: +20

Saves: 10 pp

TOU +7 (+7 Con)

FORT +8 (+7 Con, +1)

REF +7 (+3 Dex, +4)

WILL +7 (+2 Wis, +5)

Skills: 16 pp=64 r

Acrobatics 12 (+15)

Bluff 12 (+14)

Languages 4 (Chinese, French, German, Russian)

Notice 12 (+14)

Sense Motive 12 (+14)

Stealth 12 (+15)

Feats: 16 pp

Acrobatic Bluff,

All-Out Attack,

Attack Focus: Melee,

Attack Spec: Unarmed 2,

Dodge Focus 5,

Evasion 2,

Improved Initiative,

Luck,

Power Attack

Uncanny Dodge (auditory)

Powers: 56 pp

Enhanced CON 10 (to 24/+7) [10 pp]

Enhanced STR 10 (to 24/+7) [10 pp]

Teleportation Array 17.5 (35 pp powers; PF: Alternate Power) [36 pp]

    BE: Teleport 9 (900 feet/anywhere on Earth; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Hide In Plain Sight, Progression 3 [500 lbs], Turnabout) {35/35}
    AP: Damage 0 (add to Unarmed Damage 7; Extras: Area [burst, Targeted], Autofire [+1], Selective Attack) {21/35}

DC Block 
Unarmed DC 22 Toughness (bruised/injured)

costs

abilities 22 + combat 32 + saves 8 + skills 16/64 + feats 14 + powers 56 = 150 pts

---

Design Notes:

A simple enough archetype, though here hopefully made cool enough to be worth playing. This lady is much, much more powerful than your average comic-book teleporter: she's got virtually all the feats useful for Teleport, and more besides. She can go anywhere on Earth, teleport out of a fall, behind an object to conceal herself (providing the 'cover' for Hide in Plain Sight), and she hits pretty darn hard. Note that while she has a lot of options for catching a foe flat-footed, she is NOT dependent on Sneak Attack, and so can set up some devastating feints with Acrobatic Bluff and Bluff, or just a clever use of her powers. With a 35 pp Array, she can power-stunt a Long-Range Teleport to go anywhere in the Universe!

I figure her Autofire trick represents doing something like what Nightcrawler did in X-2; cleaving her way through goons like a knife through butter. She doesn't need Takedown Attack for an Area Attack, but it might not be a bad idea to buy her that with PP. With Selective on a Targeted Area attack, she rolls an attack against everyone she chooses to hit within 35 feet, getting autofire damage to represent hitting them again and again from many different angles. She can also just punch people in the face, which is certainly a worthwhile trick to have under your belt.

I've left the area ability deliberately undercapped, but if the Ref lets you buy Autofire 3 (which she can afford), why not give it a whirl? As usual, season backstory and the sheet to taste. You can adapt her skills as needed for whatever use you want to give her. I've deliberately left them fairly generic here. In my mind she travels around the world, having cool adventures, and sleeps at home in her own bed every night. You can't go wrong with that. The picture is of Queen Latifah: why not?

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El Spectro!

"It's gonna be a lucha day!"-Lucha Libre

Abilities: 54 pp

STR: 30 (+10)

DEX: 16 (+3)

CON: 30 (+10)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 16 (+3)

Combat: 32 pp

ATK: +8 (+10 Melee)

DEF: +10 (+4 flat-footed)

Init: +15

Grapple: +20

Saves: 11 pp

TOU +10 (+10 Con)

FORT +10 (+10 Con)

REF +9 (+3 Ref, +4)

WILL +9 (+2 Wis, +7

Skills: 18 pp=72 r

Acrobatics 12 (+15)

Intimidate 12 (+15)

Knowledge: Current Events 5 (+5)

Knowledge: Pop Culture 5 (+5)

Language 2 (English, Japanese) (Base: Spanish)

Perform ([luchador]) 12 (+15)

Notice 12 (+14)

Sense Motive 12 (+14)

Feats: 33 pp

Acrobatic Bluff,

All-Out Attack,

Attack Focus: Melee 2,

Benefit 3 (Hero of the People, Status, Wealth)

Connected,

Contacts,

Dodge Focus 2

Fascinate (Perform [luchador])

Grappling Finesse,

Improved Grab,

Improved Initiative 3,

Improved Overrun,

Improved Pin,

Improved Throw,

Improved Trip,

Luck 3,

Move-By Action,

Power Attack,

Startle,

Stunning Attack,

Takedown Attack 2

Second Chance (Checks to start a Grapple)

Ultimate Check (Strength checks)

Uncanny Dodge (auditory)

Powers: 2 pp

Leaping 1 (x2) [1 pp]

Speed 1 (10 MPH) [1 pp]

DC Block 
Unarmed DC 25 Toughness (bruised/injured)

---

Design Notes:

El Spectro! Who is heir to a legacy of incredibly powerful Mexican wrestlers?

El Spectro! Who is an incredibly skilled grappler who is also strong enough to punch through a steel door?

El Spectro! Who can take a tank shell to the chest and just get the wind knocked out of him on an average roll?

El Spectro! Who is a warrior for justice in his adopted homeland while at the same time never forgetting where it is he came from?

El Spectro! Who is among the greatest superheroes of Latin America, a champion of the poor against the power of the landowners?

El Spectro! Who do the children love, the women coo over, and the men wish they could be like?

El Spectro! Who fights in a mask and cape with his gigantic pecs exposed simply for love of the lucha libre?

El Spectro! Who thinks superpowers are for men who lack the sheer machismo of the luchador?

El Spectro!

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Golden Knight

"A true knight is fuller of bravery in the midst, rather than the beginning, of danger."-Philip Sidney

PL: 10 (150)

Abilities: 24 pp

STR 24 [16] (+7/+3)

DEX 14 (+2)

CON 16 (+3)

INT 12 (+1)

WIS 14 (+2)

CHA 12 (+1)

Combat: 24 pp

ATK: +6 (+8 Swords)

DEF: +10 (+3 flat-footed)

Init: +6

Grapple: max +18

Saves: 15 pp

TOU +10 (+3 Con, +7 Protection)

FORT +8 (+3 Con, +5)

REF +6 (+2 Dex, +4)

WILL +8 (+2 Wis, +6)

Skills: 64 r=16 pp

Concentration 10 (+12)

Diplomacy 9 (+10)

Intimidate 9 (+10)

Knowledge (Arcane Lore) 4 (+5)

Knowledge (History) 4 (+5)

Knowledge (Theology and Philosophy) 4 (+5)

Languages 2 (English, Latin) (Base: Old English)

Ride 3 (+5)

Notice 8 (+10)

Sense Motive 8 (+10)

Survival 3 (+5)

Feats: 9 pp

All-Out Attack

Attack Specialization: Swords

Improved Initiative

Luck

Move-By Action

Power Attack

Second Chance (Concentration checks)

Takedown Attack

Uncanny Dodge (auditory)

Powers: 60 pp

Alternate Form 12 (Golden Knight) (Extra: Duration [sustained]) [60 pp]

Enhanced STR 8 [8]

Flight 5 (Extra:Affects Others) (Flaw: Platform) (250 MPH) [Dynamic] [10+1+2=13]

DAP: Super-Strength 5 (Heavy Load: ~10 tons)

Immunity 8 (cold, heat, disease, poison, sleep, starvation and thirst, suffocation) [8]

Impervious TOU 10 [10]

Protection 7 [7]

Shield 4 [4]

Strike 5 (PFs: Extended Reach, Improved Crit 2, Mighty, Precise) [10]

costs

abilities 24 + combat 24 + saves 15 + skills 16/64 + feats 9 + powers 60 = 150 pts

------

Design Notes:

Having revisited and significantly reworked this archetype yet again, I decided to go back and redo a whole new set of design notes. Rather than the Device-using summoner that this build is in the corebook, I've gone ahead and given her the power to summon her magic armor, magic sword, and flying horse all in one get-go like my Star Knight build way down thread. Her armor makes her bulletproof, her sword makes her a threat to almost anything, her flying horse can break the sound barrier and she's immune to most mortal threats while in the armor. What's not to like? I've gone with the assumption that our heroine here, inspired by the Shining Knight remake under Grant Morrison, is indeed a time-traveler from the medieval court of King Arthur. You're better off treating the Knights of the Round Table as the mythic archetypes they are, located in a land of legend outside the pages of mundane history: perhaps like Baghdad in the pages of Sandman, Merlin hurled Camelot into the realm of song and story to protect it before its fall, or perhaps it was an ever-repeating cycle and part of a much older tradition.

She could be from just about any realm of feudal mythology; perhaps an ally of Saladin or Charlemagne if you want to look at some of the historical fictions around those gentlemen. A knightly code of valor is a natural source of complications: clearly, you should pick a code more suitable to romantic fiction than the grim realities of actual feudalism if you want anything like a heroic PC. One possible tweak that I'd like to see is dropping the usual dog-Celticism that comes with the Arthurian story these days: make her as Catholic as Thomas Malory! (Though preferably without the horrible personal life of that knight of old). She's a pretty straightforward fighter, but as dangerous as she was in even a mid-fantasy medieval battlefield she just didn't need to learn a lot of finesse.

It's just easier to manage a PC who has innate abilities rather than relying on devices and a minion, and lets you do cool power-up sequences too: consider Quick Change or the Normal ID drawback for her. I do encourage you to make this character an actual denizen of another place and time whatever backstory you do select that's part of the fun. The basic idea is that this is the lady herself fresh out of the block of ice or fresh out of the dimensional fortress of the fae, or however you want to explain her being a hero out of time. While this is a classic Golden Age archetype, you can tweak it for the Modern Age just fine. If you do want her to be a Golden Age heroine still active today, find a way to give her some immunity to aging and more languages up in there.

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