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Power Level 8 (108 pp)

Abilities: STR: 26/18 (+8), DEX: 10 (+0), CON: 26/22 (+8), INT: 8 (-1), WIS: 12 (+1), CHA: 10 (+0) [20PP]

Skills: Notice 4 (+5), Sense Motive 4 (+5), Survival 4 (+5) [3PP]

Feats: All-Out Attack, Power Attack, Teamwork [3PP]

Powers: [49PP]

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

Leaping 2 [2PP]

Protection 2 [2PP]

Immunity 6 (Cold Environment, Cold Damage) [6PP]

Snow Array (Feat: Alternate Power) [25PP]

BE: Blast 8 (Extra: Autofire) - Snowball barrage [24PP]

AP: Snare 8 - Engulfing snowball [16PP]

Super-Senses 2 (Counter Obscure [snow/Ice]) [2PP]

Combat: +8 Attack, +6 Defense (+3 flat-footed), +20 Grapple, -5 Knockback [28PP]

Saves: +10 Tougness (+8 Con, +2 Protection), +8 Fort (+8 Con), +4 Ref (+0 Dex, +4), +6 Will (+1 Wis, +5) [9PP]

Drawbacks: [-4PP]

Vulnerability (Fire Effects, Frequency: Common, Intensity: Major)

Abilities 20 + Skills 3 + Feats 3 + Powers 49 + Combat 28 + Saves 9 - Drawbacks 4 = 108

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  • 5 weeks later...
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Power Level: 10 (150/150PP)

Trade-Offs: None

Abilities: 14 + 6 - 10 + 0 + 4 + 0 = 14PP

Strength: 24 (+7)

Dexterity: 16 (+3)

Constitution: -- (--)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 12 + 12 = 24PP

Initiative +3

Attack +6, +10 Melee

Grapple +29/+39

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

Knockback -5

Saving Throws: 7 + 4 = 11PP

Toughness +10 (+10 Protection)

Fortitude Immune

Reflex +10 (+3 Dex, +7)

Will +6 (+2 Wis, +4)

Skills: 16R = 4PP

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 13PP

Attack Focus (Melee) 4

Attack Specialization (Grapple) 1

Dodge Focus 4

Fast Grab

Improved Grab

Improved Grapple

Prone Fighting

Powers: = 61PP

Additional Limbs 4 (10 Limbs) [4PP]

Immunity 30 (Fortitude Saves) [30PP]

Protection 10 [10PP]

Strike 3 (Extra: Penetrating 3, Feat: Mighty) [7PP]

Super-Strength 5 (Str 52) [10PP]

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)

Abilities (14) + Combat (24) + Saving Throws (11) + Skills (8) + Feats (13) + Powers (61) - Drawbacks (0) = 131 Power Points

Edited by Raveled
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Character Name: Jolly Regina

Power Level: 7 (105/105PP)

Trade-Offs: +2 DC/-2 Att, +3 Tou/-3 Def

In Brief: A fangirl with the wrong idea about her idol takes to the street with a battlesuit to 'help' him.

Alternate Identity: Molly O'Connell

Identity: Secret

Birthplace: Sumner Run, Iowa, United States

Occupation: Super-criminal, grad student

Affiliations: The Freebooter (she claims), Hanover Institute of Technology

Family: Mother, father, siblings

Description:

Age: 22 (1989)

Gender: Female

Ethnicity: Scots-Irish

Height: 5' 0"/6' 3" in armor

Weight: 75 lbs/400 lbs in armor

Eyes: Green

Hair: Brown

Outside of her armor, Molly O'connel is a rather unassuming-looking woman, short and slim. Her mousey-brown hair usually left long and brushed to cover her emerald eyes. She prefers to dress in loose clothes that hide the shape of her body and rarely makes eye contact if she can avoid it.

The Jolly Regina suit is pitch black, aside from the white skull-helmet and the white markings on the wings that spread out from the back.

Power Descriptions: Molly is the designer and creator of the Jolly Regina, a suit of super-advanced armor. In addition to its mass which gives it a hefty punch, the suit can leap amazingly long distances and utilizes an integrated gatling cannon. If she faces an unusual challenge, Molly can also devise unique contraptions to help her past them.

History: Molly O'Connell was born in Sumner Run, a sleepy farming town in Iowa where not much had changed since the Fifties. She was an incredibly smart young woman though, and more interested in noodling around with her family's defunct microwave than the 'normal' female activities. She very nearly monopolized her family's internet connection; even when she wasn't actively surfing, she was usually downloading or uploading something. She taught herself how to build machines and circuits, how to program and hack a mainframe. For her high school science project she built a supercomputer out of parts from the city's scrap metal yard.

For her genius she was awarded a full ride at HIT. As she settled into life in the city,

Personality & Motivation:

(Describe here)

Powers & Tactics:

(In-character descriptions of how they do their thing)


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

[skill] [# of Ranks] (+[Total Bonus])

[skill] [# of Ranks] (+[Total Bonus])

[skill] [# of Ranks] (+[Total Bonus])

Examples:

Craft (Structural) 5 (+5)Skill Mastery (would be used for someone with 5 ranks in the skill and a +0 Int modifier)

Knowledge (Technology) 8 (+10)Second Chance (would be used for someone with 8 ranks in the skill and a +2 Int modifier)

Languages 2 (English, French [Native], German) (would be used for someone who speaks those three languages, but learned French first)

Notice 5 (+4) (would be used for someone with 5 ranks in the skill and a -1 Wis modifier)

Feats: 0PP

[Feat Name]

[Feat Name]

[Feat Name]

Examples:

Accurate Attack

Dodge Focus 2

Equipment 2 (10EP)

Luck 2

Name (power breakdown, if applicable) [XEP]

~OR~

Name (power breakdown, if applicable) [XEP]

Example:

Gas Mask [1EP]

Sword (Damage 3 [Feats]) [5EP]

Undercover Vest (Protection 3 [Feats]) [4EP]

Please note that the Equipment quoteblock is only applicable if your character has the Equipment feat.

Powers: 0 + 0 + 0 = 0PP

Power/Array Name (Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (Descriptive Name, Descriptors)

Base Power: Power Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost}

Alternate Power: Power Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost}

Device 1 (Descriptive Name, Descriptors; 5PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [3/4PP]

Power Name (Descriptive Name, Descriptors; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) [XPP]

Examples:

Electrical Control 10 (20PP Array; Feats: Alternate Power 2) [22PP]

Base Power: Blast 10 (Chain Lightning; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}

Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}

Alternate Power: Stun 6 (taser blast; Extras: Range [Ranged]) {18/20}

Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

NOTE: If your powers do not have any Extras, Flaws, Feats or Drawbacks, you do not need to include those categories. I.e., if you have a plain Blast 10 (a bolt of fire), all you need to write is "Blast 10 (fire bolt) [20PP]".

If all Powers have the same Descriptor (all Mutant, all Tech, etc.), you can just write that under the Powers header.

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

Drawback (Description; Frequency: [uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

(Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)

DC Block

(see below)

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

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  • 3 weeks later...

Land of dreams and nightmares too

Need not be ruled by the mad and cruel.

When their sins are brought to light

They face the justice of the Sleepless Knight!

Player Name: Raveled

Character Name: Sleepless Knight

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A disabled lucid dreamer joins with a native of the Dreamscape to protect Freedom City's dreamers.

Alternate Identity: Josephine Caroline Girard

Identity: Secret

Birthplace:

Occupation: Accountant

Affiliations: Rath & Stromburg Investments (work), FCU (alumni)

Family: Fredrick (father), Ruth (mother), Jude (brother), Robert (uncle).

Description:

Age: 26 (DoB: Year [Optionally, Day & Month])

Gender: Female

Ethnicity: Caucasian

Height: 5' 7"

Weight: 140 lbs

Eyes: Brown

Hair: Black

(Describe what they look like!)

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Secret Identity Josephine works to keep her identity as the Sleepless Knight a secret from her family and the world at large.

Disabled Josephine has been a parapalegic since she was thirteen; she spends virtually all of her time in a wheelchair, which can limit her mobility.

Two People, One Head The Persona tied to Josephine's soul can make an interesting experience for psychics.

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

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 8 + 12 = 20PP

Initiative: +6

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

Grapple: +0

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

Knockback: -5, -10

Saving Throws: 8 + 5 + 6 = 19PP

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

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

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

Will: +9 (+3 Wis, +6)

Skills: 88R = 22PP

Bluff 12 (+13)

Computers 7 (+10)

Concentration 14 (+17)

Handle Animal 4 (+5)

Knowledge (Behavioral Sciences) 7 (+10)Skill Mastery

Knowledge (Business) 7 (+10)Skill Mastery

Knowledge (Physical Sciences) 3 (+5)

Language 1 (French) (Native: English)

Medicine 3 (+5)

Notice 10 (+13)Skill Mastery

Search 10 (+13)

Sense Motive 10 (+13)Skill Mastery

Feats: 13PP

Dodge Focus 4

Challenge (Fast Feint)

Improved Initiative

Luck 2

Move-By Action

Skill Mastery (Knowledge [behavioral Sciences, Business], Notice, Sense Motive)

Redirect

Trance

Uncanny Dodge (Auditory)

Powers: 44 + 2 + 2 + 4 + 10 = 62PP

Dream Knight Array 20.5 (41 PP, Feat: Alternate Power 3) [44PP]

BE: Stun 10 (Extra:Alternate Save [Will], Mental, Range [Perception], Sleep, Feat: Sedation) [41/41PP] Slumber

AP: Blast 10 (Extra: Alternate Save [Will], Mental, Range [Perception]) [40/41PP] Nightmares Rise

AP: Strike 10 (Extra: Penetrating, Feat: Extended, Improved Crit [19-20]) [22PP]

Impervious Toughness 10 [10PP]

Enhanced Feat 9 (Accurate Attack, All-Out Attack, Attack Specialization 3, Defensive Attack, Power Attack, Takedown Attack 2) [9] Knight's Raiment

AP: Teleport 10 (200 000 miles, Flaw: Medium [Dreams], Long-Range Only, Feats: Change Velocity) [41/41] Dreamwalking

Flight 1 (10 MPH, 100 ft per round) [2PP]

Immunity 4 (Cold, heat, pain, sleep) [4PP]

Morph 1 (Extra: Continuous, Flaw: Limited [Only in dreams], PF: Metamorph [Dreamweaver]) [2PP]

Protection 10 [10PP]

Drawbacks: -4 = -4PP

Normal Identity (Full Round Action, Incantation) [-4PP]

DC Block

(see below)

Totals: Abilities (18) + Combat (20) + Saving Throws (19) + Skills (22) + Feats (13) + Powers (62) - Drawbacks (4) = 150/150 Power Points

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  • 2 weeks later...

Power Level 12 (137 pp)

Abilities: STR: 32/20 (+11/+5), DEX: 20 (+5), CON: -- (Nil), INT: 4 (-3), WIS: 12 (+1), CHA: 18 (+4) [14PP]

Skills: Intimidate 12 (+20), Notice 4 (+5), Sense Motive 4 (+5), Survival 4 (+5) [6PP]

Feats: Fast Overrun, Improved Initiative, Improved Pin, Power Attack, Startle [6PP]

Powers: [76PP]

Growth 8 (Extra: Duration/Permanent) [24PP]

Huge, -2 Att/Def, +8 Grapple, -8 Stealth, +4 Intimidate, +16 Str, +8 Con

Flight 1 [2PP]

Protection 14 [14PP]

Immunity 30 (Fort Immunity) [30PP]

Strike 3 (Feat: Mighty, Improved Crit [19-20]) [5PP]

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

Combat: +12/+10 Attack, +12/10 Defense (+5 flat-footed), +9 Initiative, +27 Grapple, -7 Knockback [48PP]

Saves: +14 Tougness (+14 Protection), Immune Fort (Nil), +8 Ref (+4 Dex, +4), +7 Will (+2 Wis, +5) [9PP]

Drawbacks: [0PP]

None

Abilities 14 + Skills 6 + Feats 5 + Powers 76 + Combat 48 + Saves 9 - Drawbacks 0 = 137

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Power Level 10 (147 pp)

Abilities: STR: 10 (+0), DEX: 16 (+3), CON: 14 (+2), INT: 16 (+3), WIS: 14 (+2), CHA: 14 (+2) [26PP]

Skills: Bluff 8 (+10), Concentration 8 (+10), Intimidate 6 (+8), Knowledge [Arcane Lore] 12 (+15), Knowledge [streetwise] 7 (+10), Knowledge [Theology & Philosophy] 7 (+10), Notice 8 (+10), Perform [Dance] 8 (+10), Search 8 (+11), Sense Motive 8 (+11) [80R] [20PP]

Feats: Attack Specialization (Magic Array) 2, Dodge Focus 2, Fascinate [bluff], Improved Initiative, Leadership, Minions 5 (Cultists, 10), Move-By Action, Power Attack, Ritualist [15PP]

Powers: [41PP]

Immunity 4 (Aging, poison, starvation, thirst, Flaw: Half effect) [2PP]

Magic Array 10.5 (Feat: Alternate Power 4) [25PP]

Base Effect: Blast 10 (Feat: Variable Descriptor 1 [Earth, fire, wind, water]) [21/21PP]

Alternate Power: Move Object (Feat: Affects Insubstantial) [21/21PP]

Alternate Power: Emotion Control 10 (Feat: Mind Blank) [21/21PP]

Alternate Power: ESP 5 (All senses, 5 miles) [20/21PP]

Alternate Power: Obscure 5 (Visual, Mental, Extra: Selective) [20/21PP]

Protection 8 [8PP]

Super-Senses 6 (Magic Awareness [Olfactory], Detect Magic [Olfactory]) [6PP]

Combat: +6/+10 Magic Attack, +10 Defense (+4 flat-footed), +7 Initiative, +6 Grapple, -5 Knockback [28PP]

Saves: +10 Toughness (+2 Con, +8 Protection), +5 Fort (+2 Con, +3), +8 Ref (+3 Dex, +5), +11 Will (+2 Wis, +9) [17PP]

Drawbacks: [0PP]

None

Abilities 26 + Skills 20 + Feats 15 + Powers 41 + Combat 28 + Saves 17 - Drawbacks 0 = 147

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Power Level 7 (94 pp)

Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 12 (+1), INT: 10 (+0), WIS: 14 (+2), CHA: 18 (+4) [16PP]

Skills: Bluff 4 (+8/+12 w/ Attractive), Concentration 4 (+6), Knowledge [Arcane Lore] 10 (+10), Knowledge [Theology & Philosophy] 5 (+5), Notice 6 (+6), Perform [Dance] 9 (+13), Search 6 (+6), Sense Motive 8 (+8) [80R] [13PP]

Feats: Attack Specialization (Magic Array), Attractive, Dodge Focus, Improved Initiative, Ritualist [5PP]

Powers: [28PP]

Magic Array 8 (Feat: Alternate Power 2) [16PP]

Base Effect: Blast 7 [14/14PP] Water Blast

Alternate Power: Emotion Control 7 [14/14PP]

Alternate Power: Obscure 3 (Visual) [6/14PP]

Protection 6 [6PP]

Super-Senses 6 (Magic Awareness [Tactile], Detect Magic [Tactile]) [6PP]

Combat: +5/+7 Magic Attack, +7 Defense (+3 flat-footed), +5 Initiative, +5 Grapple, -3 Knockback [20PP]

Saves: +7 Toughness (+1 Con, +6 Protection), +6 Fort (+1 Con, +5), +6 Ref (+1 Dex, +5), +4 Will (+2 Wis, +2) [12PP]

Drawbacks: [0PP]

None

Abilities 16 + Skills 13 + Feats 5 + Powers 28 + Combat 20 + Saves 12 - Drawbacks 0 = 94

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  • 4 weeks later...

Player Name: Raveled

Character Name: Lexicon

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A man who knows the words of creation uses the power to fight evil.

Alternate Identity: Berkant Kudret Yilmaz, "Berk"

Identity: Secret

Birthplace: Queens, New York City, NY

Occupation: Lawyer

Affiliations: Freedom City University, Public Defender's Office

Family: Father, mother, younger sister

Description:

Age: 26 (DoB: March 1986)

Gender: Male

Ethnicity: Turkish

Height:

Weight:

Eyes: Brown

Hair: Black

Power Descriptions: Berkant has unlocked the secret of truenames, of the words spoken at Creation to bring all things into being. By speaking these names he can exert almost unlimited power of what is around him. He can command objects or energy to strike at his opponents, he can reshape matter to his whim, he can break down or build up living bodies, he can turn attacks back on the attacker. He can even make two places share the same space and step halfway across the world, or use his knowledge of the secret heart of language to converse with anything or anyone, anywhere.

History:

Personality & Motivation:

(Describe here)

Powers & Tactics:


Complications:

Secret Identity.

Prejudice Pick one: he's a Muslim, he's a lawyer, he works for the Public Defender's office.

Master of Circumstances Lexicon can only manipulate his surroundings, not create objects out of thin air. Mechanically, the Descriptor for his powers has to be something existing in his immediate vicinity.

Spoken Word Lexicon needs to speak to use his powers, and as such it's impossible for him to do anything subtly.

Abilities: -2 + 6 + 4 + 8 + 6 + 2 = 24PP

Strength: 8 (-1)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 8 + 12 = 20PP

Initiative: +7

Attack: +4 Melee, +4 Ranged, +10 Lexicon of Power

Grapple: +3

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

Knockback: -5/-10/-1

Saving Throws: 5 + 5 + 6 = 16PP

Toughness: +10/+2 (+2 Con, +8 Force Field, Impervious 10)

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

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

Will: +9 (+3 Wis, +6)

Skills: 64R = 16PP

Concentration 10 (+13)

Diplomacy 9 (+10)Skill Mastery

Gather Information 9 (+10)

Knowledge (Arcane) 1 (+5)

Knowledge (Civics) 11 (+15)Skill Mastery

Language 4 (Arabic, Enochian, English [Native], Greek, Latin)

Notice 10 (+13) Skill Mastery

Sense Motive 10 (+13)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

Force Field 8 [8PP] (Words of Protection)

Lexicon of Power 13 (26PP Array, Feats: Alternate Power 7, Accurate 3, Variable Descriptor 2 [Any]) [38PP]

BE: Blast 10 (Feats: Improved Critical 2 [18-20], Indirect 3, Homing) (Words of Striking)

AP: Create Object 8 (Feats: Stationary, Subtle) (Words of Making)

AP: Drain Toughness 10 (Extras: Alternate Save/Will, Range/Ranged) (Works of Unmaking)

AP: Healing 8 (Extra: Range/Ranged, Feats: Regrowth, Stabilize) (Words of Remaking)

AP: Impervious Toughness 10 (Extra: Linked [+0] [Reflective Toughness], Flaw: Limited [Not when flat-footed]) + Reflective Toughness 10 (Melee and Ranged, Extra: Linked [+0] [impervious Toughness], Flaw: Limited [Not when flat-footed]) (Words of Defense)

AP: Emotion Control 10 (Flaw: Sense-Dependent [Auditory]) (Words of Influence)

AP: Teleport 8 (Extra: Accurate, Feats: Change Velocity, Easy) (Words of Travel)

AP: Comprehend 13 (Speak all languages at once, read all languages, understood by everyone at once, speak to and understand spirits, speak to and understand electronics, speak to and understand objects, speak to and understand animals, speak to and understand plants) (Words of Knowing)

Super-Senses 3 (Analytical [Normal vision], Counters Illusion [Visual]) [3PP] (See the Truth of Things)

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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IronPatriot.jpg

If I'm a captain, then I'm a soldier. Not of any military branch, but of the American people.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: -2 + 2 - 2 + 4 + 6 + 8 = 16 PP

Strength 30/8 (+10/-1)

Dexterity 12 (+1)

Constitution 8 (-1)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 18 (+4)

Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Weapon System)

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

Initiative: +9

Grapple: +20/+5

Knockback: -8/-0

Saving Throws: 7 + 5 + 6 = 18 PP

Toughness: +10/-1 (-1 CON, +11 Protection, 6 Impervious)

Fortitude: +6 (-1 CON, +7)

Reflex: +6 (+1 DEX, +5)

Will: +9 (+3 WIS, +6)

Skills: 64r = 16 PP

Craft (Art) 13 (+15)

Craft (Electronic) 8 (+10)

Craft (Mechanical) 8 (+10)

Diplomacy 11 (+15)

Language 2 (English [Native], French, German)

Knowledge (Current Events) 3 (+5)

Knowledge (Tactics) 3 (+5)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 23 PP

Accurate Attack

All-Out Attack

Benefit (Security Clearance)

Connected

Defensive Attack

Dodge Focus 4

Fearless

Improved Initiative 2

Inspire 4

Leadership

Luck 2

Move-By Action

Power Attack

Precise Shot

Uncanny Dodge (Auditory)

Powers: 53 = 53 PP

Device 13 (65 PP, Hard to Lose, Feat: Restricted [small Stature]) [53PP]

Flight 4 (100 MPH) [8PP]

Immunity 9 (Life Support) [9PP]

Protection 11 (Extra: Impervious 6) [17PP]

Super-Senses (Extended 1 [Normal visual], Infravision) [2PP]

Super-Senses 2 (Direction Sense, Time Sense) [2PP]

Weapon System 11(Feat: Accurate 2, Alternate Power 3) [27 PP]

BE: Enhanced Strength 22 (Servo Strength)

AP: Strike 10 (Extra: Area/Cone [General]) (Flamethrower)

AP: Blast 10 (Cannon Arm)

AP: Blast 10 (Extra: Area/Shapeable [Targeted], Flaw: Action/Full Round) (Rocket Barrage)

Abilities (16) + Combat (24) + Saving Throws (18) + Skills (16) + Feats (23) + Powers (53) - Disadvantages (0) = 150 PP


What happens to wimpy Steve Rogers when the Super Soldier Program hits a stumbling block? Like, say, the essential Dr. Erskine dies a day before the fateful experiment to produce the greatest soldier ever known? Well, it turns out that Steve Rogers sticks around long after the other hopefuls have left, and his determination and patriotism made him the perfect test subject for another experiment, affectionately nick-named "Iron Man." The rest, as they say, is comic books...

Here's a patriotic battlesuit circa 1940. The suit itself is pretty standard fare; moving all-out it can fly as fast as a Spitfire, it's nearly immune to anything on the battlefield but a tank round, and it can bring enough firepower to a fight to wipe out an infantry battalion with its mechanical strength, autocannon arm, flamethrower attachment, and shoulder-mounted rockets. Or switch out the Flight for Swimming, spend the extra points on a sonar or radar Super-Sense and he's the ultimate sub hunter! (Might want to switch out the flamethrower for something else in that case -- Drain (Toughness) as a cutting torch, to slice through sub hulls?) Some might be crying foul as this is a Captain America without Master Plan or Taunt, but consider it as an Issue 0 version -- he's just stepped into the armor, and hasn't yet picked up the skills that five years of grueling warfare will teach him. At the very least, his Inspire and Leadership hint at the leader he will be. Why doesn't he have the Normal Identity Drawback? Well, in the comic book he was pretty much sealed into the suit...

As an origin, the comic book one works more or less perfectly. A military project (probably under the auspices of AEGIS) to create a suit of powered armor hits a snag when it turns out that to make the suit human-sized, the pilot has to be pretty scrawny. So instead of the strapping Marine they were planning, the military has to bring in a 98 pound weakling. Good thing they can boost the power on those servo muscles, ehn? If you don't like the military angle, swap out Connected and Benefit for a couple ranks of Benefit (Wealth) and say that this character bought the suit, to augment his fearsome mind and presence with the correct hardware. Or with Inventor and a rank of Equipment (to buy a proper lab space) he could even have built it! For that last one, you probably will want to cannibalize the skill list for more Craft and Knowledge. As it stands, this character could maintain the suit and make field repairs, but not much else.

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shining.jpg

Mine is the will that will pierce the heavens!

Power Level: 10 (150 PP)

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

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

Strength 16/8 (+3/-1)

Dexterity 14 (+1)

Constitution 16/12 (+4/+1)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 12 (+1)

Combat: 12 + 12 = 24 PP

Attack: +6 (+5 Growth, +9 Glorious Arsenal)

Defense: +9 (+6 Base, +4 Dodge Focus, -1 Growth), +3 Flat-Footed

Initiative: +9

Grapple: +11/+5

Knockback: -0/-10

Saving Throws: 7 + 5 + 6 = 18 PP

Toughness: +11/+1 (+4/+1 CON, +7 Protection, 10 Impervious)

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

Reflex: +6 (+1 DEX, +5)

Will: +10 (+3 WIS, +7)

Skills: 52r = 13 PP

Craft (Art) 7 (+10)

Intimidate 8 (+11/+9)

Knowledge (Arcane) 12 (+15)

Knowledge (Theology & Philosophy) 7 (+10)

Notice 9 (+12)

Sense Motive 9 (+12)

Feats: 13 PP

Accurate Attack

Dodge Focus 4

Equipment 2

Improved Initiative 2

Power Attack

Ritualist

Startle

Uncanny Dodge (Auditory)

Arcane Dimensional Laboratory (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Communications
    Laboratory
    Library
    Living Space
    Power System
    Sealed
    Security System (DC 20)
    Workshop

Powers: 67 = 67 PP

Alternate Form [67PP] (Emergent Warstrider of the Radiant Dawn)

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

+8 Str, +4 Con, -1 Att/Def, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Str Carrying Capacity

Immunity 7 (Environmental conditions [All], suffocation effects [All]) [7PP]

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

Protection 7 (Extra: Impervious 10) [17PP]

Super-Senses ( Extended 1 [Normal visual], Radius [Normal visual]) [2PP]

Glorious Arsenal 11(Feat: Accurate 2, Alternate Power 3) [27 PP]

BE: Strike 11 (Extra: Penetrating) (Strike the Demon)

AP: Strike 11 (Extra: Area/Burst [General]) (Slay the Army)

AP: Blast 11 (Celestial Bow)

AP: Blast 10 (Extra: Range/Perception, Flaw: Action/Full Round) (Unerring Aim)

Disadvantages: (-3) = -3

Normal Identity (Full Round action, mystic chant) [-3PP]

Abilities (18) + Combat (24) + Saving Throws (18) + Skills (13) + Feats (13) + Powers (67) - Disadvantages (3) = 150 PP


When I was considering how to make a magical battlesuit for this series, the simple way was to make a normal squishy mage who compensated for said squishiness with a suit of metal. However, since I would prefer to keep this thread from simply being a complete reprint of various Oddballs, I needed to come up with a unique idea. Low and behold, here it is -- an Exalted Warstrider as a PL 10 starting character.

Well, not exactly the Warstrider since those are simply mechs that Exalted pilot, but instead sort of the sorcerous equivalent of Extremis armor; a Large-sized suit of armor that makes the user immune to a lot of standard battlefield hazards, composed of pure magical energy and summoned whenever the wielder is in need of it. The armor itself is pretty bare-bones, but still quite expensive! I went for more of a Powerhouse than Paragon, i.e. no Flight and limited Immunities. It wouldn't be at all a bad thing to bolster those with earned PP, or maybe fill out the skills and feats so this guy doesn't look like such a workaholic!

The origin for this character is probably tied in to what sort of magic they wield. I made this one into a straight-up Western-style hermetic, but an animist or even some kind of theurge is not outside the realm of possibility. Cloak yourself in the power of ancient spirits, or call upon God Himself to help you smite the wicked and unrighteous!... As long as you don't try to stuff any of that down the throats of your fellow players.

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440px-Mimic_.jpeg

Got your nose!

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 6 + 2 + 6 + 2 + 0 + 0 = 16 PP

Strength 30/16 (+10/+3)

Dexterity 20/12 (+5/+1)

Constitution 30/16 (+10/+3)

Intelligence 12 (+1)

Wisdom 10 (+0)

Charisma 10 (+0)

Combat: 12 + 12 = 24 PP

Attack: +10 Melee, +6 Ranged

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

Initiative: +9/+5

Grapple: +16

Knockback: -5/-1

Saving Throws: 0 + 1 + 5 = 6 PP

Toughness: +10/+2 (+10/+2 CON)

Fortitude: +10 (+10/+2 CON, +0)

Reflex: +6 (+5 DEX, +1)

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

Skills: 80r = 20 PP

Acrobatics 10 (+13/+9)Skill Mastery

Climb 8 (+18/+11)

Disguise 10 (+10)Skill Mastery

Medicine 4 (+5)

Notice 9 (+10)

Search 9 (+10)

Sense Motive 9 (+10)

Stealth 8 (+13/+9)Skill Mastery

Survival 5 (+5)Skill Mastery

Swim 8 (+18/+11)

Feats: 15 PP

Accurate Attack

Acrobatic Bluff

Attack Focus (Melee) 4

Defensive Attack

Dodge Focus 4

Improved Initiative

Power Attack

Skill Mastery (Acrobatics, Disguise, Stealth, Survival)

Uncanny Dodge (Auditory)

Powers: 69 = 69 PP

Device 17 (85 PP, Hard to Lose, Feat: Subtle) [69PP] (Adaptable Alien Symbiote)

Concealment 2 (Normal Visual, Flaw: Blending) [2PP] (Chameleon Skin)

Enhanced Constitution 14 [14PP]

Enhanced Dexterity 8 [8PP]

Enhanced Feat 2 (Quick Change 2) [2PP]

Enhanced Strength 14 [14PP]

Leaping 2 (x4, move action) [2PP]

Immunity 5 (Environmental conditions [All]) [5PP]

Mimic 6 (30 PP, All Powers) [30PP]

Morph 5 (Any humanoid, Flaw: Limited [Target of Mimic]) [5PP]

Speed 2 (25 MPH) [2PP]

Abilities (16) + Combat (24) + Saving Throws (6) + Skills (19) + Feats (15) + Powers (69) - Disadvantages (0) = 150 PP


What would you do if, one night, you were hiking in the woods and you saw a meteorite impact in the forest? What if you investigated and found a weird, black liquid oozing out of it, like tar out of the world's biggest jawbreaker? What if the tar made a leap for your face? Congraulations, you just became the latest host of an adaptable alien symbiote, a traveler among the stars that needs a host for a little bit, just until it gets back in fighting trim...

This is a build for Mimic inside of a battlesuit. For a long time I was stumped on how to do it -- how does a purely mechanical construction justify absorbing and duplicating such a wide range of effects? Then I realized, I don't have to make it purely mechanical! This battlesuit is a living thing, closer in spirit to the Venom symbiote of Spider-Man fame than anything Tony Stark has ever dreamed up. It can mimic up to 30 PP worth of effects from any superpowered individual it touches, plenty of points to grab (most of) an array. Even in situations where you can't steal those powers, the suit boosts its wearer's physical abilities to superhuman levels, letting them stand toe-to-toe with much more powerful foes.

This character could be a versatile hero as well as an intimidating foe, due in part to the Morph attached to the Mimic. The bearer can imitate the form of any humanoid enemy they can Mimic. On the one hand, a villain could use this to steal a hero's powers and identity to tarnish their good name. On the other hand, what better way to reinforce your secret identity than to be saved by the hero you're supposed to be -- complete with the correct power set? Keep in mind as the character increases in PL to keep Mimic up, as well. I would recommend being able to grab a number of PP equal to about three times your effective PL, but find what works for you.

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100_2618.jpg

Mind over matter.

Power Level: 10 (150 PP)

Trade-Offs: -4 Def/+4 Tou

Abilities: -2 + 2 + 2 + 8 + 8 + 6 = 24 PP

Strength 30/8 (+10/-1)

Dexterity 12 (+1)

Constitution 12 (+1)

Intelligence 18 (+4)

Wisdom 18 (+4)

Charisma 16 (+3)

Combat: 8 + 8 = 16 PP

Attack: +4 Melee, +4 Ranged, +10 Telekinetic Combat Array

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

Initiative: +5

Grapple: +20

Knockback: -7/-0

Saving Throws: 5 + 4 + 6 = 15 PP

Toughness: +14/+1 (+1 CON, +13 Protection)

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

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

Will: +10 (+4 WIS, +6)

Skills: 64r = 16 PP

Concentrate 8 (+12)

Craft (Mechanical) 11 (+15)Skill Mastery

Diplomacy 11 (+15)Skill Mastery

Knowledge (Technology) 11 (+15)Skill Mastery

Notice 6 (+10)

Search 6 (+10)

Sense Motive 11 (+15)Skill Mastery

Feats: 9 PP

Accurate Attack

Dodge Focus 2

Eidetic Memory

Equipment 2

Inventor

Power Attack

Skill Mastery (Craft [Mechanical], Diplomacy, Knowledge [Technology], Sense Motive)

Townhouse Laboratory (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Communications
    Concealed
    Laboratory
    Library
    Living Space
    Power System
    Security System (DC 20)
    Workshop

Powers: 4 + 41 + 18 + 3 + 4 = 70 PP

Flight 2 (25 MPH, Feat: Subtle) (Telekinetic Flight) [4PP]

Device 10 (50 PP, Hard to Lose, Feat: Restricted [Telekinesis]) [41PP] (Telekinetic Power Armor)

Protection 13 [13PP]

Super-Senses (Counter Obscure [All], Extended 1 [All Visual], Radius [All Visual], Infravision) [10PP]

Telekinetic Battle Array 11 ( Feat: Accurate 3, Alternate Power 2) [27PP]

BE: Enhanced Str 22 (Telekinetic Muscles)

AP: Blast 10 (Feat: Progression [2 500 ft/range increment], Improved Range [25 increments]) (Telekinetic Cannon)

AP: Strike 10 (Extra: Area/Cone [General]) (Clap)

Mentalism 6 (16PP Array, Feats: Alternate Power 2) [18PP]

BE: Communication 6 (Mental, 20 miles, Feats: Rapid [x10], Subtle, Extra: Two-Way) [8PP] + Comprehend 1 (Languages 1 [speak Any]) [2PP] (Telepathy)

AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaws: Duration [instant/Lasting], Feats: Subtle) (Telepathy)

AP: ESP 3 (1 000 ft, Visual + Auditory, Feat: Rapid 1 [x10], Extra: Mental, No Conduit)

Quickness 6 (x100 Flaw: Limited [Mental Only]) [3PP]

Super-Senses 4 (Accurate [Mental], Extended 1 [Mental], Danger Sense [Mental]) [4PP]

Abilities (24) + Combat (16) + Saving Throws (15) + Skills (16) + Feats (9) + Powers (70) - Disadvantages (0) = 150 PP


Why do all psychics have to be squishy? Why can't the Scarab fly around in a real suit of armor? Actually, as the pic may have hinted, this build is more based off Gideon Ravenor, an inhabitant of the Warhammer 40,000 universe. Dime-store version, Ravenor was an incredibly gifted Inquisitorial acolyte until a disaster confined him to a bed. Rather than give up on life, he constructed a badass combat hospital bed, encased it in inches-thick steel, and used his mythically powerful mind to turn it into a floating tank. Hm... powerful psychic suffers a personal tragedy that destroys their mobility, but they learn to use their mental talents to stay a formidable force in combat? Where have I heard that story before?

Leaving aside the parallels, this is a bog-standard battlesuit with some psychic powers outside of it. That can come as a surprise to anyone who expects someone in power armor to be a wrecking ball and not much else! The suit is Toughness-shifted because I imagine a character such as this isn't very agile; the paraplegia would be best handled through a Complication instead of a Drawback, since it wouldn't come up in combat all that much. They don't have Normal Identity because, while they have to put the armor on, they do have some powers outside of it. Future purchases might boost their ability either inside the suit or out of it; buy them Force Field instead of Protection and the suit becomes useful mainly for the attacks it grants.

Putting aside the crippled genius archetype for a moment, I could see this as an application of one of the wackier powers in comic books: tactile telekinesis. Basically this character would be a continent-shattering telekinetic... if they had a reach longer than their arm. So instead of buffing it up and becoming a Paragon, they used their mind to build a suit instead! Powers and costume, all in one. I suppose you could also have this as a weak telekinetic who hides the 'triggers' and other control surfaces to the suit inside the walls of the armor itself, requiring one to be able to reach inside with either telekinesis or magnetism to use the suit.

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Batman-power-suit-394x600.jpg

Rubber bullets. Honest

Power Level: 10 (150 PP)

Trade-Offs: +4 Tou/-4 Def

Abilities: 6 + 8 + 6 + 8 + 4 + 6 = 38 PP

Strength 16 (+3)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 18 (+4)

Wisdom 14 (+2)

Charisma 16 (+3)

Combat: 12 + 8 = 16 PP

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

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

Initiative: +9

Grapple: +20

Knockback: -11/-3/-2

Saving Throws: 5 + 3 + 6 = 14 PP

Toughness: +14/+6/+4 flat-footed (+4 CON, +2 Defensive Roll, +8 Protection, 8 Impervious)

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

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

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

Skills: 104r = 26 PP

Bluff 12 (+15)Skill Mastery

Climb 7 (+10)

Craft (Electronics) 11 (+15)Skill Mastery

Craft (Mechanical) 11 (+15)Skill Mastery

Gather Info 7 (+10)

Intimidate 7 (+10)Skill Mastery

Knowledge (Streetwise) 6 (+10)Skill Mastery

Knowledge (Technology) 11 (+15)Skill Mastery

Notice 8 (+10)

Search 6 (+10)Skill Mastery

Sense Motive 7 (+10)

Stealth 11 (+15)Skill Mastery

Feats: 16 PP

Accurate Attack

Dodge Focus 4

Equipment 2

Improved Disarm

Improved Initiative

Inventor

Power Attack

Skill Mastery 2 (Bluff, Craft [Electronics, Mechanical], Intimidate, Knowledge [streetwise, Technology], Search, Stealth)

Startle

Taunt

Uncanny Dodge (Auditory)

Tunnel Laboratory (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Communications
    Concealed
    Laboratory
    Library
    Living Space
    Power System
    Security System (DC 20)
    Workshop

Powers: 4 + 36 = 40 PP

Device 1 (5 PP, Easy to Lose Feat: Subtle [Collapsible]) (Quarterstaff) [4PP]

Strike 3 (Feat: Extended, Mighty) [5PP]

Device 9 (45 PP, Hard to Lose) [36PP] (Utility Belt Armor)

Protection 8 (Extra: Impervious) [16PP]

Nonlethal Combat Array 10 ( Feat: Accurate 2, Alternate Power 2) [24PP]

BE: Snare 10 (Bolas)

AP: Stun 10 (Taser Hand)

AP: Dazzle 10 (Visual, Flaw: Range/Touch, Extra: Area/Cone [General]) (LED Palm)

Super-Movement 2 (Slow Fall, Swinging) [4PP] + Speed 1 (10MPH) [1PP] (Grappling Hook) [3PP]

Abilities (38) + Combat (16) + Saving Throws (14) + Skills (26) + Feats (16) + Powers (40) - Disadvantages (0) = 150 PP


What a great life it is, being the young ward of a costumed crime-fighter! Oh yeah, he works you hard and expects you to give it your all every day, but you'd do that anyway because that's what it means to be a hero! You're the quick jibe to his brutal interrogation, the joke to his growl. Okay, maybe your instincts run more towards gadgets than hard-core investigation, but that's just because they're so cool, right!? And then there was that battle with him nemesis, atop the bridge... They both fought to the edge of exhaustion, and they both fell... But the city still needed a hero, and you created something that goes just a bit beyond a utility belt in order to fulfill that need.

Here is a PL 6 costumed adventurer's sidekick boosted up to PL 10 caps with the help of good ol' power armor! He takes the do-not-kill rule to heart with a combat array that features no Toughness-related effects, but the suit does make him bulletproof and lets him swing through the city at 40 MPH (provided he doesn't take any sharp turns -- or any turns at all). As far as most power armor builds go, this one is very sparse. Future points could be put towards more APs on the Nonlethal Array, or some Super-Senses, or even a full-on Flight or Concealment if you want to go more of a Batman Beyond direction.

As an origin, well, I already gave you one, didn't I? Young apprentice of an established hero, is forced to watch while his mentor dies in a climactic battle with the hero's nemesis. Instead of allowing crime and anarchy to rule the day, the hero uses his knack for technology to build himself a battlesuit, to take the fight to the streets with the power of the Twenty-First Century!

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starboy.jpg

"What goes up... had better darn well stay up!" - Morgan Gravitonics, Company Slogan

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 0 + 4 + 2 + 12 + 2 + 4 = 26 PP

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 12 (+1)

Intelligence 22 (+6)

Wisdom 12 (+1)

Charisma 14 (+2)

Combat: 8 + 8 = 16 PP

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

Defense: +10 (+4 Base, +6 Shield), +5 Flat-Footed

Initiative: +9

Grapple: +4

Knockback: -9/-0

Saving Throws: 5 + 5 + 7 = 17 PP

Toughness: +10/+1 (+1 CON, +9 Protection, 9 Impervious)

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

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

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

Skills: 64r = 21 PP

Concentration 4 (+5)

Craft (Electronics) 9 (+15)Skill Mastery

Craft (Mechanical) 9 (+15)Skill Mastery

Knowledge (Physical Science) 14 (+20)Skill Mastery

Knowledge (Technology) 9 (+15)Skill Mastery

Notice 8 (+9)

Search 3 (+9)

Sense Motive 8 (+9)

Feats: 5 PP

Equipment 2

Improved Initiative

Inventor

Skill Mastery (Craft [Electronics, Mechanical], Knowledge [Physical Science, Technology])

Warehouse Laboratory (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Communications
    Concealed
    Laboratory
    Library
    Living Space
    Power System
    Security System (DC 20)
    Workshop

Powers: 68 = 68 PP

Device 17 (85 PP, Hard to Lose) [68PP] (Event Horizon Armor)

Flight 3 (50 MPH, Feat: Subtle) [7PP]

Immunity 7 (All environmental, all Suffocation effects) [7PP]

Protection 9 (Extra: Impervious 9) [18PP]

Gravitic Array 15 ( Feat: Accurate 3, Alternate Power 4) [37PP]

BE: Blast 10 (Feat: Knockback 10) (Gravity Hammer)

AP: Blast 10 (Extra: Alternate Save/Fort) (Internal Twisting)

AP: Snare 10 (Extra: Transparent) (Gravity Well)

AP: Move Object (Feat: Precise, Extra: Range/Perception, Flaw: Limited [up/down only]) (Gravity Control)

AP: Drain Movement Powers (any one Movement Power at a time, Extra: Range/Ranged) (Gravity Anchor)

Shield 6 [12PP] (Defensive Anti-Gravity)

Super-Senses 4 (Detect Gravity Effects [Visual], Analytical [Detect, Visual], Radius [Detect, Visual]) [4PP]

Disadvantages: (-3) = -3

Normal Identity (Full Round action) [-3PP]

Abilities (26) + Combat (16) + Saving Throws (17) + Skills (21) + Feats (5) + Powers (68) - Disadvantages (3) = 150 PP


Well, what else are you supposed to do with a baby black hole!? This may be my most conventional battlesuit yet, but in some ways it may also be my oddest. On the one hand it's got all the classic markers of a battlesuit; incredibly intelligent but weak creator, Impervious Protection, Flight, a big ol' combat array, and Super-Senses; on the other hand this is a battlesuit without any Enhanced Strength or Super-Strength, or even full Life Support. Still and all, a solid build for an energy controlling battlesuit.

The pilot here is manipulating one of the more exotic energy types: gravity. They can generate a sphere of gravity to blast away at opponents, twist a target's insides with gravitic vortexes, root them in one place or slow 'em down, or lift them into the air. Oh, and don't forget flying, too, that's very important. Potential avenues for growth: any of the options mentioned above, anything mentioned in Doktor Archeville's excellent examination of the subject, or maybe some sort of targeting computer using Enhanced Feat to get the combat maneuvering line.

I already alluded to a potential origin; theoretical physicist generates a black hole in a laboratory experiment that goes out of the control. He manages to shut the black hole down, but later on recreates the conditions and boom! Baby black hole, ready for the use! Long enamored by superheros (or perhaps fearing what would happen if this technology fell into the wrong hands) the scientist constructs a suit of armor, powered by the black hole and controlling the force of gravity itself, to fight crime and defend his discovery.

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im_hulkbuster2.jpg

The bigger they are... the harder they hit!

Power Level: 10 (150 PP)

Trade-Offs: None unsuited, +3 DC/-3 Att, +3 Tou/-3 Def suited

Abilities: 14+ 6 + 14 + 2 + 4 + 4 = 44PP

Strength: 36/24 (+13/+7)

Dexterity: 16 (+3)

Constitution: 24 (+7)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 12 + 12 = 24PP

Initiative: +2

Attack: +7 melee, +6 ranged

Grapple: +25 suited, +14 unsuited

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

Knockback: -12 suited, -3 unsuited

Saving Throws: 0 + 4 + 5 = 9PP

Toughness: +13/+7 (+7 Con, +6 Protection, Impervious 8)

Fortitude: +7 (+7 Con, +0)

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

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

Skills: 72R = 18PP

Bluff 8 (+10)

Craft (Mechancial) 7 (+8)

Diplomacy 8 (+10)Skill Mastery

Gather Information 8 (+10)

Intimidate 14 (+16)Skill Mastery

Knowledge: Streetwise 9 (+10)Skill Mastery

Notice 10 (+12)Skill Mastery

Sense Motive 10 (+12)

Feats: 15PP

Accurate Attack

Attack Focus Melee 1

Defensive Attack

Dodge Focus 1

Improved Critical (unarmed)

Improved Grab

Improvised Tools

Interpose

Luck 2

Move By Action

Power Attack

Skill Mastery (Diplomacy, Intimidate, Knowledge [streetwise], Notice)

Startle

Uncanny Dodge (Auditory)

Powers: 40 = 40pp

Device 10 (50PP, Hard to Lose) [40PP]

Enhanced Strength 12 [12pp]

Immovable 2 [2pp]

Immunities 7 (All environmental effects, all Suffocation effects) [7PP]

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

Protection 6 (Extras: Impervious 8) [14pp]

Speed 1 (10 MPH) [1pp]

Super-Senses 3 (Extended [Visual Senses, x100], Radius [Normal vision])

Super-Strength 5 (Lifting Strength 61 [Heavy Load 50 tons], +5 Grapple) [10pp]

Abilities (44) + Combat (24) + Saving Throws (9) + Skills (18) + Feats (15) + Powers (40) - Disadvantages (0) = 150 PP


What do you do when being a street-level martial artist just isn't enough anymore? Why, step into a suit of power armor and become strong enough to bench-press a tank! This is a PL 7 brawler with a battlesuit that makes them into a PL 10 powerhouse. This build demonstrates two things: firstly, how a battlesuit can change around the focus of a character's abilities (from a canny-but-weak fighter to a strong-but-inaccurate powerhouse); secondly how a battlesuit can be made from another build. This here is Geez3r's Brawler build, adjusted slightly to fit my own mechanical preferences, but with the powers contained in a battlesuit.

Another consideration is that this PC is in no way smart enough to build this suit or rich enough to buy it. So how do they get it? In a word: Theft! Imagine a criminal mastermind vexed at every turn by our PL 7 hero(ine) here. The villain develops and releases a horde of battlesuits that enable even the lowliest mook to stand toe-to-toe with the hero's mighty muscles. What is the hero to do... except bash one open and steal it for themselves? With +8 Craft (Mechanical) and Improvised Tools, they can maintain the suit in the field, but they'll be stuck for major repairs or modifications. Time to team up with a proper gadgeteer, perhaps?

The build's biggest weakness may be lack of variety. As the PP pile up, consider getting some Power Feats for the S-Strength, or even some proper ranged attacks. Just remember that a Powerhouse is only a few PP from a Paragon. Be sure what you want your character to do!

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JeffArt.gif

Time is on my side, yes it is!

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 4 + 8 + 4 + 12 + 4 + 2 = 34PP

Strength: 14 (+10/+2)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +4 melee, +4 ranged, +10 with Chrono Array

Grapple: +7

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

Knockback: -5 suited, -1 unsuited

Saving Throws: 3 + 2 + 3 = 8PP

Toughness: +10/+2 (+2 Con, +8 Protection)

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

Reflex: +12/+6 (+4 Dex, +2, +6 Enhanced Save)

Will: +5 (+2 Wis, +3)

Skills: 68R = 17PP

Craft (Electronic) 4 (+10)

Craft (Mechanical) 14 (+20)Skill Mastery

Diplomacy 9 (+10)

Knowledge (Physical Sciences) 4 (+10)Skill Mastery

Knowledge (Technoloy) 14 (+20)Skill Mastery

Notice 9 (+10)Skill Mastery

Search 4 (+10)

Sense Motive 10 (+11)

Feats: 19PP

Accurate Attack

All-Out Attack

Defensive Attack

Dodge Focus 6

Equipment 2

Inventor

Luck 2

Move By Action

Power Attack

Skill Mastery (Craft [Mechanical], Knowledge [Physical Science, Technology], Notice)

Uncanny Dodge (Auditory)

Storefront Laboratory (PL10 HQ) [10EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [8EP]

  • Communications
    Cover Facility [storefront]
    Laboratory
    Library
    Living Space
    Power System
    Security System (DC 20)
    Workshop

Powers: 60 = 60pp

Device 15 (75PP, Hard to Lose) (Chrono Manipulation Suit) [60PP]

Chrono Array 17 (34PP Feat: Accurate 3, Alternate Power 2) [39PP]

BE: Blast 10 (Feat: Improved Critical, Indirect 3) (Micro-Aging)

AP: Stun 10 (Extra: Range/Ranged) (A Day and a Night and a Day)

AP: Paralyze 10 (Extra: Range/Ranged) (Stop the Clock)

Enhanced Reflex Save 6 (Feats: Evasion 2) [8PP]

Immunities 9 (Life Support) [9PP]

Power Reserve 2(4PP, Quickness or Speed) [4PP]

Protection 8 [8pp]

Quickness 1(x2, stacks up to Quickness 3 [x10]) [2PP]

Speed 1 (10 MPH, stacks up to Speed 5 [250MPH]) [1pp]

Super-Senses 3 (Extended [Visual Senses, x100], Radius [Normal vision]) [3PP]

Disadvantages: (-3) = -3

Normal Identity (Full Round action) [-3PP]

Abilities (34) + Combat (16) + Saving Throws (8) + Skills (17) + Feats (18) + Powers (60) - Disadvantages (3) = 150/150 PP


Why are there only twenty-four hours in the day? Well this fellow can't make any more of them, but he can sure make them last longer. This is a normal (well, genius) guy who has built a battlesuit in the basement of his clock repair shop that can, conveniently enough, control another fundamental constant of the universe: time! What can he do with it? Well besides making perfect coffee every damn time he can slow a person down, fatigue them by making them live through an entire day in a few seconds, or age parts of their body far beyond the rest of it.

He has most of the normal weaknesses of a battlesuit, namely being reliant on the suit itself to do much of anything 'super' as well as very low exotic saves (except for Reflex, of course). He still has to put the suit on, and while it lets him take much more of a beating than he could otherwise he's hardly bulletproof. On the other hand he can survive in just about the most inclement environments, and the Quickness means he can make more use out of Inventor and his Knowledge skills than you might expect!

The original idea for this build was a time-controller-turned-speedster, a la the now defunct Zephyr, and it would still be possible to reach that would a little rebuilding. Remove the weird time attacks and give the suit Enhanced Strength + Autofire, maybe Shield instead of so much Protection for a Defense-shifted character. If you go that route I would recommend boosting the Power Reserve as the character gains PP or even boosting the Quickness directly. Nothing quite says 'speedster' quite like reading a library as a full-round action!

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180px-The_Firefly_img.jpg

Come on baby, light my fire!

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 2 + 6 + 4 + 12 + 0 + 6 = 30PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4 melee, +4 ranged, +10 with Pyro Array

Grapple: +5

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

Knockback: -5 suited, -1 unsuited

Saving Throws: 3 + 5 + 8 = 16PP

Toughness: +10/+2 (+2 Con, +8 Protection)

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

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

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

Skills: 76R = 19PP

Bluff 9 (+12) Skill Mastery

Computer 11 (+15)

Craft (Mechanical) 14 (+20)Skill Mastery

Knowledge (Physical Sciences) 4 (+10)

Knowledge (Technoloy) 14 (+20)Skill Mastery

Medicine 4 (+10)

Notice 10 (+10)Skill Mastery

Sense Motive 10 (+10)

Feats: 22PP

Accurate Attack

All-Out Attack

Challenge (Fast Feint, Fast Taunt)

Defensive Attack

Dodge Focus 6

Equipment 3

Luck 2

Inventor

Move By Action

Power Attack

Skill Mastery (Bluff, Craft [Mechanical], Knowledge [Technology], Notice)

Taunt

Uncanny Dodge (Auditory)

Warehouse Laboratory (PL10 HQ) [15EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features: [12EP]

  • Combat Simulator
    Communications
    Computer
    Concealed
    Fire Prevention System
    Infirmary
    Laboratory
    Library
    Living Space
    Power System
    Security System (DC 25)
    Workshop

Powers: 50 = 50pp

Device 12 (60PP, Hard to Lose, Feats: Restricted 2) (Pyromaniac Suit) [50PP]

Communication 4 (Radio, 1 mile) [4PP]

Flight 2 (25MPH) [4PP]

Immunities 12 (Environmental effects [All], Fire [Damage], Suffocation [All]) [12PP]

Protection 8 [8pp]

Pyro Array 10 (20PP Feat: Accurate 3, Alternate Power 3) [26PP]

BE: Strike 10 (Extra: Area/Line [General]) (Dragon's Breath)

AP: Strike 10 (Extra: Area/Cone [General]) (Flamethrower)

AP: Strike 10 (Extra: Penetrating) (Fire Punch)

AP: Nullify 10 (Fire Effects) (Fire Extinguisher)

Super-Senses 6 (Analytical [infravision], Extended [Visual Senses, x100], Radius [Visual Senses], Infravision) [6PP]

Disadvantages: (-3) = -3

Normal Identity (Full Round action) [-3PP]

Abilities (30) + Combat (16) + Saving Throws (16) + Skills (19) + Feats (23) + Powers (50) - Disadvantages (3) = 150/150 PP


In complement to my more exotic energy controllers, here's a fire-controlling battlesuit, courtesy of the Batman villain Firefly. I'm more familiar with the BtAS version, who appeared for all of two episodes, but the image above (from Arkham Asylum) looks a bit more like a battlesuit.

Mechanically, the suit is an exercise in how to manipulate Strike to get a variety of effects. This character can shoot out a line of fire like a military flamethrower, a cone of fire more like a comic book or video game flamethrower, or even a quick blast of fire to the face if you're worried about bystanders. How can you tell this character is a hero instead of a pyromaniac villain? Well, for one he has a fire extinguisher to stop any fires he starts.

A background for this character? He has the skills to be a doctor. Maybe he saw one too many burn victims and decided to take his vengeance to the streets? A bit dark, but it plays to the powerset. Replace Medicine with Know/Physical Sciences or boost his physical ability scores and he could be a firefighter. In that case perhaps his HQ is a renovated firehouse? All sorts of room for customization with this character!

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Iron_spider_by_s3r4phyn.jpg

With great power... comes a great wardrobe.

Power Level: 10 (150 PP)

Trade-Offs: None

Abilities: 0 + 10 + 2 + 12 + 2 + 8 = 34PP

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

Dexterity: 20 (+5)

Constitution: 12 (+1)

Intelligence: 22 (+6)

Wisdom: 12 (+1)

Charisma: 18 (+4)

Combat: 8 + 8 = 16PP

Initiative: +5

Attack: +4 melee, +4 ranged, +10 with Spider Array

Grapple: +20/+25/+4

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

Knockback: -8 suited, -0 unsuited

Saving Throws: 4 + 3 + 7 = 14PP

Toughness: +10/+1 (+1 Con, +9 Protection, Impervious 6)

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

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

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

Skills: 56R = 14PP

Bluff 9 (+12) Skill Mastery

Craft (Electronics) 9 (+15)

Craft (Mechanical) 14 (+20)Skill Mastery

Knowledge (Technoloy) 14 (+20)Skill Mastery

Notice 10 (+10)Skill Mastery

Feats: 15PP

Accurate Attack

All-Out Attack

Defensive Attack

Dodge Focus 6

Inventor

Move By Action

Power Attack

Skill Mastery (Bluff, Craft [Mechanical], Knowledge [Technology], Notice)

Taunt

Uncanny Dodge (Auditory)

Powers: 60 = 60pp

Device 15 (75PP, Hard to Lose) (Spider Suit) [60PP]

Additional Limbs 3 (4 Limbs, Feat: Takedown Attack) [3PP]

Immunities 5 (Environmental effects [All]) [5PP]

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

Protection 9 (Extra: Impervious 6) [15pp]

Speed 2 (25 MPH) [2PP]

Spider Array 15 (20PP Feat: Accurate 3, Alternate Power 2) [35PP]

BE: Enhanced Strength 20 (Extra: Linked +0 [super-Strength]) + Super-Strength 5 (Extra: Linked +0 [Enhanced Strength]) (Servo Muscles)

AP: Enhanced Strength 20 (Extra: Autofire) (Multi-Arm Strike)

AP: Snare 10 (Feats: Reversible, Tether) (Mechanical Web Line)

Super-Movement 4 (Wall-Crawling 2, Swinging, Slow Fall) [8PP]

Super-Senses 4 (Counter Visual Obscure [Darkness], Radio) [4PP]

Disadvantages: (-3) = -3

Normal Identity (Full Round action) [-3PP]

Abilities (34) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (15) + Powers (60) - Disadvantages (3) = 150/150 PP


Iron Spider, Iron Spider, does whatever a mechanical-Spider-Man-suit-can! I am unabashed about my love for Spider-Man's Stark Tech armor, the Iron Spider Armor. I think it's one of the more visually interesting and generally exciting superhero revamps to come out of the mess that was Marvel's Civil War. I understand why it didn't really fit with what Spider-Man is and why it had to go, but I still love it. So here it is in my build thread! Don't worry, I'll get a Speedster battlesuit up eventually.

This is a slightly different take on Peter Parker. Instead of getting spider-powers from the bite of an irradiated spider, all he got was a nasty lump and flu-like symptoms for a few days as the radiation and spider venom passed through his system. That meant he was stuck at home when his Uncle Ben went into the city for a job interview. A carjacking, hospital visit, and inspirational quote later and young Peter Parker knew that he couldn't simply life a quiet life in the suburbs. He was destined for something... more.

As spider-suits go, this one is pretty basic. It's got an additional four limbs growing out the back, an array of spider-like abilities and can swing through the city on carbon-carbon lines faster than most cars can. The armor makes the wearer bullet-proof to anything up to and including an assault rifle, and the Super-Senses not only allow them to see in the dark, but also to listen in on civilian and police band radio chatter. A solid foundation, I think, and something to build on.

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TMNT2LEONARDO.jpg

Turtles fight with honor!

Power Level: 8 (120 PP)

Trade-Offs: None

Abilities: 10 + 10 + 8 + 6 + 2 + 8 = 44PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 18 (+4)

Combat: 12 + 16 = 28PP

Initiative: +5

Attack: +6 melee, +6 ranged, +8 with Katanas

Grapple: +9

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -4

Saving Throws: 0 + 2 + 5 = 7PP

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

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

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

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

Skills: 60R = 15PP

Diplomacy 7 (+10)Skill Mastery

Disguise 11 (+15)

Knowledge (Streetwise) 7 (+10)Skill Mastery

Knowledge (Tactics) 12 (+15)

Language 1 (English [Native], Japanese)

Notice 10 (+11)Skill Mastery

Stealth 12 (+17) Skill Mastery

Feats: 20PP

Accurate Attack

All-Out Attack

Attack Specialization (Katanas)

Challenge 3 (Combat Diplomacy, Fast Stealth Quick Change)

Defensive Attack

Dodge Focus 2

Fascinate (Diplomacy)

Leadership

Master Plan 2

Power Attack

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

Takedown Attack

Teamwork 2

Uncanny Dodge (Auditory)

Powers: 3 + 3 = 6pp

Device 1 (5PP, East to Lose) [3PP] (Katanas)

Strike 3 (Feat:s: Improved Critical [19-20], Mighty) [5PP]

Protection 3 (Heroes in a Half Shell) [3PP]

Abilities (44) + Combat (28) + Saving Throws (7) + Skills (15) + Feats (20) + Powers (6) - Disadvantages (0) = 120/120 PP


One of many, folks. Or at least one of four. One day four ordinary Brooklyn turtles crawled into some very un-ordinary mutagenic ooze, grew in size and intelligence, and were taken in by a similarly mutated rat who went by Master Splinter. The oldest and more dutiful of these sons was Leonardo, trained with the deadly katanas (though in the picture it's more like a pair of ninjato).

Inspired by Michael Bay's, uh, interpreation of the turtles, here's the first of my own. This, as previously stated, is Leonardo, the leader of the group. Before a fight, he can use Master Plan to give the Turtles an edge on a foe (he could conceivably hit the +3 mark every time) and during it, the Teamwork feat lets him set up enemies for his brothers to take down!

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TMNT-Michelangelo.jpg

Bodacious!

Power Level: 8 (120 PP)

Trade-Offs: +2 Def/-2 Tou

Abilities: 10 + 10 + 6 + 4 + 0 + 10 = 40PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 20 (+5)

Combat: 12 + 20 = 32PP

Initiative: +5

Attack: +6 melee, +6 ranged, +8 with Nunchaku

Grapple: +9

Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Knockback: -3

Saving Throws: 1 + 2 + 6 = 9PP

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

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

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

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

Skills: 56R = 14PP

Acrobatics 10 (+15)Skill Mastery

Bluff 10 (+15)Skill Mastery

Disguise 10 (+15)

Knowledge (Streetwise) 3 (+5)

Language 1 (English [Native], Japanese)

Notice 10 (+10)Skill Mastery

Stealth 12 (+17) Skill Mastery

Feats: 17PP

Acrobatic Bluff

Accurate Attack

All-Out Attack

Attack Specialization (Nunchaku)

Challenge 4 (Fast Acrobatic Bluff, Fast Stealth, Fast Feint, Fast Taunt)

Defensive Attack

Power Attack

Set-Up

Skill Mastery (Acrobatics, Bluff, Notice, Stealth)

Takedown Attack

Taunt

Teamwork 2

Uncanny Dodge (Auditory)

Powers: 3 + 2 = 5pp

Device 1 (5PP, East to Lose) [3PP] (Nunchaku)

Strike 3 (Feat:s: Mighty, Takedown Attack) [5PP]

Protection 2 (Heroes in a Half Shell) [2PP]

Abilities (40) + Combat (32) + Saving Throws (9) + Skills (14) + Feats (17) + Powers (5) - Disadvantages (0) = 120/120 PP


Brother number two, Michelangelo! The clown and the mouth of the group, Mickey was the "totally radical" mouthpiece of the 80s cartoon show. He's built a little bit more around Defense than his brothers, but with a lot more ways to make an enemy flat-footed. His nunchaku make him a bit more able to handle a whirlwind of mooks, rather appropriate for a pair of spinning sticks!

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600full-raphael-sanzio-da-urbino.jpg

:argh:

Power Level: 8 (120 PP)

Trade-Offs: +2 Att/-2 Dam

Abilities: 10 + 10 + 8 + 2 + 0 + 10 = 40PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 20 (+5)

Combat: 12 + 16 = 28PP

Initiative: +5

Attack: +6 melee, +6 ranged, +10 with Sais

Grapple: +9

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -4

Saving Throws: 0 + 2 + 6 = 8PP

Toughness: +8 (+4 Con, +3 Protection)

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

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

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

Skills: 64R = 16PP

Disguise 10 (+15)

Intimidate 10 (+15)Skill Mastery

Knowledge (Streetwise) 9 (+10)Skill Mastery

Language 1 (English [Native], Japanese)

Notice 12 (+12)Skill Mastery

Stealth 12 (+17) Skill Mastery

Survival 10 (+10)

Feats: 21PP

Accurate Attack

All-Out Attack

Attack Specialization (Sais) 2

Challenge 4 (Fast Startle, Fast Stealth, Fast Track, Vanishing)

Defensive Attack

Power Attack

Set-Up

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

Startle

Teamwork 2

Throwing Mastery 4

Track

Uncanny Dodge (Auditory)

Powers: 3 + 4 = 7pp

Device 1 (5PP, East to Lose) [3PP] (Sais)

Strike 1 (Feats: Improved Disarm, Mighty, Split Attack, Thrown) [5PP]

Protection 4 (Heroes in a Half Shell) [4PP]

Abilities (40) + Combat (28) + Saving Throws (8) + Skills (16) + Feats (21) + Powers (7) - Disadvantages (0) = 120/120 PP


And here's the angry one, Raphael. Raph was the loner of the group, at least as prone to striking off on his own as he was to stay with the group and fight alongside his brothers. That's okay, though, every Four Man Band needs a choleric ass-kicker to turn to when things are down. Raph's the guy who takes point when someone needs to be scared, or when they need to track someone through the mean streets of New York.

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Tmnt010.jpg

Don does machines!

Power Level: 8 (120 PP)

Trade-Offs: +2 Dam/-2 Att

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

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 18 (+4)

Wisdom: 12 (+1)

Charisma: 10 (+0)

Combat: 12 + 16 = 28PP

Initiative: +4

Attack: +6 melee, +6 ranged

Grapple: +9

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -4

Saving Throws: 3 + 1 + 6 = 10PP

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

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

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

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

Skills: 108R = 27PP

Computers 11 (+15)

Craft (Electronic) 11 (+15)

Craft (Mechanical) 11 (+15)Skill Mastery

Disable Device 6 (+10)

Disguise 12 (+12)

Drive 5 (+10)

Knowledge (Current Events) 6 (+10)

Knowledge (Pop Culture) 6 (+10)

Knowledge (Technology) 11 (+15)Skill Mastery

Language 2 (English [Native], German, Japanese)

Pilot 5 (+10)

Notice 10 (+11)Skill Mastery

Stealth 12 (+17) Skill Mastery

Feats: 14PP

Accurate Attack

All-Out Attack

Challenge 3 (Fast Craft [Mechanical], Hide Tampering, Simultaneous Pilot)

Defensive Attack

Improvised Tools

Improved Trip

Inventor

Power Attack

Skill Mastery (Craft [Mechanical], Knowledge [Technology], Notice, Stealth)

Teamwork 2

Uncanny Dodge (Auditory)

Powers: 6 + 5 = 11pp

Device 2 (10PP, East to Lose) [6PP] (Bo Staff)

BE: Strike 7 (Feats: Extended, Mighty, Takedown Attack) [10PP]

Protection 5 (Heroes in a Half Shell) [5PP]

Abilities (30) + Combat (28) + Saving Throws (10) + Skills (27) + Feats (14) + Powers (11) - Disadvantages (0) = 120/120 PP


And I bet you thought I was going to leave all those Devices unexplained! Here's Donatello, the last of the brothers and the smart one. I'm half-way sure that his main role on the TV show was to create new gadgets and vehicles to sell more toys, but who cares? Donny's cool, man! He's the most technically inclined of the Turtles, and as such is responsible for the vast majority of their little tricks. Given that he also spends a fair bit of time surfing the web (NEEEEEERRRRRRRD!) he's also the one who's usually up on current events.

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  • 2 weeks later...

Cruising Yacht (Vehicle) [30EP] "The Argo"

Size: Huge [2EP]

Strength: 50 (Medium Load: 8 tons) [8EP]

Defense: 8 [0EP]

Toughness: +11 [6EP]

Features: [10EP]

Alarm 4 (DC 35)

Communications

Hidden Compartments

Infirmary

Library

Living Space

Power System

Powers: [4EP]

Speed 2 (25 MPH, Feats: Subtle) [2EP]

Super-Movement 1(Water-Walking) [2PP]

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Avatar-TheBoulder.jpg

If Mohammed can't move the mountain, just ask me.

Power Level: 10 (150 PP)

Trade-Offs: +4 Tou/-4 Def

Abilities: 10 + 4 + 10 + 2 + 4 + 0 = 30PP

Strength: 30/20 (+10/+5)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 12 + 6 = 20PP

Initiative: +6

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

Grapple: +11, +25 Strength of the Land

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

Knockback: -7

Saving Throws: 5 + 3 + 6 = 14PP

Toughness: +14 (+5 Con, +9 Protection)

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

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

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

Skills: 60R = 15PP

Concentration 10 (+11)

Craft (Structural) 9 (+10)Skill Mastery

Diplomacy 10 (+10)Skill Mastery

Knowledge (Tactics) 4 (+5)

Language 1 (English [Native], Latin)

Medicine 4 (+5)

Notice 10 (+11)Skill Mastery

Profession (Soldier) 2 (+3)

Sense Motive 10 (+11) Skill Mastery

Feats: 14PP

Accurate Attack

Defensive Attack

Dodge Focus 2

Endurance

Equipment 2

Improved Grab

Improved Initiative

Improved Overrun

Improved Trip

Interpose

Power Attack

Skill Mastery (Craft [structural], Diplomacy, Notice, Stealth)

Protection 2 (Lorica Segmentata) [2EP]

Strike 3 (Feat: Mighty) (Warhammer) [4EP]

Strike 2 (Feat: Mighty, Thrown) (Pilum) [4EP]

Powers: 26 + 4 + 10 + 9 + 3 + 3 + 2 = 57pp

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

BE: Enhanced Strength 10 (20 to 30, Extra: Linked [+0] [super-Strength]) + Super-Strength 5 (Lifting Str 55, Extra: Linked [+0] [Enhanced Strength]) (Strength of the Land)

AP: Trip 10 (Feat: Progression/Area 3 [x50, 500 ft radiusFlaw: Range/Touch, Extra: Area/Burst [General]) (Earthquake!)

AP: Blast 10 (Toss Rocks!)

AP: Snare 10 (Rock to Mud)

AP: Emotion Control 10 (Flaw: Limited [One Emotion, Calm], Feat: Subtle) (Furycraft Emotions)

Immunity 4 (Cold, heat, pressure, suffocation [underground]) [4PP]

Move Object 10 (Extra: Range/Perception, Flaw: Only Earth) [10PP]

Protection 9 (Earthskin) [9PP]

Speed 2 (25 MPH, Feat: Alternate Power, Flaw: Platform) [3PP]

AP: Burrowing 2 (2.5 MPH)

Super-Movement 3 (Dimensional Movement [Any], Flaw: Needs Unworked Earth) [3PP]

Super-Senses 2 (Ranged [Normal Tactile], Extended 1 [x100, Normal Tactile]) [2PP]

Abilities (30) + Combat (20) + Saving Throws (14) + Skills (15) + Feats (14) + Powers (57) - Disadvantages (0) = 150/150 PP


Here's a furycrafter, courtesy of Jim Butcher's other fantasy series, the Codex Alera. The title nation, Alera, is dominated by descendents of the Roman Empire that all have a singular ability; the power to manipulate a specific element, either air, earth, fire, water, or metal. This usually manifests in the form of an anthropomorphic beast called a 'fury.' Most people have some aptitude with all five elements, but here's someone who can only work with earth. Mind you, this doesn't make him someone you want to mess with! He's strong enough to throw a car, can ride along a raised platform of dirt or burrow directly through the earth, or throw it at you in all sorts of ways to mess up your day; an earthquake to knock you down, a rock to the face, turning the ground under you to mud, or, um, calming you down. Hey, it's in the books! Though Emotion Control (Lust) is also in there, but that's a bit squicky to consider.

The Dimensional Movement and Equipment suggest that this character could in fact be a refugee from Alera, albeit one who has some method of constructing dimensional gates out of untouched, unworked dirt (the unworked part is important: he can't make a gate out of an artificial hill or a concrete wall just because it has some dirt or stone in it! It has to be a natural formation). Even if he's denied his powers for some reason, he's still PL 7 or so with his hammer and armor. With those, well, he's technically brakes caps with the hammer, but it'd also probably crumble in one blow with all of his 30 Strength behind it!

I figure with his Calm ability, he's the peacemaker and talker of the group (hint: I'm gonna make a few more of these) and is likely the one trying to get folks to give up before they get too hurt. Don't push 'em, though, or you'll find the very earth under your feet rising up to hit you!

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An alternate HQ for Ironclad built around a dimension-hopping venture.


Verg Institute (PL12 HQ) [14EP]

Size: Huge [3EP]

Toughness: +10 [1EP]

Features: [10 EP]

  • [*:1qkxms6b]Computers
    [*:1qkxms6b]Defense System (Snare 12)
    [*:1qkxms6b]Fire Prevention System
    [*:1qkxms6b]Infirmary
    [*:1qkxms6b]Laboratory
    [*:1qkxms6b]Library
    [*:1qkxms6b]Power 1
    [*:1qkxms6b]Security System 2 (DC 25)
    [*:1qkxms6b]Workshop

Verge Array (23PP, Feat: Alternate Power) [24PP]

BE: ESP 5 (All senses, 5 miles, Feat: Dimensional 2 [Any Scientific])

AP: Super-Movement 2 (Dimensional [Any Scientific])


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