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Chrome

Player Name: Raveled

Character Name: Chrome

Power Level: 10 (150/150)

Trade-Offs: None

Unspent Power Points: 0

Progress To Impervium Status: 0/150

 

In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech.

 

Alternate Identity: Warren Locke

Identity: Secret

Birthplace: Freedom City

Occupation: Student

Affiliations: Claremont Academy, AEGIS

Family: Maj. Anthony (USAF, ret.) (Father), Marie (Mother)

 

Description:

Age: 16 (DoB: Year [Optionally, Day & Month])

Gender: Male

Ethnicity: Caucasian/Cyborg

Height: 5' 8"

Weight: 220 lbs

Eyes: Brown/Yellow

Hair: Brown/Black

 

Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin.

 

With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate.

 

 

Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons.

 

 

History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him.

 

Things go easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the Air Force and the experimental, superhuman exploits of AEGIS field agents. His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own.

 

In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed.

 

After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent.

 

 

Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about.

 

Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views.

 

 

Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception.

 


Complications:

Secret

Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight.

Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself.

Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly.

Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals.

Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment.

Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies.

 

 

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

Strength: 6/18 (-2/+4)

Dexterity: 8/14 (-1/+2)

Constitution: 4/28 (-3/+9)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

 

Combat: 8 + 8 = 16 PP

Initiative: +6

Attack: +4 Melee, +4 Ranged, +10 Cybernetic Enhancements

Grapple: +13/+9/+2

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -6/+1

 

 

Saving Throws: 1 + 4 + 6 = 11 PP

Toughness: +10/-3 (+10/-3 Con, +1 Protection)

Fortitude: +10/-2 (+10/-3 Con, +1)

Reflex: +6/+3 (+2/-1 Dex, +4)

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

 

 

Skills: 64R = 16 PP

Computers 8 (+11)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 10 (+12)

Knowledge (Popular Culture) 7 (+10)

Knowledge (Technology) 7 (+10)

Notice 8 (+10)

Sense Motive 8 (+10)

 

 

Feats: 13 PP

All-Out Attack

Challenge (Fast Startle)

Dodge Focus 6

Evasion

Move-By Action

Power Attack

Startle

Well-Informed

 

 

Powers: 4 + 88 = 92 PP

 

Comprehend 2 (Electronics 2) [4 PP]

 

Alternate Form 17.6 [88 PP]

Cybernetic Enhancements 10 (20 PP, Feats: Accurate 2, Alternate Power 1) [23 PP]

Base Effect: Damage 6 (Feat: Mighty, Extra: Linked [+0] [Super-Strength], Penetrating [10]) + Super-Strength 4 (Stacks with Super-Strength 1 for Super-Strength 5, Str 53, Extra: Linked [+0] [Damage]) (Cyber Claws) [20/20]

Alternate Power: Damage 10 (Extras: Range/Ranged) (Arm Cannon) [20/20]

 

Density 3 (+6 STR, +1 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [12 PP]

 

Enhanced Constitution 24 + Enhanced Dexterity 6 + Enhanced Strength 6 (Cyber Bodybuilding) [36 PP]

 

Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP]

Base Effect: Datalink 5 (5 miles, Feat: Machine Control) (Computer Chat) [6/6]

Alternate Power: Communication 5 (5 miles, Feat: Subtle) (Cyber Cell) [6/6]


Leaping 2 (x2, move action) [1 PP]

 

Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP]

 

Speed 2 (10 MPH) [1 PP]

 

Super-Senses 5 (Accurate Radius Ranged Radio Sense, Feat: Uncanny Dodge [Audio]) (RADAR) [5 PP]

 

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

ATTACK                RANGE    SAVE                       EFFECT
Unarmed (Unpowered)   Touch    DC 13 Toughness (Staged)   Damage (Physical)
Unarmed (Powered)     Touch    DC 19 Toughness (Staged)   Damage (Physical)
Cyber Claw            Touch    DC 25 Toughness (Staged)   Damage (Physical)
Arm Cannon            Ranged   DC 25 Toughness (Staged)   Damage (Energy)

Totals: Abilities (2) + Combat (16) + Saving Throws (11) + Skills (16) + Feats (13) + Powers (92) - Drawbacks (0) = 150/150 Power Points

Edited by Raveled
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Ink.jpg

Two, three, four. One, two, three, four.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 0 + 8 + 4 + 4 + 10 + 2 = 28PP

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 20 (+10)

Charisma: 12 (+1)

Combat: 12 + 12 = 24PP

Initiative: +8

Attack: +6 melee, +6 ranged, +10 Beatbattling

Grapple: +6

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

Knockback: -5

Saving Throws: 5 + 6 + 2 = 13PP

Toughness: +10 (+2 Con, +8 Defensive Roll)

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

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

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

Skills: 68R = 17PP

Bluff 12 (+14)

Concentration 9 (+14)

Knowledge (Arcane) 3 (+5)

Knowledge (Behavioral Sciences) 8 (+10)Skill Mastery

Knowledge (Physical Sciences) 8 (+10)Skill Mastery

Notice 10 (+15)Skill Mastery

Perform (Dance) 8 (+10)

Sense Motive 10 (+15) Skill Mastery

Feats: 17PP

Accurate Attack

Challenge (Fast Taunt)

Defensive Attack

Defensive Roll 4

Dodge Focus 4

Improved Initiative

Improved Trip

Power Attack

Skill Mastery (Knowledge [behavioral Sciences, Physical Sciences], Notice, Stealth)

Taunt

Uncanny Dodge (Auditory)

Powers: 26 + 6 + 8 + 3 + 8 = 51pp

Beatbattling 10 (20 PP, Feats: Accurate 2, Alternate Power 4) [26PP]

BE: Trip 10 (Extra: Range/Perception) (Trip Over Yourself)

AP: Blast 10 (Get In Your Own Way)

AP: Paralyze 10 (Indecision)

AP: Move Object 10 (The World Dances)

AP: Emotion Control 10 (Dance to the Beat)

Super-Movement 3 (Slithering, Surefooted, Trackless) [6PP]

Super-Senses 8 (Accurate [All Auditory], Analytical [All Auditory], Extended 1 [x100, Normal Hearing], Ultra-Hearing) [8PP]

Super-Senses 3 (Accurate [Normal Tactile], Ranged) [3PP]

Teleport 4 [8PP] (Be Where You Need to Be)

Abilities (28) + Combat (24) + Saving Throws (13) + Skills (17) + Feats (17) + Powers (51) - Disadvantages (0) = 150/150 PP


What can you do when you're tied into the pulse of the world, when you can feel the music that the rest of life dances to? It turns out, quite a lot! This character certainly can; he's in tune with the beat of creation, and because of moves through life effortlessly, making everyone else look clumsy by comparison. He can also make enemies fall down, hurt themselves, or simply stand in one place for a bit. How can he do this, is it magic or some kind of amazing science? Well the picture at the top comes from the (excellent, highly recommended) indie fantasy movie Ink. The Pathfinder can feel the tune of the world and influence situations because of it, so for him it'd likely be some kind of innate magic.

What could push someone to having these powers and using them for good? As said before, in the movie Ink the Pathfinder is one of several Storytellers, who act more or less as angels; you could run with that, have him a divine or mystic entity for whom their magic comes as easy as breathing. Or maybe he's an urban shaman for whom the honking of horns and the flashing of lights and the whole cacophony of city life is a symphony. Or, to tie in with the Knowledge skills, maybe he's a psychologist or a physicist who made an amazing breakthrough and now can move with the rhythm of creation!

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  • 4 weeks later...

Player Name: Raveled

Character Name: Critical

Power Level: 8/10 (150/150 PP)

Trade-Offs: +2 ATT/-2 DC

Unspent Power Points: 0

Progress To Bronze Status: 0/30

 

In Brief: An alien experiment, roaming the wide cosmos in search of adventure and romance.

 

Alternate Identity: Adam Frei, Adem, GELF D-52

Identity: Secret

Birthplace: Space!

Occupation: Adventurer

Affiliations: None

Family: Multiple other GELFs, all estranged

 

Description:

Age: 25 (DoB: September 1990)

Gender: Male

Ethnicity: Genetically Engineered Life Form

Height: 5' 9"

Weight: 170 lbs

Eyes: Green/Changeable

Hair: Green/Dirty blonde/Changeable

 

Adem is a slim humanoid with green skin and short, dark fur all over his body, a thin, almost emaciated frame, large hands, and prehensile feet and tail. His face is round and he's usually smiling, and his green eyes always seem to be sparkling with a secret laugh. His suit is skintight, and darkly colored with stripes that compliment his fur color going up his limbs. Inlaid on the arms are the controls for the morphological induction grid, which can cloak him and his clothes in hard-light holograms, to let him blend into any situation. On one wrist he wears the silvery, angular form of a digi-vault, a useful tool that lets him carry his battlestaff wherever he is.

 

On Earth, Adem usually moves around as Adam Frei, a slim man with pale skin, green eyes, and dirty blond hair left to grow long. His chin always seems to have a few days' stubble on it, enough to seem rugged without being unruly. He is always careful to wear clothes that blend into any social function he finds himself in while being more perfectly cut and tailored than anyone else's outfit. If at all possible, he goes barefoot.

 

 

Power Descriptions: D-52 was designed to be an organism with enhanced luck. Happenstance goes in his direction, and he can apply subtle psychic pressure to force the odds to go against his enemies. In addition to that, all GELFs have enhanced physical abilities. Lastly, Critical is armed with an arsenal of tricks he's assembled, foremost among them is the Digi-vault that can summon his battlestaff from nowhere at all.

 

 

History: Out in the wide, wide galaxy there are infinite tastes and almost anything is for sale. Lanistia has grown fat and wealthy from providing some of the highest-rated entertainment in the galaxy, but his wealth was always rooted in blood sport. Often decried in the Lor Republic but never actually banned, and widely popular in the Stellar Khanate before the rise of the Communion, Lanistia took people from all social levels, from all walks of life, and pitted them against each other and fearsome beasts and even exotic environments for the amusement and cheers of the crowds at home. A successful gladiator could make a lot of money, and gambling is no small part of it.

 

Of course the house always has an edge, and Lanistia has his GELFs. While GELFs all start from the same genetic base, there's an intentional X-factor in their construction that leads each one to be subtly different. That, combined with careful management from Lanista's stable of bureaucrats, meant that any up-and-coming gladiator who refused to sign an (exploitative, lifelong) contract very quickly found themselves up against a fight that they could not win, and the house got another champion up their sleeve.

 

Adem was born into this hard life as another one of Lanistia's vat-grown assassins. The young GELF was a disappointment at first, with no flashy gimmicks or obvious extraordinary abilities. What he did have was a natural charisma and an entertainer's sense of timing. As well, he proved able to handle threats far above his experience or apparent ability; he fought many nail-biter upsets that made Lanistia even richer. He found himself in the role of a favorite pet, feted but kept on a short leash. Adem chafed at this, like he chafed under any restriction, and he looked hard for a way out. In retrospect, it's not surprising that it came from a lucky break.

 

Adem was being paraded about the Republic as part of Lanistia's push to other markets, visiting different worlds and speaking on behalf of Lanistia Enterprises (always with a handler in close proximity). He was at a party on a Lor space station; he picked up a cute Lor executive and the pair retired to her personal shuttle for some 'private talks.' He convinced her to undock the shuttle and set it orbiting the system's sun, and once she was asleep he piloted the spacecraft to a neutral spaceport. He made sure that the executive wasn't harmed and able to return to the station and LE's bureaucrats, but he wasn't about to go back to his old life of servitude.

 

With a whole galaxy in front of him and a whole army of bounty hunters in his wake, Adem is always on the move. He never stays in one place long and always dives feet-first into the most exciting scene around. He's had quite a few exploits and it always on the look-out for the next.

 

 

Personality & Motivation: Adem is a free-spirited individual, always focused on the moment and how he can wring maximum enjoyment from it rather than planning for the future. He's not malicious, he just prefers to enjoy what he has now rather than what he could have in the future. This includes flirting with just about any self-willed creature who enters his line of sight.

 

Adem is a performer, and never happier then when he can show off his athleticism, his good looks, or his quick wit.

 

If there is one thing Adem is truly passionate about, it is freedom and liberty. He has been a slave, been a commodity who only existed to fight and die at the pleasure of others; he cannot and will not sit by when those with power use it to crush or subdue others.

 

 

Powers & Tactics: Adem is a performer and his fighting style shows it, with lots of flashy flips and glib jabs at his opponents. He'll normally pick the flashiest, or angriest, or simply the best-looking combatant around and engage them directly, with words as much as with his battlestaff. He usually doesn't hold a grudge in a fight, and is more than happy to end it on mutual, neutral terms. One thing that he doesn't do well, though, is running -- he claims that it "doesn't make a very good story for the hero to retreat!"

 


Complications:

Karmic Rubberband Adem has wildly varying luck. When things go right, they go very, very right, and when things go wrong it is spectacular.

Wanted GELF Adem is a runaway slave from one of the richest men in the galaxy, and his genetics could grant preternatural luck to anyone. He always has to be on the lookout for people trying to capture him.

Man on the Move Adam Frei has no fixed address, and relies upon the kindness of strangers to not be sleeping on the street.

Not From This Planet Adem was born far, far away from Earth. Earth culture and Earth customs are strange to him; while he's assimilated well enough not to raise too much suspicion, he could still commit a faux pas.

Green-skinned Alien Adem has an alien machine that helps disguise his non-human features, but if something happens to the disguise it would be very difficult for him to hide.

Shiver Shiver Adem has no body fat; cold environments are even less pleasant for him than they would be other people.

"I call it improvising!" Adem lives in the now, and that means he can go off a plan pretty easily.

 

 

Abilities: 4 + 10 + 8 + 0 + 2 + 10 = 34 PP

Strength: 14 (+2)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 20 (+5)

 

Combat: 8 + 8 = 16 PP

Initiative: +5

Attack: +4 Melee, +4 Ranged, +10 Battler Array

Grapple: +5/+8

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

Knockback: -4

 

Saving Throws: 4 + 5 + 6 = 17 PP

Toughness: +8 (+4 Con, +4 Defensive Roll)

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

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

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

 

Skills: 60 R = 15 PP

Bluff 12 (+17)

Diplomacy 10 (+15)

Disguise 0 (+5/+20With Morph)

Handle Animal 5 (+10)

Medicine 5 (+5)

Perform (Dance) 5 (+10)

Notice 11 (+12)

Sleight of Hand 12 (+15)

 

 

Feats: 10 PP

Ambidexterity

Defensive Roll 2

Dodge Focus 4

Evasion

Taunt

 

Powers: 4 + 31 + 12 + 12 + 1 + 1 = 61 PP

 

Additional Limb 3 (3; prehensile feet [2] & tail [1], Feat: Innate) [4 PP]

 

Container (Genetic, Luck) (Born Lucky) [31 PP]

Enhanced Skills 11 (Acrobatics 12 (+17), Escape Artist 12 (+17), Sense Motive 8 (+9), Stealth 12 (+17)) [11 PP]

Enhanced Feats 2 (Acrobatic Bluff, Uncanny Dodge (Auditory)) [12 PP]

Luck Control 2 (Give HP to others, force rerolls, Feats: Luck 2) (May the Odds...) [8 PP]

 

Device 4 (20 PP, Easy to Lose) (Alien, Digital, Technology) (Battlestaff) [12 PP]

Battler Array (12 PP, Feats: Accurate 3, Alternate Power 5) [20 PP]

BE: Damage 4 (Extra: Autofire [6], Feats: Improved Critical, Mighty) (Multi-strike) [12/12]

AP: Damage 4 (Extra: Area/Burst [Targeted], Feats: Improved Critical, Mighty) (Crowd Surfing) [12/12]

AP: Damage 6 (Extra: Range/Ranged) (Blast) [12/12]

AP: Damage 6 (Extra: Area/Cone [Targeted]) (Multi-blast) [12/12]

AP: Dazzle 6 (Visual) (Eye Blast) [12/12]

AP: Stun 6 (Head Strike) [12/12]

 

Device 3 (15 PP, Hard to Lose) (Exploration Suit) [12 PP]

Comprehend 3 (Understand & read all languages, speak and one language at a time) (Universal Translator) [6 PP]

 

Dimensional Pocket 1 (100 lbs, Flaw: Feedback) (Digi-vault) [1 PP]

 

Morph 3 (Any Humanoid, +15, Feats: Quick Change 2) (Morphological Induction Grid) [8 PP]

 

Leap 1 (x2, move action) [1 PP]

 

Speed 1 (10 MPH) [1 PP]

 

 

Drawbacks: -3 = -3 PP

 

Vulnerability (Cold, Moderate [DC x 0.5]) [-3 PP]

 

DC Block

 

ATTACK          RANGE                         SAVE                                EFFECT
Unarmed         Touch                         DC 17 Toughness                     Damage (Physical)
Multi-Strike    Touch                         DC 21+Autofire Toughness (Staged)   Damage (Physical)
Crowd Surfing   Touch (Burst, 20 ft radius)   DC 21 Toughness (Staged)            Damage (Physical)
Blast           Ranged                        DC 21 Toughness (Staged)            Damage (Energy)
Multi-blast     Touch (Cone, 40 ft long)      DC 21 Touhness (Staged)             Damage (Energy)
Eye Strike      Ranged                        DC 16 Reflex/DC 16 Fortitude        Blinded
Head Strike     Touch                         DC 16 Fortitude (Staged)            Dazed/Stunned/Unconcious
Totals: Abilities (34) + Combat (16) + Saving Throws (17) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (3) = 150/150 Power Points

 

Edited by Raveled
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  • 2 weeks later...

MrFixit.jpg

I had five slugs in me. Four were bourbon, and one was constantly emitting gamma radiation.

Power Level: 10 (150 PP)

Trade-Offs: +5 DC/-5 Att, +5 Tou/-5 Def

Abilities: 22 + 4 + 16 + 0 + 6 = 50PP

Strength: 40/32 (+15/+11)

Dexterity: 14 (+2)

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

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 10 + 8 = 18PP

Initiative: +2

Attack: +5 melee, +5 ranged

Grapple: +30

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

Knockback: -12

Saving Throws: 0 + 2 + 6 = 8PP

Toughness: +15 (+10 Con, +5 Protection, 10 Impervious)

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

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

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

Skills: 84R = 21PP

Bluff 13 (+16)Skill Mastery

Diplomacy 7 (+10)

Gather Information 12 (+15)Skill Mastery

Investigate 9 (+10)Skill Mastery

Knowledge (Civics) 8 (+10)

Knowledge (Streetwise) 13 (+15)Skill Mastery

Notice 11 (+11)

Sense Motive 11 (+11)

Feats: 14PP

Accurate Attack

All-Out Attack

Contacts

Dodge Focus 2

Improved Grab

Improved Grapple

Improved Pin

Improved Throw

Interpose

Power Attack

Skill Mastery (Bluff, Gather Information, Investigate, Knowledge [streetwise])

Taunt

Well-Informed

Powers: 12 + 15 + 12 = 39pp

Growth 4 (Extra: Duration/Permanent) [12PP]

Str +8, Con +4, Large Size, +4 Grapple, -4 Stealth, +5 Carrying Capacity

Protection 5 (Extra: Impervious 10) [15PP]

Super-Strength 6 (Carrying Capacity [str 75]) [12PP]

Abilities (50) + Combat (18) + Saving Throws (8) + Skills (21) + Feats (14) + Powers (39) - Disadvantages (0) = 150/150 PP


Here's a build for the biggest, best connected man on the block, a man who can really fill out either a suit or a doorway. Here's a guy who can juggle city buses, but always seems to be blindsided by the latest treacherous dame to waltz into his life. Yup, here's the Sam Spade as the Hulk. Like all good Powerhouses, this is a guy who hits like a battleship and just will not go down. He doesn't have Ultimate Save (Toughness), but he is fully Toughness-shifted and his Impervious Toughness is as high as possible on the boards. In a combat situation, while he can lay about him with those ham-hock sized fists, he can also rip up lightposts or parking meters, throw cars, and just generally use the urban environment as a weapon.

Of course, before it gets to the fighting you have to track the bad guys down, and this guy can do a pretty good job of that, too. Most Powerhouses in the Hulk vein (which this most certainly is) tend to run to the dim side, but this guy is no fool -- he knows what's shaking among the criminal fraternity, and he knows just who to talk to when he needs to find things out. If caught in a compromising situation, he can smooth talk his way out of it, or he can jump through the nearest window and fall five stories without being hurt.

How did this man get how he is? Scores like this are a little beyond human potential in the Freedom 'verse. The simple answer is that he was caught in some kind of scientific experiment; maybe he was a janitor at a research lab when some punks broke in, and he ended up getting a vial of experimental growth hormone spilled all over him. Or maybe he's a demigod, a long-removed descendent of Mars, Thor, Ogun, or Susano-o. If you want to tie his origin into the game universe a little more firmly, maybe he got his powers from the DNAscendent program. Perhaps he got into the private detective life to redeem a previous life of crime, or maybe he lived on the streets for a good long while and now wants to protect the people who live there. If he's going to be a superhero, don't forget to give him a costume -- though there is something timeless about a good suit.

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  • 3 weeks later...

Stronghold
Player Name: Raveled

Character Name: Stronghold

Power Level: 7 (105/105 PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Impervium Status: 0/150

 

In Brief: A big man with a big arm trying to keep his little sister safe.

Catchphrase: "I'll fight you with one hand behind my back."

 

Alternate Identity: Luther Lionel Lexington (Secret)
Birthplace: Bedlam City, WI

Residence: Disused warehouse in Wolverton
Base of Operations: Wolverton
Occupation: Construction, bouncer, various jobs under the table
Affiliations: Good News Thunderous Hammer Church of God in Christ
Family: Alice Lexington (mother), father (unknown/estranged), Lena (sister)

 

Description:
Age: 32 (October, 1983)
Gender: Male
Ethnicity: African-American
Height: 6' 0"
Weight: 210 lbs
Eyes: Black
Hair: Brown

 

Luthor Lexington is a large man with a barrel chest and a heavy build. It would be easy to call him fat, except that he moves with the restrained grace of someone with a lot of power who knows how to use it. He wears a short, neat beard and close-cropped hair, and dresses in clean clothes, usually athletic shirts and old, baggy jerseys and well-patched jeans. His hands are large and calloused and his face is stuck in a permanent scowl.

 

When he goes out on the street with Lena, he wears a similar outfit. The most eye-catching part is a bright red tee-shirt with a black shield on it. He wears a black mask wrapped around his head to hide his identity, and black motorcycle gloves and combat boots.

 

 

History: Luthor Lexington was born in Bedlam and grew up in Wolverton, amid poverty and discrimination and need. His mother wasn't a very good provider, and at an early age he became responsible for his sister Lena. He did everything he could to keep her safe and warm, and in Wolverton that meant joining a gang. They weren't as high profile as the Devil Rays, but they did a brisk trade by stealing or disassembling cars on the street. One night Luthor ranged wide outside of their normal territory looking for a good mark, and ended up breaking into an up-market SUV too near Stark Hill. The cops caught him, chased him, and arrested him; they charged him with grand theft auto (stealing a stereo), resisting arrest (running away) and assaulting a police officer (throwing a trash can at one of the cops). He was thrown into Bedlam City Jail and waited for his day in court. So he waited, and waited, and waited.

 

Months went by and Luthor didn't have any contact with the outside world. He tried to lay low, but the big man was actively courted by several gangs who had their tendrils in the penitentiary; when he refused to play ball, he was jumped in the shower. Luthor fought back and put a couple of his assailants in the hospital and two charges of assault were appended to his case. It began to look like he would never walk free again and he fell into a deep, dark depression. That was when he met with a trim woman and a fat man who dressed in dark suits that screamed "Fed." They offered him a chance to get out of jail and sidestep the entire trial, a chance to earn enough money to get him and his family out of Bedlam forever. It was the chance of a lifetime and Luthor jumped at it.

 

He was transferred to Bald Hill Penitentiary and placed in solitary confinement, but before long the experiments began. He was cut open and machines were put in him, he was subjected to electric shocks and freezing baths, he was injected with drugs and poisons. At some point he began lifting things with streamers of blue-red energy, and with a little more work (and more 'enticement' by his handlers/torturers) he learned to refine these abilities. Still, the researchers weren't very happy with him and once again Luthor began to wonder again if he'd ever see the sun again.

 

One gloomy day (all days are gloomy in doors) he was shackled and loaded into a van and drove out into the city. His chains were short enough that he could barely get off his bench, but he did his best to watch the city through the barred window in the side of the van. He was probably the first one to see the dump truck that hit them. In a few moments the strict, military air of the group descended into anarchy and gunfire. A tall figure in a hoodie literally tore the door off Luthor's truck and helped him out of the shackles, freeing him and helping him escape into the city. It was a shock when he realized that this was his little sister Lena, all grown up and casually throwing dumpsters around.

 

They caught up, and while Luthor was happy to be free and out of prison he quickly realized that Lena wanted to go further with it. She worked out, took tae kwon do classes at the Y, and sought out injustice in the city. Luthor tried to dissuade her, but years on her own and her growing maturity meant Lena wasn't persuaded. Eventually he was the one who bent; if his sister was going to be risking her life out on the streets, the least he could do was go out with her and try to protect her. Luthor's not as devoted to saving the city as Lena is, but he is devoted making sure she comes back every night, safe and secure.

 

 

Personality & Motivation: Luthor had learned, though painful lessons, that the world is mostly full of people trying to screw other people over. He doesn't want to be a part of that cycle of hurting and predation, and so he does his best to stay out of it. The problem is that a lot of people on the streets want a big, strong guy like him as an enforcer, so to avoid hurting people Luthor learned to either scare them off or fade into the background. Really, Luthor is tired of all the dirt and grime and crime in his life and just wants to be rid of it all.

 

The one bright spot in his life is his sister. Lena is, to him, a genius that is well on her way to escaping the festering pit that is Bedlam. Luthor's main goal is to help her and provide for her so that one day she can rise over it all and get out of the city, and he will do whatever is necessary for that to happen.

 

 

Powers & Tactics: Luthor fights by getting in close. He's a brawler, not a tactician, and he will do his best to pick out the most dangerous enemy and engage them directly. At the same time, his biggest goal in a fight is to protect Lena so if anyone is proving a threat to her Luthor will jump straight into their face and start smashing them. If someone is using Movement powers or ranged attacks to stay away from him, he'll pick them up in his hand and shake them like a rag doll.
 

 

Power Descriptions: Luthor can manifest a spectral arm of pure energy, a red ghost of his left arm that can lift nearly superhuman weights. In addition to lifting and squeezing, he can use it to strike with superhuman strength, or simply bring the arm and oversized hand around to shelter behind it. He can hide an entire crowd behind the energy field of his hand.

 

 

Complications:

Secret Luthor has to keep his identity as Stronghold a secret. The gangs don't care for capes hanging around their neighborhood.

Struggling Luthor and Lena are usually running at the edges of their budget. Any extra, sudden expenses could ruin them.

Family First Luthor puts his sister's safety first. He'd sacrifice anything or anyone to protect her.

Unstable Experiment Stronghold's powers were awakened artificially, and no one can be sure how his implants will react to a particular stimulus.

Wanted Man There's still a warrant out for Luthor Lexington, and if he's arrested he'll be in prison for a long time.

Anger Mismanagement Time in prison hardened Luthor and taught him to react with violence. He's still working past those instincts, and under pressure he may still lash out without thinking.

 

Abilities: 10 + 4 + 8 + 2 + 0 + 4 = 28 PP
Strength: 20 (+5)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)


Combat: 6 + 6 = 12 PP
Initiative: +2
Attack: +3 Melee, +3 Ranged, +7 Psychic Armament

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

Grapple: +8/+14
Knockback: -3/-6


Saving Throws: 3 + 2 + 4 = 9 PP
Toughness: +7 (+4 Con, +3 Protection, Impervious 6)
Fortitude: +7 (+4 Con, +3)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+0 Wis, +4)


Skills: 76 R = 19 PP

Climb 5 (+10)

Concentration 8 (+8)

Craft (Mechanical) 9 (+10)

Craft (Structural) 9 (+10)

Intimidate 10 (+12)

Knowledge (Current Events) 4 (+5)

Knowledge (Streetwise) 9 (+10)

Notice 8 (+8)

Search 6 (+7)

Sense Motive 8 (+8)

 


Feats: 6 PP

Dodge Focus 4

Equipment 2Bronze Reward

Interpose

Startle

 

Warehouse HQ [10 EP]

Size: Medium [1 EP]

Toughness: +5

 

Features: [9 EP]

  • Concealed
  • Fire Prevention System
  • Garage
  • Gym
  • Infirmary
  • Living Space
  • Security System 2 [DC 25]
  • Workshop

 

 

Powers: 3 + 24 + 8 = 35 PP

All powers have the Psychic and Telekinesis descriptors

 

Protection 3 (Personal Forcefield) [3 PP]

 

Psychic Armament 9 (18 PP, Feats: Accurate 2, Alternate Powers 2) [24 PP]

BE: Move Object 7 (Str 35, Feats: Chokehold, Extended Reach [10 ft], Improved Grab, Improved Pin, Extra: Damaging, Flaw: Range/Melee) (Energy Arm) [18/18]

AP: Damage 7 (Extra: Area/Line [Targeted]) (Liner Punch) [14/18]

AP: Impervious Protection 6 (Extra: Affects Others [+1], Area/Burst [Targeted]) (Sheltering Hand) [18/18]

 

Leaping 2 (x5, move action, Extra: Linked [+0] [Speed, Super-Movement) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping, Speed]) (Telekinetic Grapnel) [8 PP]

 


Drawbacks: (-0) = -0 PP

 


DC Block:

 

ATTACK        RANGE   SAVE                                EFFECT
Unarmed       Touch   DC 20 Toughness (Staged)            Damage
Energy Hand   10 ft   DC 22 Toughness (Staged)            Damage, Grapple
Liner Punch   Touch   DC 22+Autofire Toughness (Staged)   Damage

Totals: Abilities (24) + Combat (12) + Saving Throws (9) + Skills (19) + Feats (6) + Powers (35) - Drawbacks (0) = 105/105 Power Points

 

Edited by Raveled
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  • 2 weeks later...

Characters Name: Ironclad II

Power Level: 13 (196/196PP)

Trade-Offs: +5 Toughness/-5 Defense

Unspent PP: 0

Description: Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower

The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.

Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.

Power Descriptions: Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time.


Complications:

City Girl: Jessica likes technology and the urban sprawl. She can get uncomfortable if forced to spend long periods in natural settings.

HUD: The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.

Limited Use: When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.

No Plans, No Prototype: Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.

Obsession: Jessica can't help herself from examining high-tech machines, and especially super-tech.

Responsibility: Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.

Abilities: 0 + 6 + 2 + 10 + 2 + 4 = 24PP

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

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4, +12 Battlesuit Weapons Array

Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength

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

Knockback: -8/-0

Saving Throws: 6 + 4 + 8 = 18PP

Toughness: +17/+1 (+1 Con, +16 Protection)

Fortitude: +7 (+1 Con, +6)

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

Will: +9 (+1 Wis, +8)

Skills: 120R = 30PP

Computers 10 (+15)Skill Mastery

Concentrate 9 (+10)

Craft (Chemical) 10 (+15)

Craft (Electronic) 15 (+20)

Craft (Mechanical) 15 (+20)Skill Mastery

Disable Device 10 (+15)Skill Mastery

Knowledge (Biological Sciences) 10 (+15)

Knowledge (Physical Sciences) 10 (+15)

Knowledge (Technology) 15 (+20)

Languages 4 (English [Native], French, German, Japanese, Russian)

Notice 6 (+7)Skill Mastery

Sense Motive 6 (+7)

Feats: 11PP

Benefit (Wealth 2)

Dodge Focus 3

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Interpose

Luck 2

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)

Equipment: 3PP = 15EP

5 + 10 = 15

The Lab (HQ) [5EP]


Midtown Apartment (PL12 HQ) [12EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Computers
    Defense System: Snare 12
    Laboratory
    Library
    Living Space
    Security System 2 (DC25)
    Workshop

Powers: 78 + 4 + 15 = 97PP

Device 19 (95PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Mental Quickness 6+], Subtle) [78PP] (Battlesuit [Technology])

All effects have the Technology descriptor.

Enhanced Feats 7 (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP]

Features 3 (Computer, Hologram Projector, Library) [3PP]

Flight 1 (10 MPH/100 ft per round, stacks for Flight 5 250 MPH/2 500 ft per round) [2PP]

Immunity 11 (Critical Hits, Life Support) [11PP] (Armor)

Power Reserve 4 (8PP, Flight, Super Strength) [10PP]

Protection 16 [16PP] (Armor)

Super-Senses 6 (Infravision, Analytical [All visual], Radius [All visual], Extended 1 [100 ft increments])

Super-Senses 2 (Radio)

Super-Senses 6 (Ultrahearing, Accurate [All auditory], Extended 1 [100 ft increments])

Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP]

Vulnerability (Electricity, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

Weapons Array 13 (26PP Array, Feats: Accurate 4, Alternate Power 3) [25PP]

Base Power: Blast 12 (Feats: Improved Range 2 [2 500ft Increments / 1,000ft Max Range]) [22PP] (Wrist Blasters)

Alternate Power: Enhanced Strength 24 + Super-Strength 1 [22PP] (Servos)

Alternate Power: Snare 12 (Feat: Reversible) [21PP] (Glue Capsules)

Alternate Power: Blast 12 (Extra: Area/Targeted [shapeable], Flaw: Action/Full) [20PP] (Cluster Munitions)

Quickness 6 (x100, Flaws: Limited [Mental Tasks], Feats: Innate) [4PP]

Mental Quickness 6 means that Ironclad can make the following checks.

Computers to

  • [*:3c7x0sct]search for a file on a massive network as a full round.
    [*:3c7x0sct]crash a computer as a free action.
    [*:3c7x0sct]destroy or damage programming in 6 rounds.
    [*:3c7x0sct]write a program in 6 rounds.

Knowledge to

  • [*:3c7x0sct]Take 10 as a free action.
    [*:3c7x0sct]Take 20 in 6 rounds.

Notice to

  • [*:3c7x0sct]make a Notice check as a free action.

Immunity 30 (Fortitude Effects, Flaw: Limited [Half Effect]) [15PP]

Drawbacks: -0PP

None

DC Block:

ATTACK             RANGE        SAVE                        EFFECT

Unarmed            Touch        DC15 Toughness (Staged)     Damage (Physical)

Wrist Blaster      Ranged       DC 27 Toughness (Staged)    Damage (Energy)

Servos             Touch        DC 27 Toughness (Staged)    Damage (Physical)

Glue Capsule       Ranged       DC 22 Reflex (Staged)       Entangled (Physical)

Cluster Munitions  Ranged/Area  DC 27 Toughness (Staged)    Damage (Physical)

Abilities (24) + Combat (16) + Saving Throws (18) + Skills (30) + Feats (11) + Powers (97) - Drawbacks (0) = 196/196 Power Points

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PsylockeSisterhood.jpg

"You trust your eyes too much!" -- Spike Spiegel

Power Level: 10 (150 PP)

Trade-Offs: +5 Att/-5 DC unarmed, +1 Def/-1 Tou

Abilities: 6 + 8 + 14 + 2 + 0 + 4 = 34PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 24 (+7)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 14 (+2)

Combat: 10 + 12 = 22PP

Initiative: +8

Attack: +5 melee, +5 ranged, +15 unarmed

Grapple: +10

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -4

Saving Throws: 2 + 5 + 9 = 16PP

Toughness: +9 (+7 Con, +2 Dodge Roll)

Fortitude: +9 (+7 Con, +2)

Reflex: +9 (+4 Dex, +5)

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

Skills: 100R = 25PP

Acrobatics 15 (+19)Skill Mastery

Bluff 15 (+17)Skill Mastery

Climb 12 (+15)

Intimidate 15 (+17)Skill Mastery

Knowledge (Streetwise) 9 (+10)

Notice 11 (+11)

Sense Motive 11 (+11)

Stealth 12 (+16)Skill Mastery

Feats: 30PP

Acrobatic Bluff

All-Out Attack

Attack Specialization (Unarmed) 5

Challenge (Fast Climb)

Defensive Attack

Defensive Roll

Dodge Focus 5

Equipment 2

Evasion

Improved Critical (Unarmed)

Improved Initiative

Luck 2

Move By Action

Power Attack

Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth)

Sneak Attack

Startle

Takedown Attack

Taunt

Uncanny Dodge (Auditory)

City Dojo PL 10 HQ

Size: Medium [1EP]

Toughness: 10 [1EP]

Features [8EP]

  • [*:1sahl8s3]Combat Simulator
    [*:1sahl8s3]Cover Facility [Dojo]
    [*:1sahl8s3]Fire Prevention System
    [*:1sahl8s3]Infirmary
    [*:1sahl8s3]Living Space
    [*:1sahl8s3]Parade Ground
    [*:1sahl8s3]Security System 2 [DC 25]

Powers: 4 + 4 + 8 + 7 = 23pp

Communicate 2 (Mental, Extra: Two-Way) [4PP] (Telepathy)

Concealment 4 (All Visual, Flaw: Limited [Miss chance only) [4PP] (One in the Crowd Style)

Enhanced Feat 8 (Challenge 6 [Accelerated Stealth, Fast Acrobatic Bluff, Fast Feint, Fast Startle, Fast Taunt, Fighting Climb], Evasion [stacks for 2], Hide In Plain Sight) [7PP] (Illusory Fighting)

Super-Senses 7 (Accurate [Normal Mental], Acute [Normal Mental], Radius [Normal Mental], Ranged [Mental], Extended 1 [100 ft increments], Uncanny Dodge [Mental]) [7PP] (Expand Your Mind!)

Abilities (34) + Combat (22) + Saving Throws (16) + Skills (25) + Feats (31) + Powers (22) - Disadvantages (0) = 150/150 PP


Here's a neat little trick, building an illusionist without using the Illusion powers. A lot of newbies don't realize that Mutants & Masterminds is an effects based system; what that means is that sometimes the most effective way to build the character you want means using powers that don't actually use the name of what you want to do. The most obvious example of this is the oft-bemoaned Deflect power, but here we have a slightly different take on things. This is a lady who can beat you silly with her bare hands, but when the situation escalates she busts out mind powers to create illusions to distract and disorient her foes. She's perfectly serviceable without them, but with them she becomes utterly unstoppable!

A question is how the lady came about her powers. Psychics and street fighting don't often mix, but perhaps she unlocked her inner chakras through long training and meditation, and the insight she gained allowed her to alter the perceptions of her enemies in combat. Or this could be an ancient art preserved by a line of psychics down the generations, or maybe the lady is an immigrant from Shambala Vale -- goodness knows they have weirder martial arts than this! Of course, while this build is psychic, you could easily rebuild it as a martial artist who knows a little magic (or a mage who knows a little bit about fighting!).

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  • 3 weeks later...

Device 4 (20 PP, Hard to Lose) [16PP] (Armored Costume, Grapnel)

Concealment 2 (Infravision, Flaw: Partial) [2PP]

Grapnel

Leaping 2 (x5, move action) [2PP]

Speed 1 (10 MPH) [1PP] + Super-Movement 1 (Swinging) [2PP]

Super-Movement 1 (Slow Fall)

Immunity 7 (Environmental Conditions [All], Suffocation Effects [All]) [7PP]

Super-Movement 2 (Wall-Climbing 2) (Gecko Pads) [6PP]

Device 2 (10PP, Hard to Lose) [8PP] (Mask)

Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 3 (Extended 1 [100 ft increments], Radio) [3PP]

Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP]

Device 6 (30PP, Easy to Lose, Feat: Subtle [Collapsible]) [18PP] (Furion Bow)

Arrowing Array 11 (22PP, Feats: Alternate Power 4, Improved Range 2 [Rank x 50 ft increments], Variable Descriptor 2) [30PP]

BE: Blast 5 (Extra: Autofire [7], Feats: Mighty 2, Improved Range 3 [500 ft increments], Ranged Disarm, Ranged Pin) [22/22PP]

AP: Blast 5 (Extras: Area/Shapeable [Targeted], Selective, Feats: Mighty 2, Improved Range 3 [500 ft increments], Ranged Disarm, Ranged Pin, Flaw: Action/Full) [22/22PP]

AP: Stun 7 (Extra: Range/Ranged Feats: Improved Range 3 [500 ft increments]) [22/22PP]

AP: Drain Toughness 7 (Extras: Affects Objects [+1], Range/Ranged, Feat: Slow Fade [1 minute]) [22/22PP]

AP: Snare 7 (Extra: Constricting, Feat: Reversible) [22/22PP]

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  • 2 months later...

 

Quote

Good things come in small packages.

 

Power Level: 10 (150 PP)

Trade-Offs: None (Medium)/+5 DC/-5 ATT, +5 TOU/-5 DEF (Huge)/+5 ATT/-5 DC, +5 DEF/-5 TOU (Fine)

 

Abilities: 0 + 6 + 2 + 10 + 0 + 4 = 22PP

Strength: 40/10/1 (+15/+0/-5)

Dexterity: 16 (+3)

Constitution: 18/10 (+4/+0)

Intelligence: 20 (+5)

Wisdom: 10 (+0)

Charisma: 14 (+2)

 

Combat: 14 + 12 = 26PP

Initiative: +3

Attack: +7 Melee, +7 Ranged/+5 Melee, +5 Ranged (Huge)/+15 Melee, +15 Ranged (Fine)

Grapple: +7/+28 (Huge)/-6 (Fine)

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed/+5 Def (+4 Base, +3 Dodge Focus, -2 Size) +2 Flat-Footed (Huge)/+15 Def (+4 Base, +3 Dodge Focus, +8 Def), +2 Flat-Footed (Fine)

Knockback: -2/-12/-2

 

Saving Throws: 3 + 4 + 10 = 17PP

Toughness: +1/+15/+5 (+0/+4/+0 Con, +1/+1/+15 Protection, Impervious 0/9/0)

Fortitude: +3/+7/+7 (+0/+4/+0 Con, +3/+3/+7)

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

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

 

Skills: 44R = 11PP

Computers 9 (+14)

Craft (Electronics) 10 (+15)

Craft (Mechanical) 5 (+10)

Intimidate 0 (+2/+6/-6)

Knowledge (Biological Sciences) 5 (+10)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 15 (+20)

Stealth 0 (+3/-1/+19)

 

Feats: 9PP

Accurate Attack

All-Out Attack

Dodge Focus 3

Equipment 2

Inventor

Power Attack

 

Equipment 2 [10 EP]

Size: Medium [1 EP]

Toughness: +5 [0 EP]

Features:

  • Communications
  • Computer
  • Infirmary
  • Lab
  • Living Quarters
  • Power System
  • Security System [2] (DC 20)
  • Workshop

 

Powers: 65 = 65PP

 

Device 16 (80 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Size Suit) [65 PP]

Communication 5 (Radio, 5 miles, Feat: Subtle) [6 PP]

 

Immunity 9 (Life Support) [9 PP]

 

Incapacitation Array 5 (10 PP, Feat: Alternate Power 2) [12 PP]

BE: Snare 5 [10/10] (Glue Grenade)

AP: Stun 5 [10/10] (Taser)

AP: Trip 5 (Extra: Area/Burst [General]) [10/10] (Quake Grenades)

 

Protection 5 [5 PP]

 

Resizing Array 19 (47 PP, Feat: Alternate Power) [48 PP]

BE: Enhanced Feat 16 (Attack Focus Melee 8, Attack Focus Ranged 8, Extra: Linked [+0] [Enhanced Save, Flight, Shrinking]) + Enhanced Save 4 (Fortitude, Extra: Linked [+0] [Enhanced Feat, Flight, Shrinking]) + Flight 5 (250 MPH, Extra: Linked [+0] [Enhanced Feat, Enhanced Save, Shrinking]) + Shrinking 16 (+8 ATT, +8 DEF, -16 STR, -4 TOU, Extra: Linked [+0] [Enhanced Feat, Enhanced Save, Flight], Feat: Normal Movement)[46/46] (Go Home)

AP: Enhance Strength 14 (Extra: Linked [+0] [Impervious Protection, Growth]) + Protection 9 (Extra: Linked [+0] [Enhanced Strength, Growth]) + Growth 8 (-2 ATT, -2 DEF, +16 STR, +8 CON, Extra: Linked [+0] [Enhanced Strength, Impervious Protection]) [47/47] (Go Big)

 

Drawbacks: (0) = 0PP

 

 

DC Block

 
(see below)

Totals: Abilities (22) + Combat (26) + Saving Throws (17) + Skills (11) + Feats (9) + Powers (65) - Drawbacks (0) = 150/150 Power Points

 

First we had time, then we had gravity, now we have a battlesuit that controls size. It seems every superhero universe has at least one person who can shrink down or grow big. The Atom, Giant-Man, even Sky Scrapper, everybody needs somebody who can fight kaijus on their own level. However, Growth and Shrinking are problematic powers in Mutants & Masterminds, because they mess around with the all-important caps that the system is build around. Simply putting Growth and Shrinking into an array results in a lot of messy numbers, so in order to get around that I came up with... This.

 

Here we have a battlesuit that can is designed to shrink down to mouse-size, but the polarities can be reversed to turn the wearer into a fifteen-foot tall, ten ton bruiser. Anything in between that is messy and undercapped, but cut me some slack -- I'm only human. This is achieved with gratuitous use of the Linking Extra and Enhanced Feat, to make the Huge size entirely +TOU and +DC shifted, while the Fine size is a damn nice sneaker with a couple of tricks up with sleeve. Why doesn't the Incapcitation Array scale with size? The Snare and Trip are utilized by means of a launched grenade, so they might revert to normal size once they get a few centimeters from the suit itself. And the taser doesn't get nastier because big electrons carry the same charge as really small electrons.

Edited by Raveled
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  • 2 months later...

(19:17:27) KnightDisciple: (18:15:40) Raveled: KD> ... Is that a challenge? Yes

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 10 + 10 + 8 + 2 + 0 + 0 = 30 PP

Strength 20 (+5)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 10 (+0)

Charisma 10 (+0)

Combat: 12 + 12 = 24 PP

Attack: +6 Melee, +6 Ranged, +10 Beam Array

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

Initiative: +9

Grapple: +19/+13/+11

Knockback: -5

Saving Throws: 4 + 0 + 6 = 10 PP

Toughness: +10 (+4 CON, +6 Protection)

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

Reflex: +5 (+5 DEX)

Will: +6 (+0 WIS, +6)

Skills: 44r = 11 PP

Acrobatics 10 (+15)Skill Mastery

Climb 7 (+12)Skill Mastery

Notice 9 (+10)Skill Mastery

Search 9 (+10)

Sense Motive 9 (+10)Skill Mastery

Feats: 13 PP

Accurate Attack

Acrobatic Bluff

Defensive Attack

Dodge Focus 4

Improved Grab

Improved Initiative

Improved Pin

Power Attack

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

Uncanny Dodge (Auditory)

Powers: 2 + 44 + 16 = 62 PP

Additional Limbs 2 (2 Arms) [2PP]

Device 11 (65 PP, Hard to Lose) [44PP] (Battlesuit)

Beam Array 10 (Feats: Accurate 2, Alternate Power 4) [26PP]

BE: Blast 10 (Straight-Up Beam)

AP: Strike 10 (Extra: Area/Targeted [Cone]) (Wide-Angle Beam)

AP: Strike 10 (Extra: Penetrating [10]) (Cutting Beam)

AP: Blast 10 (Extra: Autofire [10], Flaw: Action/Full Round) (Beam Spam)

AP: Dazzle 5 (Visual, Extra: Range/Ranged) (Eye Beams)

Flight 4 (100 MPH) [8PP]

Protection 6 [6PP]

Super-Strength 6 (Str 50, Feats: Bracing, Counter-Punch, Groundstrike) [15PP]

Device 4 (20 PP, Hard to Lose) [16PP] (Vampiric Power Ring)

Immunity 11 (Aging, Life Support, Eat/Drink, Sleep) [11 PP]

Ring Array (Feats: Alternate Power 3, Flaw: Side-Effect [-1]) [7PP]

BE: Drain Toughness 10 (Blood Letting)

AP: Concealment 10 (All senses, Flaw: Blending) (Obfuscation)

AP: Mind Control 10 (Flaw: Requires Mental Grapple) (Mind Powers)

Super-Senses 2 (Darkvision) [2PP]

Abilities (30) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (13) + Powers (62) - Disadvantages (0) = 150 PP


Let it never be said that I am beyond one-ups manship.

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Falling-man2.jpg

'Cause I'm free/Freefallin'! (Freefallin'.)

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 8 + 6 + 0 + 0 + 6 = 24PP

Strength: 14 (+2)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 12 + 8 = 20PP

Initiative: +8

Attack: +10 melee, +6 ranged

Grapple: +12

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5/-10

Saving Throws: 5 + 6 + 6 = 16PP

Toughness: +10 (+3 Con, +7 Protection, 10 Impervious [Physical Only], 10 Reflective [Physical Only])

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

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

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

Skills: 120R = 30PP

Acrobatics 11 (+15)Skill Mastery

Bluff 12 (+15/+19 w/ Attractive)Skill Mastery

Climb 10 (+10)Skill Mastery

Diplomacy 8 (+11/+15 w/ Attractive)

Drive 11 (+15)

Knowledge (Business) 10 (+10)

Knowledge (Current Events) 10 (+10)

Knowledge (Popular Culture) 10 (+10)Skill Mastery

Language 5 (Arabic, English [Native], French, Mandarin, Japanese, Spanish)

Medicine 5 (+5)

Notice 10 (+10)

Sense Motive 10 (+10)

Swim 8 (+10)

Feats: 27PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 4

Attractive

Benefit (Wealth 2)

Distract (Bluff)

Dodge Focus 6

Endurance

Elusive Target

Evasion

Improved Initiative

Luck 2

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Bluff, Climb, Knowledge [Popular Culture])

Taunt

Powers: 8 + 2 + 23 = 33pp

Device 2 (10 PP, Hard to Lose) [8PP] (Next Generation Sports Suit)

Immunity 3 (Cold, Heat, Breathe Underwater) [3PP]

Protection 7 [7PP]

Leaping 2 (x5, move action) [2PP] (Bound and Rebound)

Personal Gravity Array 10 (20 PP, Feats: Alternate Power 3) [23PP]

BE: Strike 8 (Feat: Knockback 10, Mighty) (Falling Hammerblow)

AP: Trip 10 (Extra: Area/General [burst], Feat: Knockback 10, Flaw: Range/Touch) (Shake 'Em Up)

AP: Flight 5 (250 MPH) (Falling With Style)

AP: Personal Gravity Field Manipulation

Impervious Toughness 10 (Flaw: Physical Only)

Reflective Toughness 10 (Physical Only)

Immunity (Falling Damage, Flaw: Duration/Sustained)

Abilities (24) + Combat (20) + Saving Throws (16) + Skills (30) + Feats (27) + Powers (33) - Disadvantages (0) = 150/150 PP


What happens when you mix extreme sports with superpowers? You get a guy who can fall at Mach 1 and still stop on a dime. This character can manipulate their personal gravity field; that is to say they can make themselves fly into the air, drop like they weigh a ton, or turn aside projectiles, but they can't trap someone in a bubble of hyper-gravity or lift an object by making it weightless (though not massless; anyone ever done the math on how much inertia a city bus weighs?). They use this to zip around the battlefield acrobatically and punch the bad guys with a fist that's been increased to several times its usual density.

Since I usually associate extreme sports with folks who have way too much time and money on their hands ("Hey, let's go to the top of a skyscraper and jump off" doesn't synergize well with "My kid's got a band recital in the morning, somehow) I also included bits of the typical rich dilettante, or at least what comic books think a rich dilettante is like. Think Oliver Queen if he'd gotten gravity superpowers instead of a bow & arrow. He uses his wealth to fly around the world and take place in the most hair-raising exploits he can find, as well as buying a super-advanced suit of lightweight, super-:science: armor to protect himself when his jetski flips over, or when the shark cage crumples, or when a supervillain finds his flipping and flying annoying and manages to clip him with a ray gun.

The easiest way this guy could've gotten his powers is by mutation. A skydive or BASE jump with a faulty parachute could easily require one to gain the ability to fly, or at least land softly. Cue a few weeks of stardom as the latest mutant darling of the media, and then the inevitable supervillain attacks. Rich Gravity Boy fights the villain off, much to everyone's amazement, and finds out that combat is the biggest rush he's ever felt. So it's off to be a hero, and have amazing, exciting adventures! And have you seen the outfits some of those super-ladies get into? Yowza!

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FlashGor.gif

Power Level: 10 (150 PP)

Trade-Offs: +4 Att/-4 DC, +1 Def/-1 Tou

Abilities: 12 + 8 + 10 + 6 + 0 + 10 = 46PP

Strength: 22 (+6)

Dexterity: 18 (+4)

Constitution: 20 (+5)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 20 (+5)

Combat: 12 + 12 = 24PP

Initiative: +8

Attack: +6 melee, +6 ranged, +14 Unarmed, +14 Ray Gun

Grapple: +12

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -5

Saving Throws: 5 + 3 + 7 = 15PP

Toughness: +9 (+5 Con, +4 Defensive Roll)

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

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

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

Skills: 56R = 14PP

Bluff 9 (+14/+18 w/ Attractive)Skill Mastery

Diplomacy 9 (+14/+18 w/ Attractive)Skill Mastery

Knowledge (Business) 7 (+10)Skill Mastery

Language 2 (English [Native], Lor, Grue)

Notice 5 (+5)

Pilot 10 (+15)Skill Mastery

Sense Motive 5 (+5)

Swim 9 (+14)

Feats: 27PP

Accurate Attack

All-Out Attack

Attack Specialization (Ray Gun) 4

Attack Specialization (Unarmed) 4

Attractive

Dodge Focus 5

Improved Initiative

Inspire 5

Luck

Move-By Action

Power Attack

Skill Mastery (Bluff, Diplomacy, Knowledge [business], Pilot)

Taunt

Powers: 6 + 16 = 24pp

Device 2 (10 PP, Easy to Lose) [6PP] (Ray Gun)

Blast 5 [10PP] (Zzzzap!)

Luck Control 3 (Loan HP, force reroll, allow reroll, Feats: Beginner's Luck, Luck 6) [16PP] (Master of the Impossible)

Abilities (46) + Combat (24) + Saving Throws (15) + Skills (14) + Feats (27) + Powers (24) - Disadvantages (0) = 150/150 PP


He'll save every one of us./ Stand for every one of us! Yes folks, here is the quintessential raygun gothic space hero, Flash Gordon! Okay maybe he seems a bit more zeerust these days, but think about it -- a talented man travels into space and lands on a planet in the iron grip of a tyrant. This man inspires the populace to rise up and overthrow the tyrant, becoming a hero! And then the man chooses to travel the stars and find even more adventure!

Some of you might be calling shenanigans on parts of this build. Namely, that he has powers instead of being a normal, baseline human (or that his Int is higher than 8). Second part first: Flash was a Yale graduate and polo player in the original comic strip. That implies a certain level of academic knowledge, so I've made him a rather able businessman (as long as he stays in sales). As for the first part, well, this is a superhero site. Yes I have a Badass Normal myself, but loading Flash down with fancy space Devices is only one way to represent his abilities. This way Flash is not only better, but he makes everyone else around him better.

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Character Name: Black Vulture

Power Level: 10 (150/150PP)

Trade-Offs: None

 

In Brief: Arrogant king of the Avians

 

Alternate Identity: Vohl-Turr

Identity: The general public is unaware that the Avians or Vohl-Turr exist.

Birthplace: Atlas Mountains

Occupation: King of the Avians

Affiliations: Sky Clan, Cryptids

 

Description:

Age: ??

Gender: Male

Ethnicity: Cryptid (Beast People)

Height:

Weight: ???

Eyes: Blue

Hair: White

 

 

 

Power Descriptions:

 

 

History:

 

 

Personality & Motivation:

(Describe here)

 

Powers & Tactics: Volk-Turr prefers to use hit and run tactics, often flying high in the air and swooping down to slash at his target before retreating again. Wing Gust is a useful tool to be used against anyone with a ranged weapon or if he needs to flee. He caught underground or overpowered, he'll use Fascinate and Intimidate to keep his opponents off kilter long enough for him to get into a space where his superior mobility can win the day.

 


 

Abilities: 6 + 10 + 6 + 2 + 0 + 8 = 32 PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)

 

Combat: 8 + 12 = 20 PP

Initiative: +9

Attack: +4 Melee, +4 Ranged, +10 Claws

Grapple: +7

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

Knockback: +5

 

Saving Throws: 3 + 5 + 7 = 15 PP

Toughness: +10/+4 (+4 Con, +6 Defensive Roll)

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

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

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

 

Skills: 56 R = 14 PP

Acrobatics 12 (+17)

Diplomacy 6 (+10)

Intimidate 11 (+15)

Language 1 (Avians)

Notice 8 (+8)

Sense Motive 8 (+8)

Survival 10 (+10)

 

 

Feats: 26 PP

Acrobatic Bluff

Animal Empathy

Assessment

Benefit (Ruler of Sky Clan)

Challenge 2 (Fast Demoralize, Fast Startle)

Defensive Attack

Defensive Roll 3

Dodge Focus 4

Evasion

Fascinate (Intimidate)

Favored Environment (Aerial)

Improved Initiative

Leadership

Move-By Attack

Power Attack

Redirect
Set-up

Startle

Track (Visual)

Uncanny Dodge (Auditory)

 

 

Powers: 3 + 9 + 2 + 22 = 36 PP

 

Comprehend 2 (Animals, speak to & understand, Flaw: Limited [Birds]) [2 PP]

 

Flight 5 (250 MPH, Drawback: Wings) (Avian Flight) [9 PP]

 

Super-Senses 3 (Visual, Extended 2 [1000 ft increments], Low-Light Vision) (Eagle Vision) [3 PP]

 

Winged Warrior Array 10 (20 PP, Feat: Alternate Power 1) [22 PP]

BE: Damage 7 (Feats: Accurate 3, Mighty, Improved Critical 2 [18-20], Split Attack, Extra: Penetrating [6]) (Claws) [20/20]

AP: Dazzle 10 (Visual, Extra: Area/Cone [General]) (Wing Gust) [20/20]

AP: Obscure 10 (Visual, Extra: Independent) (Clouded by Birds) [20/20]

 

Drawbacks: (0) = -0 PP

 

 

DC Block

ATTACK      RANGE       SAVE                          EFFECT
Unarmed     Touch       DC18 Toughness (Staged)       Damage (Physical)
Claws       Touch       DC25 Toughness (Staged)       Damage (Physical)
Wing Gust   Area/Cone   DC20 Reflex/DC 20 Fortitude   Blinded
Obscure     Ranged      None                          Blinded

Totals: Abilities (32) + Combat (20) + Saving Throws (15) + Skills (14) + Feats (26) + Powers (36) - Drawbacks (0) = 143/150 Power Points

Edited by Raveled
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  • 2 weeks later...

This hand the god hand!

Power Level: 10 (150 PP)

Trade-Offs: +3 Att/-3 DC, +3 Def/-3 Tou

Abilities: 14 + 10 + 14 + 2 + 4 + 4 = 48PP

Strength: 24 (+7)

Dexterity: 20 (+5)

Constitution: 24 (+7)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 14 + 16 = 30PP

Initiative: +9

Attack: +7 melee, +7 ranged, +13 Unarmed

Grapple: +32/+24/+20

Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -3

Saving Throws: 2 + 5 + 5 = 12PP

Toughness: +7 (+7 Con)

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

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

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

Skills: 52R = 13PP

Bluff 15 (+17)Skill Mastery

Intimidate 15 (+17)Skill Mastery

Notice 10 (+12)Skill Mastery

Sense Motive 10 (+12)Skill Mastery

Stealth 12 (+17)

Feats: 30PP

Accurate Attack

All-Out Attack

Attack Specialization (Unarmed) 3

Challenge (Fast Feint, Fast Taunt, Fast Startle)

Defensive Attack

Dodge Focus 5

Elusive Target

Evasion

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Luck

Move-By Action

Power Attack

Prone Fighting

Redirect

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

Startle

Takedown Attack

Taunt

Uncanny Dodge (Auditory)

Powers: 9 + 2 + 2 + 4 = 17pp

God Hand Array (7PP, Feat: Alternate Power 2) [9PP]

BE: Autofire to Unarmed Attack 7 (Thousand Hand Punch)

AP: Penetrating to Unarmed Attack 7 (Punch to the Soul)

AP: Super-Strength 3 (Str 49 Feat: Attack Specialization [Grapple]) (Iron Grip)

Leaping 2 (x5, move action) [2PP]

Speed 2 (25 MPH) [2PP]

Super-Strength 2 (Str 34) [4PP]

Abilities (48) + Combat (30) + Saving Throws (12) + Skills (13) + Feats (30) + Powers (17) - Disadvantages (0) = 150/150 PP


Comic books are lousy with martial artists, and why not? Martial arts is cool-looking, the moves have awesome names, and it lends an air of mystique to a character's backstory to say they trained in India or Patagonia or Tibet for thirty years. Lastly, it provides a good reason for how the Bat can take down many, many bad guys with guns. However most martial arts are rooted in Eastern traditions, so when you take a white character and make him the shining example of a non-white culture you run into unfortunate tropes. So here we have a thoroughly Western martial artist using a thoroughly Western martial art: Boxing!

This is a man who fights with his fists, who may not be able to do backflips like an acrobat but who can punch you through a wall or punch right through your defenses. He can even reach deep into himself to perform great feats of strength -- like lifting a rail car or supporting an entire building. He can run faster than a car and in a few leaps could clear the tallest buildings in the city. He can take hits like a tank and dish them back out, and people trying to fight him in his mind or poison his body directly will be disheartened to learn that years of training have left them rock-hard.

How would a person like this get their superpowers? Well Western martial arts don't stress the mystical/religious underpinnings that some Eastern martial arts do, but the concept is the same for any Eastern-empowered martial artist. This is an individual who has pushed past the limits of merely human endurance and merely human limitations, to become something truly extraordinary.

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  • 4 weeks later...

Player Name: Raveled

Character Name:

Power Level: 8 (120/120PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief:

Alternate Identity:

Identity: Secret

Birthplace: Freedom City

Occupation:

Affiliations:

Family: Ulysses

Description:

Age: 32 (DoB: September 1986)

Gender: Male

Ethnicity: European

Height: 5' 8"

Weight: 140 lbs/200 lbs

Eyes:

Hair:

 

 

Power Descriptions:

History:

Personality & Motivation:

(Describe here)

Powers & Tactics:


Complications:

Abilities: -2 + 6 + 2 + 2 + 0 + 4 = 12PP

Strength: 26/8 (+8/-1)

Dexterity: 16 (+3)

Constitution: 26/12 (+8/+1)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 14 (+2)

Combat: 8 + 12 = 20PP

Initiative: +7

Attack: +4 Melee, +4 Ranged, +8 Unarmed

Grapple: +3

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

Knockback: -4/-1

Saving Throws: 2 + 2 + 6 = 10PP

Toughness: +8/+1 (+8/+1 Con)

Fortitude: +10/+3 (+8/+1 Con, +2)

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

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

Skills: 32R = 8PP

Diplomacy 8 (+10)Skill Mastery

Knowledge (Arcane) 4 (+5)Skill Mastery

Language 2 (Arabic, English [Native], Latin)

Notice 9 (+9) Skill Mastery

Sense Motive 9 (+9)Skill Mastery

Feats: 13PP

All-Out Attack

Dodge Focus 4

Fascinate (Diplomacy)

Improved Initiative

Luck 2

Power Attack

Second Chance (Concentrate)

Skill Mastery (Diplomacy, Knowledge [Civics], Notice, Stealth)

Uncanny Dodge (Auditory)

Powers: 8 + 38 + 3 = 49PP

All powers have the Magic and Truenaming Descriptors

Drawbacks: (-3) = -3PP

Normal Identity (Needs to speak) [-3]

DC Block

(see below)
Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (16) + Feats (13) + Powers (49) - Drawbacks (3) = 135/150 Power Points
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Player Name: Raveled
Character Name: Harmattan
Power Level: 10 (150/150PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Physicist turns a natural talent for aeromancy into super-speed.

Alternate Identity: Russel Dawson
Identity: Secret
Birthplace: Orlando, Florida
Occupation: Crime scene technician
Affiliations: Freedom City Police Department, Criminal Analysis (on-Scene Technician)
Family: Andrew Dawson (father), Bethany Dawson (mother), Heather Dawson (older sister), Ryan Dawson (younger brother)

Description:
Age: 32 (DoB: June 1981)
Gender: Male
Ethnicity: African
Height: 5' 7"
Weight: 120 lbs
Eyes: Grey
Hair: Black

Russel Dawson is a thin man, not quite of average height, with a round face and pronounced bone structure. His fingers are unusually long and they're usually moving, always twitching or fidgeting with something. He's usually neat and tidy, and his wardrobe runs towards pressed slacks and oxford shirts. His hair he prefers to grow long, and at any time it could be merely curling around his ears or down to his collarline. His glasses are small, square-rimmed, and frameless.

As Harmattan he dresses in a pale blue full-body suit, including padded soles and gloves, with white circles up his trunk and leading off onto his arms. His legs have white pouches running up them. His head is normally uncovered, and he wears blue-rimmed sports goggles to keep the wind out of his face.

Power Descriptions: Russel has a natural, instinctual command over air magics. This normally manifests as increased speed and reaction time, but he can also use it to summon a temporary storm to cover an area, or even blow enemies off their feet.

History:

Personality & Motivation:

Powers & Tactics:



Complications:
Secret Russel works to make sure that no one can connect him to Harmattan.
Prejudice He's black and he's gay. Plenty of folks have reasons to hate him before they even know him.
Farsighted It's hard for Russel to make out objects very close to him. In his civilian disguise he wears glasses, but Harmattan's goggles are off the shelf and this can cause issues if he doesn't want to reveal his identity.
Conflict of Interest Russel's a CAST, and while he doesn't investigate crime directly he sometimes worries about using the information he receives on to the job when fighting crime after hours.
Hazards of the Job As part of CAST, Russel works odd hours and can be called in at almost any time to look at something gruesome and disturbing.


Abilities: 0 + 6 + 8 + 6 + 2 + 2 = 24PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 12 (+1)


Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged
Grapple: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed
Knockback: -0


Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +10 (+4 Con, +6 Defensive Roll)
Fortitude: +0 (+1 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP


Feats: 4PP
Defensive Roll 3
Uncanny Dodge (Auditory)

Powers: 3 + 3 + 23 = 29PP

All powers have the magic descriptor

Speed 3 (50 MPH) [3PP]

Super-Senses 3 (Magic Awareness [Mental]) [3PP]

Wind Speed Array 10 (20PP, Feats: Alternate Power 3) [23PP]

BE: Speed 10 (Stacks for Speed 13, 500 000 MPH, Extra: Linked [+0] [insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [speed])
AP: Strike 10 (Extra: Autofire [10]) (Thousand Punch)

AP: Strike 10 (Extra: Penetrating [10]) (Shaped Air Blade)

AP: Trip 10 (Extra: Area/Burst [General], Flaw: Range/Touch) (Wind Storm)



Drawbacks: (-0) = -0PP


DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)



Totals: Abilities (24) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (39) - Drawbacks (0) = 18/150 Power Points Edited by Raveled
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  • 3 months later...

Player Name: Raveled

Character Name: Challenger

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Human martial artist merges with an energy being.

Alternate Identity: Gene Mikami

Identity: Secret

Birthplace: Freedom City

Occupation: Superhero, anthropologist

Affiliations: Danger International

Family: Mother, father

Description:

Age: 30 (DoB: March )

Gender: Male

Ethnicity: Asian

Height: 6' 2"

Weight: 250 lbs

Eyes: Blue

Hair: Black

Power Descriptions: Gene Mikami is a skilled martial artist, and his body has been fused with the energy being

History:

Personality & Motivation:

(Describe here)

Powers & Tactics:


Complications:

Secret Identity.

Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP

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

Dexterity: 16 (+3)

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

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 16 + 12 = 30PP

Initiative: +7

Attack: +8 Melee, +8 Ranged, +10 Fist of the Shining Path

Grapple: +18/+12

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

Knockback: -5/-10/-1

Saving Throws: 0 + 5 + 5 = 10PP

Toughness: +10/+4 (+10/+4 Con)

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

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

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

Skills: 88R = 22PP

Acrobatics 12 (+15)

Bluff 10 (+13/+17 w/ Attractive)Skill Mastery

Knowledge (Civics) 9 (+10)

Knowledge (Current Events) 4 (+5)

Knowledge (Earth Sciences) 4 (+5)

Knowledge (History) 9 (+10) Skill Mastery

Medicine 5 (+5)

Notice 13 (+13) Skill Mastery

Stealth 12 (+15) Skill Mastery

Sense Motive 10 (+10)

Feats: 16PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Attack Specialization (Fist of the Shining Path)

Defensive Attack

Dodge Focus 4

Improved Initiative

Power Attack

Skill Mastery (Acrobatics, Bluff, Knowledge [History], Notice)

Takedown Attack 2

Taunt

Uncanny Dodge (Auditory)

Powers: 14 + 2 + 2 + 24 = 42PP

Fist of the Shining Path 5 (10 PP, Feats: Alternate Power 4) [14PP]

BE: Unarmed 0 (Extra: Autofire 10) {10/10PP}

AP: Unarmed 0 (Extra: Range/Ranged) {10/10PP}

AP: Drain Toughness 10 (Extra: Linked [unarmed, +1], Flaw: Side-Effect [Drain Toughness 10]) {10/10PP}

AP: Stun 10 (Flaw: Additional Save [Fort/Will]) {10/10PP}

AP: Healing 5 (Extra: Total, Flaw: Range/Personal) {10/10PP}

Speed 2 (25 MPH) [2PP]

Leaping 2 (x5, move action) [2PP]

Ultiman Genetics [24PP]

Enhanced Constitution 12 [12PP]

Enhanced Strength 12 [12PP]

Drawbacks: 0 = 0PP

DC Block

(see below)
Totals: Abilities (30) + Combat (30) + Saving Throws (10) + Skills (22) + Feats (16) + Powers (42) - Drawbacks (0) = 150/150 Power Points Edited by Raveled
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  • 3 months later...

Chaote Array (15 PP, Feat: Alternate Power X) [15 + X PP]

BE:Blast 5 (Extra: Penetrating [5]) (Fire Dart) [15PP]

AP: Paralyze 5 (Extra: Alternate Save/Fortitude, Range/Ranged) (Freeze the Blood) [15PP]

AP: Snare 5 (Ice Bonds) [15P]

AP: Illusion 5 (Visual/Auditory) (Air Band) [15PP]

AP: Insubstantial 3 (Ghost Form) [15PP]

Edited by Raveled
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  • 2 weeks later...

Player Name: Raveled

Character Name: Blue Jay

Power Level: 1 (187/188PP)

Trade-Offs: +5 Attack / -5 Damage

Unspent Power Points: 1

Progress To Platinum Status: 38/120

Description:

Age: 17 (DoB: March, 1996)

Gender: Female

Ethnicity: French/Native American

Height: 5' 2"

Weight: 120 lbs

Eyes: Blue-green

Hair: Brown

Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets.

When trouble threatens she pulls on a sleeveless Claremont uniform, complete with gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. Her mask is molded to fit over her eyes and forehead, and features an elongated 'nose' where most of the active sensors reside.

Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Her mask is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands.

Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will teach individuals with talent respectfully, but she usually demands to see that talent demonstrated, first.

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important.


Complications:

Secret Identity Tona strives to keep her life separate from her actions as Blue Jay.

Hatred Tona hates the Terminus like only one who has lived there can.

Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.

Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.

Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair.

Abilities: 5 + 14 + 8 + 0 + 6 - 2 = 31PP

Strength: 15 (+2)

Dexterity: 24 (+7)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 8 (-1)

Combat: 14 + 12 = 26PP

Initiative: +15

Attack: +7 Base, +15 Unarmed, +15 Bows

Grapple: +10

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

Knockback: -5, -2 Flat-Footed

Saving Throws: 4 + 5 + 4 = 13PP

Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed

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

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

Will: +7 (+3 Wis, +4)

Skills: 160R = 40PP

Acrobatics 8 (+15) Skill Mastery

Climb 12 (+15) Skill Mastery

Concentration 7 (+10)

Craft (Mechanical) 5 (+5)

Disable Device 10 (+10)

Escape Artist 13 (+20)

Knowledge (Life Sciences) 5 (+5)

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

Medicine 7 (+10)

Notice 12 (+15) Skill Mastery

Perform (Dance) 2 (+1)

Search 15 (+15) Skill Mastery

Sense Motive 12 (+15)

Sleight of Hand 3 (+10)

Stealth 17 (+24)

Survival 17 (+20)

Swim 13 (+15)

Feats: 43PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Attack Specialization (Bows) 4

Attack Specialization (Unarmed) 4

Benefit (Native: Terminus)

Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)

Defensive Attack

Defensive Roll 3

Dodge Focus 4

Equipment 0 (+1 Bronze)

Evasion 2

Favored Enemy (Robots)

Favored Environment (Forest)

Hide in Plain Sight

Improved Critical 2 (Bows)

Improved Initiative 2

Improvised Tools

Luck

Move-By Action

Power Attack

Ranged Disarm

Ranged Pin

Skill Mastery (Acrobatics, Climb, Notice, Search)

Takedown Attack

Track 3 (Full Speed; Visual)

Uncanny Dodge (Auditory)

Equipment: 1PP = 5EP

Camera [1EP]

Rope [1EP]

First-Aid Kit [1EP]

Handcuffs [1EP]

Mini Tracer [1EP]

Powers: 17 + 8 + 1 + 5 + 3 = 34 PP

Device 4 (20 PP, Hard to Lose, Feat: Subtle [Collapsible]) [17PP] (Bow & Quiver)

Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]

BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [stacks for 2, 2 500 ft], Mighty 2, Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry)

AP: Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd)

AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow)

AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow)

AP: Leaping 1 (x2, Move action, Extra: Linked [speed, Super-Movement, +0]) [1PP]

+ Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP]

+ Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP]

[6/15PP] (Magnetic Grapple Arrow)

Device 2 (10PP, Hard to Lose) [8PP] (Mask)

Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP]

Super-Senses 3 (Extended 1 [100 ft increments], Radio) [3PP]

Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP]

Feature 1 (Temporal Inertia) [1PP]

Strike 3 (Feats: Innate, Mighty) (5PP) (Espadas Self-Defense)

Super-Strength 1 (Effective Str 20, Feat: Innate) (3PP) (Grueling Training)

Drawbacks: 0 = 0PP

[table]

DC Block

ATTACKRANGESAVEEFFECT

UnarmedTouchDC 20 Toughness (Staged)Damage (Physical)

Arrow FlurryRangedDC 20 Toughness + Autofire (Staged)Damage (Physical)

Arrow Against the CrowdRanged/Area (Shapeable)DC 20 Toughness (Staged)Damage (Physical)

Acid ArrowRangedDC 15 FortitudeDrain Toughness

Glue ArrowRangedDC 15 ReflexEnsnared[/table]

Abilities (31) + Combat (26) + Saving Throws (13) + Skills (40) + Feats (43) + Powers (34) - Drawbacks (0) = 187/188 Power Points

Edited by Raveled
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  • 4 weeks later...

"When Captain America throws his mighty shield."

Deflect seems to be one of those powers that new players are drawn to, and in a way it's easy to see. Captain America, one of the most iconic modern superheroes, has reflecting attacks off his impervious shield as a major part of his powerset, not to get into stories of martial artists deflecting bullets with their weapons or their bare hands. It's a powerful image, and powerful images can be a good thing to start you building a character.

It's just too bad that Deflect is terrible at its job.

"All those who chose to oppose his shield must yield!"

This is not a discussion on the applicability of negating attacks by redirecting the energy. This is strictly a mechanical look at the Deflect power. So let's start crunching some numbers.

For one PP per rank, Deflect allows you to attempt to negate an attack made by melee attacks, slow ranged weapons (arrows, thrown weapons), or fast ranged weapons (energy bolts, bullets). Additional damage types can be bought as a +1 Extra apiece, so if you want complete coverage Deflect will cost you 3 PP/rank.

Deflect requires you to take a standard action to 'ready' it on your turn, robbing your character of the chance to attack, or buff his allies, or debuff the opposition, or protect bystanders, or a whole lot of things. Buying that cost to a Move action is a +1 Extra; a Free action is a further +1 and lets you take both a Move and Standard action on your turn, but you still have to declare that you are using Deflect. Buying Deflect down to a Reaction lets you use it whenever you're not surprised, even if you haven't declared it yet, and costs a further +1.

Further, the mechanics of Deflect is that you are essentially making an opposed roll, of your power rank vs. the attack bonus of the enemy. To get a Free action Deflect that covers all damage types is 5 PP/rank, and a Reaction Deflect is 6 PP/rank. Ten ranks of that is 60 PP, more than a third of a starting PL 10 character's budget.

Reflection is a further +1 PP/rank, bringing Captain America's shield up to a total of 60 or 70 PP, depending on whether he could run with shielding himself or not.

"If he's led to a fight and a duel is due..."

An expensive option, and one with a very viable alternative. Reflective is a new Extra for Toughness that was introduced in Ultimate Power. Reflective requires Impervious Toughness, so worst-case scenario it is 2 PP/rank, up to your PL or Toughness bonus, whichever is lower; let's assume you have +10 Toughness. How Reflective works is, if you are hit by an attack which does not overcome your Impervious, it is immediately reflected back at the attacker, who has to save against half the effect (so a Rank 10 Damage effect becomes Rank 5).

However, like Deflect, Reflective has a bit of a higher buy-in if you want it to cover everything. Reflective at +1 PP/rank only covers ranged or melee damage (or another suitably broad descriptor, like fire or weapons). To get coverage from all damage requires +2 PP/rank. On top of Impervious, that makes it +3 PP/rank. With Toughness 10, that's 30 PP.

"The red and the white and the blue come through!"

In conclusion, with Deflect you are paying 60 or 70 PP to have the chance of making a power check to maybe reflect an attack back at its source. With Reflective Toughness, you are paying 30 PP to do send the attack back automatically, albeit at half strength. I don't think a full-strength attack is worth more than one-third of a character's starting budget.

So there you have it. Deflect vs. Reflective Toughness. Now, if you want Deflect over Reflective, all to the good -- it's ultimately your character, and as long as all the points line up with our house rules and the official rules, no one can tell you that you can't play your character a particular way. But hopefully this little discussion will get you rethinking how to build that vibranium shield.

"When Captain America throws his mighty shiiiiiiiiield!"

Edited by Raveled
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  • 1 month later...

Player Name: Raveled

Character Name: TNTeen

Power Level: 7 (105/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A boy who only wants to be overlooked gets a most spectacular power.

Alternate Identities: Eugene King, Gene

Identity: Secret

Birthplace: Freedom City, New Jersey

Occupation: Student, superhero

Affiliations: Claremont Academy

Family: Lots

Description:

Age: 16 (DoB:)

Gender: Male

Ethnicity: African

Height: 5' 5"

Weight: 130 lbs

Eyes: Black

Hair: Black

Gene King is not a physically imposing teenager. He's rather short and slim, with elbows and knees everywhere. His hair is dark and curly, his face is long and drawn, and his dark eyes are usually in a book.

Power Descriptions: Gene can absorb kinetic energy from his environment and release it as explosive spheres. With a little concentration he can even choose how long it will take for the spheres to detonate, potentially setting up a very nasty surprise!

History: Eugene King was born to a big family in Ashton, the baby of seven. Being the youngest he was used to making his own fun, and quickly learned to enjoy quieter pastimes. Very soon grew into a quiet, bookish child. He excelled in academics at school and devoured all sorts of books; he especially loved comic books about Freedom City's local heroes. They inspired him in his life, even though he preferred to be much more low-key than the four-colored titans he read about.

He may have gone through life in a placid way if not for the accident. It was a foggy day, and everyone was packed into family van as they drove home from the holidays. The highway was crowded with cars, and as a band of thicker mist rolled across the road drivers in front of the pack slowed down, too quickly for those in the rear to react. Cars collided and slid into one another, and very soon there was a developing pile-up.

The Kings, ironically enough, avoided the mass of the accident only to slide down the side of the road and hit a tree. Gene was absorbed in a book for most of the time, and his only clear memories are of the car sliding across the road, his father swearing, and his mother screaming before the van came to an abrupt halt. Moments later the tree fell on the car, neatly pinning the family.

No one was seriously hurt, but none of the kids were reacting well to the situation. Young Gene, in particular, was terrified. He felt full of energy, but unable to move due to his seat-belt locking and the tree deforming the car. He reached out, and instinctively pushed it away. He had just enough time to see the tree explode into dust before he passed out.

None of the Kings experienced worse than some nasty bumps and bruises, and within a couple of days they were on the road again in a rented van. No one really wanted to talk about the accident and how the tree exploded, and a thicker silence than normal fell over Gene's life. That was broken when [wheelchair teacher] showed up at the front door with a scholarship offer -- an answers.

Personality & Motivation:

Powers & Tactics: Gene's not big on hurting people. He prefers to use his non-damaging powers to set up his allies to take enemies down, or delay combat long enough to get any hostages away. When


Complications:

Secret Identity Gene doesn't want anyone to know that he's the TNTeen, mostly because...

T-Baby Blues Having powers from the Terminus preys on his mind.

Collateral Damage Gene's powers are rather indiscriminate, and can cause just as much damage to the environment around him as his enemies.

Claustrophobia Gene does not. Like. Small. Spaces.

Abilities: -2 + 4 + 2 + 4 + 2 - 2 = 8PP

Strength: 8 (-1)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 8 (-1)

Combat: 6 + 12 = 18PP

Initiative: +6

Attack: +3 melee, +3 ranged, +7 Kinetic Concussion

Grapple: +2

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

Knockback: -3/-0

Saving Throws: 3 + 2 + 5 = 10PP

Toughness: +7/+1 (+1 Con, +6 Force Field)

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

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

Will: +7 (+1 Wis, +5)

Skills: 96R = 24PP

Computers 8 (+10)

Concentration 11 (+12)

Craft (Chemical) 3 (+5)

Craft (Electronic) 3 (+5)

Disable Device 8 (+10)

Investigate 8 (+10)

Knowledge (Civics) 3 (+5)

Knowledge (Earth Sciences) 3 (+5)

Knowledge (Biological Sciences) 3 (+5)

Knowledge (Physical Sciences) 8 (+10)

Knowledge (Technology) 8 (+10)

Medicine 3 (+5)

Notice 5 (+7)

Search 9 (+11)

Sense Motive 5 (+7)

Sleight of Hand 8 (+10)

Feats: 11PP

Accurate Attack

Attack Specialization (Kinetic Concussion Array) 2

Defensive Attack

Dodge Focus 1

Improved Initiative

Improved Sunder

Luck

Online Research

Power Attack

Quick Change

Powers: 6 + 29 + 1 = 36 PP

Force Field 6 [6PP]

Kinetic Concussion Array 10.5 (21 PP, Feats: Alternate Power 5, Indirect, Trigger 2 [Time, Tripwire) (29PP]

BE: Blast 7 (Extra: Area/Cone (General)) [21PP]

AP: Blast 7 (Extra: Area/Burst (General)) [21PP]

AP: Blast 7 (Extra: Autofire [7]) [21PP]

AP: Dazzle 7 (Visual, audio, Extra: Area/Burst (General)) [21PP]

AP: Stun 7 (Extra: Range/Ranged) [21PP]

AP: Trip 7 (Extra: Area/Burst [General], Feats: Knockback 7) [21PP]

Immunity 1 (Own powers) [1PP]

Drawbacks: 0 = 0PP

Power Loss (Daka crystals, Uncommon) [2PP]

DC Block:

ATTACK                   RANGE                      SAVE                                 EFFECT
Unarmed                  Touch                      DC 14 Toughness (Staged)             Damage (Physical)
Abilities (8) + Combat (18) + Saving Throws (10) + Skills (24) + Feats (11) + Powers (36) - Drawbacks (2) = 105/105 Power Points Edited by Raveled
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  • 6 months later...

Sunspot_zpsaf954f11.jpg

"We're made of star-stuff." - Carl Sagan

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 0 + 4 + 2 + 8 + 0 + 2 = 18PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 18 (+4)

Wisdom: 10 (+0)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +10 melee, +10 plasma bolt, +4 ranged

Grapple: +10

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5

Saving Throws: 9 + 6 + 6 = 21PP

Toughness: +10 (+1 Con, +0 Protection)

Fortitude: +10 (+1 Con, +9)

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

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

Skills: 20R = 5PP

Knowledge (Physical Sciences) 11 (+15)

Notice 9 (+9)

Feats: 16PP

Attack Focus (Melee) 6

Attack Specialization (Plasma Bolt) 3

Dodge Focus 6

Move-By Action

Powers: 25 + 4 + 15 + 22 + 9 = 75pp

Alternate Form (Flaw: Action/Move to Change)

Damage 5 (Extra: Action/Reaction) [25PP] (Plasma Body)

Flight 2 (25 MPH) [4PP] (Lighter Than Air)

Insubstantial 3 (Plasma Body, Flaw: Permanent) [15PP]

Personal Plasma Array (20 PP, Feats: Alternate Power 2) [22PP]

BE: Strike 10 (Feat: Improved Critical 2 [18-20], Extra: Penetrating [6]) (Plasma Hands)

AP: Blast 10 (Plasma Bolt)

AP: Drain Toughness 10 (Plasma Cutter)

Protection 9 [9PP]

Abilities (18) + Combat (16) + Saving Throws (21) + Skills (4) + Feats (16) + Powers (75) - Disadvantages (0) = 150/150 PP


Why are all the people made of fire or water or phosgene gas so afraid of melee combat? If you are made of a volatile substance you can hurt people just by hugging them! That’s this guy’s deal -- not the hugging, but he can turn into starstuff, and his mere touch is enough to burn (at 5 x 10^6 degrees Kelvin! :science: )

The main power to focus on here is the Reaction Damage, more commonly referred to as Aura. Anyone who attacks this guy in melee is going to take a Rank 5 damage effect, making him the ultimate mook-sweeper who never has to buy Takedown Attack. It could technically be twice the rank it is and cause a Rank 10 Damage effect, but not only even more hideously expensive (a full third of a PL 10 PC’s budget, tied up in a single power) but it would likely be shot down by the refs. At half rank, I think it properly reflects the experience of punching/stabbing/hugging something made of space-fire. He can also fly (since most energy controllers can) and focus his plasma into either a burning punch, a bolt of burning air, or a torch capable of slicing through steel in seconds.

Of course the elephant in the room is the non-existent Skills and Feats. I figure this guy is an astrophysicist who figured out how to get intimate with the stars he studies all day, but such an anemic selection of non-combat stuff means the character probably wouldn’t be too fun to play. This sheet has fully half its points invested in Powers and less than 10 PP invested in non-hurty mechanics. It’s just too thin in any department but combat to have much traction.

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  • 5 months later...

e78f1848-9d46-4374-b83e-fa39fcd1ca06_zps

"All the perfumes of Arabia will not sweeten this little hand." - William Shakespeare

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 10 + 6 + 6 + 2 - 2 + 4 = 26PP

Strength: 20 (+5)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 8 (-1)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +7

Attack: +10 melee, +10 throwing, +4 ranged

Grapple: +25, +30 w/ Move Object

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5

Saving Throws: 6 + 3 + 10 = 19PP

Toughness: +10 (+3 Con, +7 Protection)

Fortitude: +9 (+3 Con, +6)

Reflex: +6 (+3 Dex, +3)

Will: +9 (-1 Wis, +10)

Skills: 88R = 22PP

Bluff 13 (+15)Skill Mastery

Concentration 7 (+6)

Intimidate 13 (+15)Skill Mastery

Knowledge (Arcane) 14 (+15)Skill Mastery

Knowledge (History) 9 (+10)

Knowledge (Theology & Philosophy) 4 (+5)

Notice 10 (+9)

Perform (Air Guitar) 8 (+10)Skill Mastery

Sense Motive 10 (+9)

Feats: 35PP

Attack Focus (Melee) 6

Attack Specialization (Grapple) 5

Attack Specialization (Throwing) 4

Challenge (Fast Feint, Fast Taunt) 2

Chokehold

Dodge Focus 6

Fearless

Improved Disarm

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Power Attack

Skill Mastery (Bluff, Intimidate, Knowledge [Arcane], Perform [Air Guitar])

Startle

Taunt

Powers: 3 + 7 + 22 = 32pp

Leaping 3 (x10) [3PP]

Protection 7 [7PP]

Red Right Hand Array (20PP, Feats: Alternate Power 2( [22PP]

BE: Move Object 10 (Str 50, Extra: Damaging, Flaw: Range/Touch) [20/20PP]

BE: Strike 5 (Extras: Autofire [10], Penetrating [4] Feat: Mighty) [20/20 PP]

BE: Snare 10 (Feat: Chokehold, Drawback: Duration/Sustained [Not Lasting] [20/20PP]

Abilities (26) + Combat (16) + Saving Throws (19) + Skills (22) + Feats (32) + Powers (35) - Disadvantages (0) = 150/150 PP


The ability to move objects without physically touching them is a common power among superheroes, whether it's telekinesis, projecting energy constructs, or controlling gravity or air currents around the object. This character combines them in a certain way; their Move Object is at Touch Range, so they can only lift things when they're in direct contact with it, but rather than lifting it with their bulging muscles they can manifest an energy limb capable of great feats of strength!

Mechanically this build is based around grapples. >Our grappling rules are greatly simplified from the core book. I suggest looking them over and being familiar with them before using this build. In addition to simply grabbing folks and squeezing them, this build can also throw objects for a long-range impact, manifest multiple smaller hands and other weapons to beat an enemy up, or simply reach out and grab someone. The skills make this person a big mouth in combat, constantly poking and prodding the enemy with verbal taunts to make them drop their guard. Then a fully-shifted Power Attack to a vulnerable point to defeat their opponent in grand, flashy style.

If you're taking inspiration from the same source that I am, then this character likely has a demon's arm grafted onto their body, or they may in fact be a full-fledged demon themselves, but that's not the only option for an origin. The often-underutilized concept of tactile telekinesis also works, though you might want to rearrange the skills for such a thing. Their powerful arm doesn't even have to be an energy construct, they might have some sort of nano-tech suit that can manifest huge lifting arms, but not so much in the way of blasters and explosions.

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Player Name: Raveled

Character Name: Tyr

Power Level: 7 (105/105PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A teenager with the biggest hand of all.

Alternate Identity:

Identity: Secret

Birthplace: ???

Occupation: Student

Affiliations: Claremont Academy

Family: Orphan?

Description:

Age: 17 (DoB: Year [Optionally, Day & Month])

Gender: Male

Ethnicity: Caucasian/Demon?

Height: Middling

Weight: Thin

Eyes:

Hair:

(Describe what they look like!)

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Name: [Description]

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Melee, +0 Ranged

Grapple: +0

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

Knockback: -0

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +0 (+0 Con, +0 [Other])

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

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

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

Skills: 0R = 0PP

Feats: 0PP

Powers: 0 + 0 + 0 = 0PP

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK RANGE SAVE EFFECT

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 Power Points

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  • 2 months later...

Player Name: Raveled

Character Name: Brigandine

Power Level: 7 (105/105PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: The latest heir to an ancient legacy.

Alternate Identity: Ami

Identity: Secret

Birthplace: ???

Occupation: Student

Affiliations: Claremont Academy

Family:

Description:

Age: 16 (DoB: Year [Optionally, Day & Month])

Gender: Female

Ethnicity: Caucasian

Height: Tall

Weight: Thin

Eyes:

Hair: Black, dyed blonde

(Describe what they look like!)

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Name: [Description]

Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP

Strength: 25/10 (+7/+0)

Dexterity: 14 (+2)

Constitution: 20/16 (+5/+3)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 18 (+4)

Combat: 8 + 8 = 16PP

Initiative: +6

Attack: +7 Melee, +3 Ranged, +7 Thrown

Grapple: +7/+20

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

Knockback: -3/-1

Saving Throws: 2 + 2 + 1 = 5PP

Toughness: +7/+3 (+5/+3 Con, +2 Protection)

Fortitude: +7/+5 (+5/+3 Con, +2)

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

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

Skills: 52R = 13PP

Bluff 8 (+12)Skill Mastery

Concentration 8 (+11)

Diplomacy 11 (+15)Skill Mastery

Drive 8 (+10)Skill Mastery

Intimidate 0 (+6/+4)

Language 1 (English, French [N])

Pilot 8 (+10)Skill Mastery

Stealth 8 (+6/+10)

Feats: 15PP

Attack Focus (Melee) 4

Attack Specialization (Thrown) 2

Benefit I

Benefit (Wealth I)

Dodge Focus 4

Skill Mastery (Bluff, Diplomacy, Drive, Pilot)

Quick Change

Uncanny Dodge (Auditory)

Powers: 29 = 29PP

Alternate Form (Mind Improves Matter) [29PP]

Enhanced Strength 7 [7PP]

Growth 4(Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP]

Leaping 2 [2PP]

Protection 2 [2PP]

Speed 2 (25MPH) [2PP]

Super-Strength 2 (Str 40) [4PP]

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK RANGE SAVE EFFECT

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

Totals: Abilities (26) + Combat (16) + Saving Throws (5) + Skills (13) + Feats (13) + Powers (25) - Drawbacks (0) = 99/105 Power Points

Edited by Raveled
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