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"In greenest day, in greyest night,

No one can beat me in a fight

Let those who come within my sight,

Beware my Gamma-powered might!"

Character Name: Powerhouse with a Power Ring

Power Level: 10 (150/150PP)

Trade-Offs: +2 Attack / -2 Damage (or -1 Attack/+1 Damage), -2 Defense / +2 Toughness

 


 

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

Strength: 34/28/16/10 (+12/+9/+3/+0) hulked w/ ring/hulked/ring/normal; effective lifting Str 69/48/31 [hulked w/ ring/hulked/ring]

Dexterity: 10 (+0)

Constitution: 28/10 (+9/+0) hulked/normal

Intelligence: 20/10 (+5/+0) brains/hulked

Wisdom: 10 (+0)

Charisma: 10 (+0)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +5 melee; +6 Blast, Create Object, Move Object; +8 melee w/ Ring Exoskeleton

Grapple: +27 hulked out w/ exoskeleton, +18 hulked out; +17 w/ exoskeleton; +14 w/ Move Object; +5 without anything

Defense: +5, +8 w/ Ring (+4 Base, +1 Dodge Focus; +3 Shield from Ring), +2 Flat-Footed

Knockback: -11 hulked-out w/ Ring Exoskeleton; -9 hulked-out w/ Ring; -8 hulked-out w/out Ring; -3 w/ Ring Exoskeleton, -1 w/ Ring, -0 w/ nothing

 

Saving Throws: 0 + 0 + 2 = 2PP

Toughness: +12/+9/+3 (+9/+0 Con, +3 Protection from Ring) (Impervious 10/7)

  • +12 [imp 10] hulked out w/ Ring Exoskeleton; +12 [imp 7] hulked out w/ Ring; +9 [imp 7] hulked out w/out Ring;
    +3 [imp 3] normal w/ Ring Exoskeleton; +3 normal w/ Ring; +0 normal w/out Ring

Fortitude: +9/+0 (+9/+0 Con, +0)

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

Will: +2 (+0 Wis, +2)

 

Skills: 12R = 3PP

Craft (Electronic) 0 (+0/+10)

Disable Device 0 (+0/+10)

Intimidate 8 (+8)

Knowledge (Physical Sciences) 0 (+0/+10)

Knowledge (Technology) 0 (+0/+10)

Notice 4 (+4)

 

Feats: 6PP

All-Out Attack

Attack Focus (Melee)

Dodge Focus

Power Attack

Startle

Takedown Attack

 

Powers: 60 + 18 + 45 = 123PP

Alternate Form 12 (hulked-out form, 60 points) [60PP]

  • Enhanced Constitution 18 (to 28/+9) [18PP]

    Enhanced Feats 1 (Endurance) [1PP]

    Enhanced Strength 18 (to 28/+9) [18PP]

    Impervious Toughness 7 [7PP]

    Leaping 4 (x25; running long jump 300/225 feet, standing long jump 150/112 feet, vertical jump 75/56 feet) [4PP]

    Super-Strength 4 (effective Str 48, Hvy Load 9.6 tons; PFs: Bearhug, Breaking, Shockwave, Thunderclap) [12PP]

    18+1+18+7+4+12 = 60/60

Brains Container 4 (20 points; PF: Innate; Drawback: Power Loss [when in hulked-out Alternate Form; very common, minor, -3PP]) [18PP]

  • Enhanced Feats 3 (Accurate Attack, Improvised Tools, Inventor) [3PP]

    Enhanced Intelligence 10 (to 20/+5) [10PP]

    Enhanced Skills 20 (Craft [Electronic] 5, Disable Device 5, Knowledge [Physical Sciences] 5, Knowledge [Technology] 5) [5PP]

    Quickness 4 (x25; Flaw: Limited [Mental]) [2PP]

    3+10+5+2 = 20/20

 

Device 11 (Ring of Power, 55 points; Flaw: Hard to Lose; PF: Restricted [only Gamma mutates]) [45PP]

Comprehend 3 (language 3 [read any, understand any, speak any one at a time]; Flaw: Unreliable) [3PP]

Hard Light Constructs 9 (18 points; PFs: Alternate Power 3) [21PP]

BE: Create Object 8 (PFs: Accurate [+6 Attack], Precise) {18/18}

AP: Blast 8 (PF: Accurate [+6 Attack], Variable Descriptor [any electromagnetic]) {18/18}

AP: Enhanced Feat 3 (Attack Focus [Melee] 3) {3} + Enhanced Strength 6 (to 16/+3 or 34/+12) {6} + Impervious Toughness 3 {3} + Super-Str 3 (effective Str 31 [Hvy Load 1.84 tons] or 69 [Hvy Load 179 tons]) {6} {3+6+3+6 = 18/18}

AP: Move Object 8 (Str 40, Hvy Load 3 tons; PF: Accurate [+6 Attack]) {17/18}

Feature 5 (Environmental Adaptation [Zero-G], Library, Buys off Power Loss Drawback from Brains Container) [5PP]

Flight 1 (10 mph / 100 feet per Move action) [2PP]

Immunity 10 (life support, starvation & thirst) [10PP]

Movement Array 3 (6 points; PF: Alternate Power) [7PP]

BE: Enhanced Flight 3 (to Flight 4 [100 mph / 1,000 feet per Move action]) {10/10}

AP: Enhanced Space Travel 6 (to Space Travel 7 [100c]) {10/10}

Protection 3 [3PP]

Shield 3 [3PP]

Space Travel 1 (1c) [1PP]

3+21+5+2+10+7+3+3+1 = 55/55

 

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

 

DC Block:


ATTACK               RANGE           SAVE                          EFFECT

Unarmed, HOwRE       Touch           DC 27 Toughness (Staged)      Damage (Physical)

Unarmed, HO          Touch           DC 24 Toughness (Staged)      Damage (Physical)

Unarmed, NwRE        Touch           DC 18 Toughness (Staged)      Damage (Physical)

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

Blast                Ranged          DC 23 Toughness (Staged)      Damage (Energy)

Bearhug, HOwRE       Touch           DC 27 Fort (Staged)           Damage (Physical)

Bearhug, HO          Touch           DC 24 Fort (Staged)           Damage (Physical)

Breaking, HOwRE      Touch           DC 22 Fort (Staged)           Drain Toughness (Objects Only)

                                     DC 27 Toughness (Staged)      Damage (Physical; Objects Only)

Breaking, HO         Touch           DC 19 Fort (Staged)           Drain Toughness (Objects Only)

                                     DC 24 Toughness (Staged)      Damage (Physical; Objects Only)

Shockwave, HOwRE     100-ft. Cone    DC 20 Reflex                  Area (Cone)

                                     DC 25/20 Toughness (Staged)   Damage (Physical)

Shockwave, HO        90-ft. Cone     DC 19 Reflex                  Area (Cone)

                                     DC 24/19 Toughness (Staged)   Damage (Physical)

Thunderclap, HOwRE   100-ft. Burst   DC 20 Reflex                  Area (Burst)

                                     DC 20/15 Reflex               Dazzled (Auditory)

Thunderclap, HOwRE   90-ft. Burst    DC 19 Reflex                  Area (Burst)

                                     DC 19/14 Reflex               Dazzled (Auditory)


HOwRE = Hulked Out w/ Ring Exoskeleton

HO = Hulked Out (without Ring Exoskeleton)

NwRE = Normal (non-Hulked) w/ Ring Exoskeleton

N = Normal

Totals: Abilities (0) + Combat (16) + Saving Throws (2) + Skills (3) + Feats (6) + Powers (123) - Drawbacks (0) = 150/150 Power Points

 


 

     What if... Bruce Banner found a Green Lantern Ring? Punching... inn... spaaace!

     Bare-bones origin: scientist working on radiation -- perhaps on trying to find a way to depower (or at least stabilize) Gamma the Atom-Smasher -- is exposed to a massive burst of mutational energy. He turns into a monochrome-skinned powerhouse, goes on some (controlled) rampages, eventually comes across a wrecked spacecraft where a dying alien, sensing the troubled and noble soul within, gives him its ring. The ring acts as a calmative on the goliath (much like a Mother Box does for Orion's rages), allowing him to keep both his mind and his muscle. Alternatively, the ring was something he had on when the energy exposure happened (something he'd either picked up at a little store that wasn't there yesterday, or a family heirloom) and the ring turned out to be an alien supercomputer, damaged/drained but now reinvigorated by the massive influx of energy. Even without the ring calming him, he's still cogent enough to not mindlessly smash through everything (though Temper would be a valid Complication!).

     In his hulked-out Alternate Form, he's a respectable PL 7 powerhouse; with the Ring's "hard light exoskeleton," he's a full PL 10. (In fact, you could drop the Ring entirely, and have a PL 7/105pp powerhouse ready to go!) Even when not "hulked out," the Ring's Blast, Create Object and Move Object are as for a PL 7, though he's only PL 5.5 for defense/toughness.

     More importantly, the Ring restores his mind: when 'hulked out,' he's not dumb per se, but he is dumber than usual. With the Ring, he's got his mind back, and becomes a far more canny and dangerous opponent. (I've been toying with builds for a Hulk expy for some time, and I think this combo -- low-to-average Mental Ability scores, few skills, few feats + Alternate Form with the Powerhouse stuff + an Innate Container for the Brainy stuff [Enhanced Int, skills, feats] with a Power Loss drawback [not while in Alt Form] -- works pretty well.)

     Lots of options for growth here: buy stuff for the Ring as it slowly repairs itself (or is repaired by friendly lil' blue gnomes who come in the night and have only the best of intentions), more things for the Brains Container (skills, feats, Mental Ability scores), and, oh yeah, buy up that Will save! See my earlier post on Super-Strength tricks for the Bearhug and Breaking power feats.

Edited by Dr Archeville
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Carpe diem delendo solis.

(Seize the day by blotting out the sun.)

Character Name: Vampire with a Power (Shadow) Ring

Power Level: 10 (150/150PP)

Trade-Offs: None; +3 Defense/-3 Toughness as a PL 7 Vampire

 


 

Abilities: 0 + 0 + (-10) + 4 + 4 + 6 = 4PP

Strength: 24/10 (+7/+0)

Dexterity: 10 (+0)

Constitution: ---

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 8 + 12 = 20PP

Initiative: +0

Attack: +4, +7 melee; +10 Darkness Control

Grapple: +14, +18 w/ Move Object

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

Knockback: -10/-4/-4/-0

 

Saving Throws: 3 + 5 = 8PP

Toughness: +10 [imp 10], +8 against blessed/holy, fire, or magic with Shadow Ring;

+4 [imp 4], +0 against blessed/holy, fire, or magic without Shadow Ring

Fortitude: ---

Reflex: +3 (+0 Dex, +3)

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

 

Skills: 40R = 10PP

Bluff 8 (+11)

Diplomacy 8 (+11)

Gather Information 8 (+11)

Intimidate 8 (+11)

Language 2 (English, Italian, Spanish [native])

Knowledge (Arcane) 3 (+5)

Knowledge (Theology & Philosophy) 3 (+5)

 

Feats: 14PP

Attack Focus (melee) 3

Attack Specialization (Darkness Control) 3

Contacts

Connected

Dodge Focus 4

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

Well-Informed

 

Powers: 45 + 5 + 1 + 14 + 30 + 4 + 3 + 2 = 104PP

Device 11 (Shadow Ring, 55 points; Flaw: Hard to Lose; PF: Restricted [must have a tie to der Shattenwelt]) [45PP]

  • Darkness Control 12 (24 points; PFs: Alternate Power 7) [31PP]
    BE: Obscure Visual 8 (1,000 ft. radius; Extra: Selective Attack) {24/24}

    AP: Create Object 10 (PFs: Precise, Progression [10 25-ft. cubes], Stationary) {24/24}

    AP: Create Object 8 (Extra: Movable) {24/24}

    AP: Dazzle Visual 10 (clinging darkness; Extra: Alternate Save [Reflex initial, Will secondary]; PFs: Improved Critical 2, Reversible, Split Attack) {24/24}

    AP: Enhanced Teleport 6 (to Teleport 8 [800 feet/anywhere on the same continent]; Extra: Accurate 8; PFs: Change Velocity, Easy, Progression [cargo] 2 [500 lbs.]) {24/24}

    AP: Insubstantial 4 (shadow form; harmed by blessed/holy, fire, and magic) {20} + Super-Movement 2 (slithering, wall crawling) {4} {20+4=24/24}

    AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Damaging) {24/24}

    AP: Strike 3 (shadow armory; Extra: Penetrating; PFs: Extended Reach 2 [+10 ft.], Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Precise, Split Attack, Variable Descriptor [bludgeon/pierce/slash]) {16/24}

    Feature 7 (Mitigates Weakness to Sunlight) [7PP]

    Flight 1 (10 mph / 100 feet per Move action) [2PP]

    Impervious Toughness 6 (Flaw: Limited [not against blessed/holy, fire, or magic]) [3PP]

    Protection 6 [6PP]

    Teleport 2 (200 feet; PF: Change Direction, Turnabout; Complication: Medium [shadows]) [6PP]

    31 + 7 + 2 + 3 + 6 + 6 = 55/55

Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP]

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Strength 14 (to 24/+7) [14PP]

Immunity 30 (Fortitude effects) [30PP]

Protection 4 (Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Super-Senses 2 (darkvision) [2PP]

 

Drawbacks: (-0) + (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:

 
ATTACK       RANGE     SAVE                           EFFECT

Unarmed      Touch     DC 22 Toughness (Staged)       Damage (Physical)

Dazzle       Ranged    DC 20 Ref/Will                 Dazzled (Visual); crit 18-20

Move Object  Ranged    DC 23 Toughness (Staged)       Damage (Physical)

Strike       Touch     DC 25 Toughness (Staged)       Damage (Physical); crit 18-20

Totals: Abilities (4) + Combat (20) + Saving Throws (8) + Skills (10) + Feats (14) + Powers (104) - Drawbacks (10) = 150/150 Power Points

 


 

     X with a Power Ring? Vampire with an X? A twist on AA's Shadow-Man? An ill-conceived attempt at making a Lasombra? Yes!

     Spanish Catholic priest (well, priest-in-training, given his middling Know [Theology]) gets attacked one night several hundred years ago and turned into a vampire, a type known for its great physical strength and domineering ways (here represented by lots of Interactions skills and Skill Mastery in same, enough to assuredly beat any Bystander in his congregation; Mind Control's expensive!) and less for physical speed or turning into mist (like those other types of vampires.  You know the ones.)  Why him?  Perhaps random chance, perhaps the vam-pater enjoyed the cruelty of turning a man of God into a creature that could not bear the sigh of His symbols, perhaps it was yet one step in a fiendishly complex plan.  Whatever the reason, this holy man now found himself in quite the situation, desiring to continue his earthly works while being something wholly unearthly.  He tried, for a time, to be a good man, to ignore his terrible hungers, but his resolve was only human, and slowly, inch by inch, his humanity was consumed by the beast within.  He became a corrupt force within the church, even going so far as to consort with dark magicians (whose works would later be rediscovered by die Thule-Gesellschaft, the Thule Society, and used to turn Johann Dietrich Meinhoff into Nacht-Krieger) who crafted for him an onyx ring of great and terrible power.  With it he could summon forth shadows from la Sombramundo, the Shadow-World, to fly, to teleport anywhere in the Mediterranean... and withstand the burning rays of the sun, the Judgmental Eye of God.  But a curious thing happened.  As he spent more and more time out in the day, making appearances and pretending to be a fine and upstanding priest, a change came over him -- he began to feel for the people, truly feel for them, their troubles and worries and fears.  He saw them less as a means to fill his coffers (and belly), and more as actual people.  He retired from his high Church position, donated all his ill-gotten gains, and set off to find how best he could serve both humanity and his deity.  Seeing the first costumed heroes appear inspired him more, and soon he resolved to show the world -- and himself -- that dark is not (necessarily) evil.

     Like my Powerhouse with a Power Ring, without the Shadow Ring he's a solid PL 7.

Edited by Dr Archeville
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Character Name: Paragon in Powered Armor

Power Level: 10 (150/150PP)

Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness (or None as a PL 7)

 


 

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

Strength: 32/24/16 (+11/+7/+3) armored & powered/armored or powered/nothing; effective lifting Str 37-62 w/ armor & powers, 29-34 w/ powers

Dexterity: 10 (+0)

Constitution: 32/24/16 (+11/+7/+3)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 14 (+2)

 

Combat: 14 + 12 = 26PP

Initiative: +0

Attack: +7, +9 in Armor

Grapple: +20 (up to +26) in Armor, +14 (up to +16) out of Armor; +10 without Armor or Powers

Defense: +7, +9 in Armor (+6 Base, +1 Dodge Focus; +2 Shield from Armor), +3 Flat-Footed

Knockback: -10/-6/-1

 

Saving Throws: 0 + 0 + 7 = 7PP

Toughness: +11/+7/+3 (+11/+7/+3 Con, +4 Protection) (Impervious 10/5/0)

Fortitude: +11/+7/+3 (+11/+7/+3 Con, +0)

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

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

 

Skills: 40R = 10PP

Computers 7 (+10)

Craft (Electronic) 7 (+10)

Craft (Mechanical) 7 (+10)

Diplomacy 6 (+8)

Knowledge (Technology) 7 (+10)

Notice 4 (+5, +9 w/ Armor)

Search 2 (+5, +9 w/ Armor)

 

Feats: 8PP

Benefit 1 (Wealth 1)

Connected

Equipment 3

Inventor

Leadership

Power Attack

Equipment 15EP

Headquarters

Abandoned Warehouse of Solitude

Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Living Space, Pool, Power System, Security System, Workshop.

Cost: 1+1+13 = 15 EP

 

Powers: 45 + 8 + 8 + 5 + 9 = 75PP

Device 11 (Paragon Armor, 55 points; Flaw: Hard to Lose; PF: Restricted [str 16+ and Con 16+]) [45PP]

Enhanced Attack 2 [4PP]

Enhanced Constitution 8 (to 32/+1 or 24/+7) [8PP]

Enhanced Skills 8 (Notice +4, Search +4) [2pp]

Enhanced Strength 8 (to 32/+11 or 24/+7) [8PP]

Immunity 9 (life support) [9PP]

Impervious Toughness 5 [5PP]

Paragon Array 4 (8 points; PFs: Dynamic, Dynamic Alternate Power 2) [13PP]

DBE: Flight 1-4 (to Flight 1-6, 10-500 mph / 100-5,000 feet per Move action) {2-8PP spent, 0-6 free}

DAP: Quickness 1-4 (to Quickness 1-6, x2-x100) + Speed 1-4 (to Speed 1-6, 10-500 mph / 100-5,000 feet per Move action) {2-8PP spent, 0-6 free}

DAP: Super-Strength 1-4 (to Super-Str 1-6, effective Str 37-62) {2-8PP spent, 0-6 free}

Shield 2 [2PP]

Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP]

4+8+2+8+9+5+13+2+4 = 55/55

Enhanced Constitution 8 (to 24/+7) [8PP]

Enhanced Strength 8 (to 24/+7) [8PP]

Impervious Toughness 5 [5PP]

Paragon Array 2 (4 points; PFs: Dynamic, Dynamic Alternate Power 2) [9PP]

DBE: Flight 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free}

DAP: Quickness 1-2 (x2-x5) + Speed 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free}

DAP: Super-Strength 1-2 (effective Str 29-34) {2-4PP spent, 0-2 free}

 

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

 

DC Block:

 
ATTACK      RANGE     SAVE                              EFFECT

Unarmed     Touch     DC 26/22/18 Toughness (Staged)    Damage (Physical)

Totals: Abilities (24) + Combat (26) + Saving Throws (7) + Skills (10) + Feats (8) + Powers (75) - Drawbacks (0) = 150/150 Power Point

 


 

     So you've got superpowers -- flight, strength, toughness -- enough to make you the hero of your block, maybe your whole neighborhood. But you want to run with the big dogs, the real Superheroes. What to do? You study, you tinker, and you make a suit of armor that helps you be that much better, like that kid who got trapped in a cave while in the Middle East a few summers ago did. Or, say you already are one of those world-class superheroes, but something -- an accident, a supervillain ploy, revocation of (most of) your powers by the mystical entities that granted them -- severely weakens and slows you. Are you going to let that stop you? Heck, no! But never forget, it's not the suit that makes the hero, it's the noble heart within.

     (Another possible origin is the reverse: a normal scientist who made suit of powered armor -- perhaps with some salvaged extraterrestrial components -- and exposure to its power core has mutated him to where he has some powers even when not wearing the suit!)

     As with most of my "X with a Device" builds, he's a solid PL 7 Paragon without his fancy suit, but with it he's a full PL 10. (Should his own powers be nullified and he has to rely solely on his suit, he's actually PL 8! Yes, I could have put more Str and Con/Protection in the suit, but that would give even more sets of stats, and three sets is already plenty!) Swap skills and feats around to taste; this guy's a brainiac who made his own suit, but maybe yours is a mystical paragon, and made a mystic suit, or maybe some adoring tech-head fans volunteered to make it for him! One place to cut points is the Paragon Array in the suit: I've paid for the Dynamic and Dynamic Alternate Powers twice, since that's the only way to have them all available if he's in the suit but his own powers are nullified. A valid alternative would be to shave off the Dynamic and Dynamic APs (-5PP) from the Suit's Array, and use those to buy a rank of Flight and Super-Strength outside the Array. Then, you'd have the expanded Paragon Array as long as you still have your 'natural' Paragon Array, but if that goes, you can't use the Dynamic APs in it, and you'd just have the 1 rank of Flight and Super-Strength. Another angle is to put the Unreliable Flaw on his own powers, and the Devices buys off the Flaw so he can use them reliably. I kept his Attack as full 'base' Attack, as I figure he's equally good with throwing things (or baddies) as he is punching & wrestling (and for when he stunted a Blast off his Strength), but lowering that and making up for it with some Attack Focus (Melee) would be a valid move; you could use the freed points to buy Move-by Action to give him the extra mobility a melee-r would need.

Edited by Dr Archeville
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Character Name: Der Westgote (The Visigoth)

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 8 + 6 + 8 + 4 + 0 + 6 = 32PP

Strength: 30/18 (+10/+4); effective lifting Str 60

Dexterity: 16 (+3)

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

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 16 (+3)

 

Combat: 12 + 12 = 24PP

Initiative: +3

Attack: +6, +10 melee

Grapple: +26, +14 without powers

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

Knockback: -10, -2 without powers

 

Saving Throws: 2 + 2 + 5 = 9PP

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

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

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

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

 

Skills: 40R = 10PP

Computers 3 (+5)

Intimidate 12 (+15)

Knowledge (Art) 3 (+5)

Knowledge (Current Events) 3 (+5)

Knowledge (History) 3 (+5)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Streetwise) 3 (+5)

Knowledge (Tactics) 3 (+5)

Languages 3 (English, French, German [native], Russian)

Stealth 4 (+7)

 

Feats: 24PP

Accurate Attack

All-out Attack

Attack Focus (Melee) 4

Benefit 1 (Wealth 1)

Challenge 1 (Fast Startle)

Connected

Defensive Attack

Distract (Intimidate)

Dodge Focus 4

Improved Critical 2 (unarmed strikes)

Improved Grab

Improved Grapple

Move-by Action

Power Attack

Startle

Takedown 2

 

Powers: 12 + 12 + 10 + 13 + 4 = 51PP

Enhanced Constitution 12 (to 30/+10) [12PP]

Enhanced Strength 12 (to 30/+10) [12PP]

Impervious Toughness 10 [10PP]

Super-Strength 6 (effective Str 60, Hvy Load 50 tons; PF: Bearhug) [13PP]

Super-Strong Legs 1.5 (3 points; PF: Alternate Power) [4PP]

BE: Leaping 3 (x10; running long jump 200 feet, standing long jump 100 feet, vertical jump 50 feet) {3/3}

AP: Speed 3 (50 mph / 500 feet per move action) {3/3}

 

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

None

 

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC 25 Toughness (Staged)    Damage (Physical); crit 18-20

Totals: Abilities (32) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (24) + Powers (51) - Drawbacks (0) = 150/150 Power Points

 


 

     Der Westgote (The Visigoth) is another Champions RPG character, a German powerhouse who's not as strong or tough as other powerhouses, but makes up for it by using his immense strength extremely effectively, sorta like the second Blockbuster (post-Neron pact). In that setting, Rudolf Eberhardt's powers were present nearly from birth, and he soon learned to do whatever he wanted; he's "utterly amoral, a true sociopath who cares about no one and nothing except himself and his own personal gratification. He doesn't feel the slightest shred of guilt about committing robbery, murder, and acts of terrorism — as long as he enjoys himself and gets what he wants, that's all that matters. He's interested in politics, art, and history, but only in a superficial way... he mainly pays attention to intellectual subjects so he can 'look smart' in the company of others... What sets him apart from other super-strong characters is that he's smart. While his sociopathy compromises his intelligence at times, he knows how to fight cleverly and with tactical insight -- and when it's time to retreat and live to fight another day." (He'd also be PL 11 on attack [+8 attack, +12 melee, Str 30/+10] but only PL 9 on defense [Defense +6, Toughness +12].)

     Which is fine for a villain, but what about a hero? This sheet is perfect for a Martial Artist/Powerhouse hybrid (not unlike Cannonade and Wander), someone who hits stronger and can take blows better than a martial artist (though not as good as a powerhouse), and who knows more tricks than a regular powerhouse (but not as many as a dedicated martial artist); see my earlier post on Super-Strength tricks for the Bearhug power feat. (One suggestion for customization: drop the Intimidate and Startle, take Acrobatics and Acrobatic Bluff.) Should his powers be nullified, he's still a terrifying PL 7 opponent; knock off his Enhanced CON and STR, Impervious Toughness, and Super-Str (47PP) and you're 2 points away from having a perfectly serviceable PL 7 Martial Artist! Don't play him as another ordinary knock-down-drag-out punching powerhouse; showcase his ability to fight intelligently. The pic is of Dolph Lundgren, because who else would you use for an intelligent super-buff martial artist?

Edited by Dr Archeville
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tumblr_pp0djjeuvi1ru4ne0o1_250.jpg

Quote
Now you're thinking with portals.

Character Name: Tesseract

Power Level: 10 (150/150PP)

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

 


 

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

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 20/10 (+5/+0)

Intelligence: 16 (+3)

Wisdom: 10 (+0)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 w/ Tesseract Attacks

Grapple: +4, +20 w/ Move Object

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

Knockback: -11, -6 without Impervious

 

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +12 (+5 Con, +7 Protection) [impervious 10 {Unreliable}]

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

Reflex: +3 (+0 Dex, +3)

Will: +9/+4 (+1 Wis, +3; +5 Enhanced Will)

 

Skills: 24R = 6PP

Bluff 0 (+1, +5 w/ Attractive)

Computers 7 (+10)

Diplomacy 0 (+1, +5 w/ Attractive)

Knowledge (Physical Sciences) 12 (+15)

Stealth 5 (+5)

 

Feats: 3PP

Attack Specialization (Tesseract Attacks) 2

Attractive

 

Powers: 10 + 5 + 20 + 7 + 1 +4 + 12 + 2 + 33 + 25 = 108PP

Enhanced Constitution 10 (to 20/+10) [10PP]

Enhanced Will 5 (multidimensional mind) [5PP]

Impervious Toughness 10 (tesseract shield/defense; Extra: Reflective [all ranged], Redirection; Flaw: Unreliable) [20PP]

Protection 7 (tesseract shield) [7PP]

Quickness 3 (x10; Flaw: Limited 2 [Only to perform mathematical calculations]) [1PP]

Shield 4 (tesseract shield) [4PP]

Super-Senses 12 (danger sense [mental], physical object awareness 3 [Mental Sense; Enhancements: Accurate 2, Acute, Extended 2, Radius, Ranged], uncanny dodge [mental]) [12PP]

Super-Senses 2 (distance sense, direction sense) [2PP]

Tesseract Attacks 15 (30 points; PF: Alternate Power 3) [33PP]

BE: Blast 12 (danger portals; PFs: Indirect 3, Precise, Variable Descriptor 2 [any]) {30/30}

AP: Move Object 12 (involuntary space warp v1; Str 50, Hvy Load 12 tons; PFs: Indirect 3, Precise, Split Attack, Subtle) {30/30}

AP: Snare 10 (tesseract trap; Extra: Transparent) {30/30}

AP: Teleport 2 (involuntary space warp v2; 200 feet; Extras: Attack, Range [Ranged]; PFs: Change Direction, Improved Range 1 [50-ft. increments], Progression [Cargo] 7 [12.5 tons], Progression [Range] 1 [25 increments], Progression [save DC] 10 [to +12]) {28/30}

Tesseract Travel 12 (24 points; PF: Alternate Power) [25PP]

BE: Teleport 10 (1,000 feet/anywhere on Earth or Moon; PFs: Change Direction, Change Velocity, Easy, Turnabout) {24/24}

AP: Teleport 5 (500 feet/5 miles; Extra: Portal; PFs: Change Direction, Change Velocity, Progression 2 [25x25 ft. portal]) {24/24}

 

 

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

 

DC Block:

 
ATTACK                   RANGE     SAVE                        EFFECT

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

Danger Portals           Ranged    DC 27 Toughness (Staged)    Damage (Variable), Indirect 3, Precise

Involuntary Space Warp   Ranged    DC 22 Reflex                Teleported 200 feet

Tesseract Trap           Ranged    DC 20 Reflex                Snared

Totals: Abilities (8) + Combat (16) + Saving Throws (9) + Skills (6) + Feats (3) + Powers (108) - Drawbacks (0) = 150/150 Power Points

 


 

     Another favorite character from the Champions RPG, Tesseract. Laura Palamaris was a grad student working on her Ph.D. in mathematics when malevolent beings from the Sixth Dimension contacted her, intending to use her mind (which drew their attention as the mathematical permutations her mind was running through actually breached the dimensional barriers to certain higher-order realities) to invade this dimension. Unfortunately for them, her mind was hardier than they'd expected, and fought back; in short order the would-be invaders found themselves subsumed into her mind. While she remained physically intact, her personality was warped by contact with the sixth-dimensional lifeforms, taking on their desire for conquest and riches. The mingling of their minds with hers expanded her consciousness even further, giving her the power to warp reality through hypermathematics and hyperperception. No longer needing to continue her studies —- her knowledge of mathematics now exceeded that of all of her professors and colleagues -— and eager to get on with her mission to pillage this reality (though enough of her original personality remained that she did not want to kill anyone in the process), she left her studies behind and became Tesseract, mistress of dimensional manipulation. (The one big difference between her build in Champions and here is that, in that system, she has a fairly low Toughness [+5 or so] and defense +12, but Immunity 80 [all lethal and nonlethal damage, energy and physical; Flaw: Limited {half effect}]; I chose not to go that route. [she'd also be at +8 Attack, +12 w/ Tesseract Attacks, with Blast 9 and Snare 12.])

     The backstory needs only minimal tweaking to work for a hero. Some brainiac works on advanced math could simply discover these abilities on their own, without the intervention of otherdimensional entities (though in that case the studies probably activated some latent mutant or psionic abilities). Or, the Sixth Dimension chaps were explorer, not invaders, who either gifted her with powers (maybe to see how humans would react to the abilities, maybe because they can see through her hypersenses) or whose unintended mingling instilled in her a sense of adventure. Or, like Clarice Ferguson or Illyana Rasputin (whose picture is used above), these abilities could be wholly from your mutant nature -- dimensional manipulation/ripping is actually a perfectly appropriate powerset for a Terminus Baby!

     She can warp the fabric of reality to travel great distances, open up portals into dangerous areas and substances (bonfires, rockslides, bodies of water) so those substances gush out of the portal and hurt the person standing in front of it, trap someone in their own personal tesseract (every time they try to get out, they automatically go back inside, unless they can overload the power matrix), and move people against their will. (This last is represented in two ways, a Move Objects and an Attack Teleport; the Refs are still iffy on Attack Teleport so you may want to drop that and use the point elsewhere.) She can even open portals inside targets -- Blast 10 (Extra: Alt Save [Fortitude]) -- but since she's so reluctant to kill or even permanently injure she rarely uses it (hence why it's not on there, and is left to stunting). Her powers also protect her; she subconsciously shunts most of the force of any attack into alternate realities, so that it doesn't affect her. In some situations, she can open up a better portal and avoid all of the force of the attack, or even redirect it to affect one of her enemies; this is the Unreliable Impervious Toughness with the Reflective and Redirect extras. (Redirect is an Extra for Deflect, but I'd allow it to be used with the Reflective Extra on Impervious.) Her perception of reality is actually a form of hyperperception which lets her sense the objects around her, regardless of the existence of intervening physical objects; it's as if her perceptions work through the Sixth Dimension, and can thus "see around" three-dimensional objects as if they weren't there -- even if her normal eyesight is somehow blinded, she doesn't lose her ability to perceive (and target) things. Unlike most of my builds (and unlike AA's Teleporter), she is not a PL 7 without her powers, she's PL 2 (except for her skills), so be aware of that.

Edited by Dr Archeville
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Image result for Marvel Cable

Quote
You see me now a veteran

of a thousand psychic wars

Character Name: PsiSoldier

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 6 + 6 + 6 + 2 + 8 + 0 = 28PP

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 18 (+4)

Charisma: 10 (+0)

 

Combat: 12 + 12 = 24PP

Initiative: +3

Attack: +6, +10 melee, +10 X86 Mentallo Assault Rifle

Grapple: +13, +4 w/ TK

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

Knockback: -8, -6 w/out Force Field

 

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: +10/+6 (+3 Con, +3 Protection, +4 Force Field) [imp 6]

Fortitude: +3, +7 vs. Sensory (+3 Con, +0; +4 vs. Sensory)

Reflex: +3, +7 vs. Sensory (+3 Dex, +0; +4 vs. Sensory)

Will: +8/+4, +12/+8 vs. Sensory (+4 Wis, +0/+4; +4 vs. Sensory)

 

Skills: 40R = 10PP

Climb 1 (+4)

Concentrate 6 (+10)

Knowledge (Tactics) 4 (+5)

Medicine 1 (+5)

Notice 6 (+10) SM

Search 9 (+10) SM

Stealth 7 (+10) SM

Sense Motive 6 (+10) SM

 

Feats: 15PP

Accurate Attack

Attack Focus (Melee) 4

Dodge Focus 2

Equipment

Improved Disarm

Improved Grab

Improved Grapple

Improved Throw

Improved Trip

Power Attack

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

Combat Knife: Strike 1 (PFs: Improved Critical, Mighty, Thrown) [4EP]

Flashlight [0EP]

Futuristic Field Medical Kit, MW quality (+2 to Medicine checks) [1EP]

 

Powers: 23 + 8 + 4 + 4 + 4 + 18 + 1 + 6 + 5 = 73PP

Device 7 (X86 Mentallo Assault Rifle; 35 points; Flaw: Easy to Lose; PFs: Restricted 2) [23PP]

Blast 10 (Extra: Linked [Dazzle Mental]; PF: Accurate 2, Improved Aim, Improved Critical 2) {25} + Linked Dazzle Mental 10 (Extra: Linked [blast]) {10} {25+10=35/35)

Device 2 (Dynaplast Body Armor; 10 points; Flaw: Hard to Lose) [8PP]

Immunity 2 (critical hits; Flaw: Unreliable) [1PP]

Impervious Toughness 3 [3PP]

Protection 3 (Extra: Impervious) [6PP]

Device 1 (PsiSoldier Helment; 5 points; Flaw: Hard to Lose) [4PP]

Sensory Shield 4 (+4 for all senses) [4PP]

Super-Senses 1 (radio) [1PP]

Enhanced Will 4 (mental shields) [4PP]

Force Field 4 (psychokinetic barrier; Extra: Linked [shield]; Flaw: Limited [Dodge bonus]) {2} + Shield 2 (Extra: Linked [shield]) {2} {2+2=4}

Psi-Powers Array 6 (12 points; PFs: Alternate Power 6) [18PP]

BE: Communication 6 (Mental, 20 miles; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Languages 1 [speak Any]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} (Telepathy) {8+2+2=12/12}

AP: Illusion 4 (all senses; Flaw: Phantasm) {12/12}

AP: Mental Blast 4 (Flaw: Action [Full]) {12/12}

AP: Mind Control 10 (Flaw: Action [Full]; PFs: Mental Link, Subtle) {12/12}

AP: Mind Reading 10 (Extras: Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle)) {11/12}

AP: Telekinesis 2 (Str 10, Hvy Load 100 lbs; Extras: Damaging, Range [Perception]; PF: Precise, Subtle) {10/12}

AP: Telelocation 9 (mind recon; PF: Rapid 2 [x100], Subtle) {12/12}

Speed 1 (10 mph / 100 feet per Move action) [1PP]

Super-Senses 6 (acute radius ranged mental sense, danger sense [mental], uncanny dodge [mental]) [6PP]

Super-Senses 5 (cybersight implants; extended for all vision [2], infravision, low-light vision, ultravision) [5PP]

 

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

 

DC Block:

ATTACK         RANGE        SAVE                        EFFECT

Unarmed        Touch        DC 18 Toughness (Staged)    Damage (Physical)

Knife          Touch        DC 19 Toughness (Staged)    Damage (Physical), crit 19-20

Rifle          Ranged       DC 25 Toughness (Staged)    Damage (Energy), crit 18-20

                            DC 20 Reflex/Will           Dazzled Mental, crit 18-20

Illusion       Perception   DC 14 Will [url][/url]      Disbelieve

Mental Blast   Perception   DC 19 Will (Staged)         Damage

Telepathy      Perception   Contested +10 vs Will       Mind Reading

Totals: Abilities (28) + Combat (24) + Saving Throws (0) + Skills (10) + Feats (15) + Powers (73) - Drawbacks (0) = 150/150 Power Points

 


 

     In an alternate future, a far grimmer one than Humanity would prefer, the discovery of a method to genetically induce psionic powers in human beings changed the world. At first people thought this would radically improve Human existence, with mental communication replacing the datawebs and all other sorts of wondrous advancements. But what it really did was start a series of Psychic Wars. Governments poured billions into first creating, and then genetically breeding, soldiers with both physical and mental combat prowess, and within a few years the world was engulfed in the flames of battle both overt and covert. A mere decade later, most major cities lie in ruins, stalked by squads of PsiSoldiers fighting over turf and looting rights. Elsewhere, squads of PsiSoldiers -- some in national armies, other mercenaries working for whoever pays them -- fight for territory in the countryside or enforce some warlord's will on the populace.

     But you are different. The mental programming your creators installed broke -- or maybe it never really took in the first place -- and you wanted more, more than a life of endless warfare for whoever your current employer/owner was, more than the bare essentials needed to survive. Always careful of not just who you talked to but who you thought to, you bided your time for the right moment to break out. Fortune smiled on you the day you got wind of an experimental time machine, and you made your move, going back to the past in order to avert the terrible wars that ravaged your present.

     You fight on two fronts: physical and mental. While you've got many of the same skills as an ordinary soldier —- you can use many types of weapons, fight with your fists, analyze a tactical situation, and so forth -- you can also bring your psionic powers to bear. With them you can trick an enemy, induce pain, take control of an enemy soldier, move a distant object psychokinetically, or even perceive a foe from their mental emanations alone. (Though not accurately enough to target them; a PsiSoldier still needs to get out into the battlefield!) Your main weapon is the X86 Mentallo laser assault rifle, equipped with sophisticated targeting modules and software to keep your aim true. In addition to the physical damaging effects of the high-powered blue-white energy beam, the beam is on a wavelength that can scramble the senses of other PsiSoldiers (or any psychic), leaving them mentally blinded and unable to intercept mental communications. The X86 and its attachments are all psionically keyed to the PsiSoldier it's issued to -- some versions don't even have a physical trigger mechanism -- making it impossible for anyone else to use them without hours of precise technical adjustments to re-align the weapon's psionic matrices.

     Yes, this is my take on the Iron Age's Gun-Toting Mutant From the Future!  (The pic is, of course, Cable; X86 refers to his debut appearance in the pages of Uncanny X-Men #201, published in 1986.)  This build uses the Telepathy construction Shaen came up with for his PL 7 and PL 10 Psions, and the "Active" Force Field idea he brainstormed, and a few bits from his Scarab.  Should his powers be shut off, he's still PL 10 with his BFG; should he lose that, he's still PL 7 with his knife and armor; should he lose those, his training's still such that he's a PL 5.

Edited by Dr Archeville
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Character Name: Hummingbird (Miniscule Mentalist)

Power Level: 10 (150/150PP)

Trade-Offs: None

  • Small: None
    Tiny: None
    Diminutive: None
    Fine: +1 Attack / -1 Damage, +1 Defense / -1 Toughness
    Miniscule: +5 Attack / -5 Damage, +5 Defense / -5 Toughness

 


 

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

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 16 (+3)

  • Small (Shrinking 4)
    Spoiler

    Strength: 6 (-2), Heavy Load: 45 lbs.


    Tiny (Shrinking 8 )

    Spoiler

    Strength: 2 (-4), Heavy Load: 10 lbs.


    Diminutive (Shrinking 12)

    Spoiler

    Strength: 1 (-5), Heavy Load: 2 lbs. 8 oz


    Fine (Shrinking 16)

    Spoiler

    Strength: 1 (-5), Heavy Load: 1 lbs. 4 oz


    Miniscule (Shrinking 20)

    Spoiler

    Strength: 1 (-5), Heavy Load: 10 oz

 

Combat: 6 + 4 = 10PP

Initiative: +7

Attack: +3

Grapple: +3

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

Knockback: -5, -2 w/out Costume

  • Small (Shrinking 4)
    Spoiler

    Attack: +4


    Grapple: -3
    Defense: +4 (+2 Base, +1 Dodge Focus, +1 Size), +1 Flat-Footed
    Knockback: -4, -1 without Costume


    Tiny (Shrinking 8 )

    Spoiler

    Attack: +5


    Grapple: -9
    Defense: +5 (+2 Base, +1 Dodge Focus, +2 Size), +2 Flat-Footed
    Knockback: -3, -0 without Costume


    Diminutive (Shrinking 12)

    Spoiler

    Attack: +7


    Grapple: -14
    Defense: +7 (+2 Base, +1 Dodge Focus, +4 Size), +3 Flat-Footed
    Knockback: -2, +1 without Costume


    Fine (Shrinking 16)

    Spoiler

    Attack: +11


    Grapple: -18
    Defense: +11 (+2 Base, +1 Dodge Focus, +8 Size), +5 Flat-Footed
    Knockback: -1, +2 without Costume


    Miniscule (Shrinking 20)

    Spoiler

    Attack: +15


    Grapple: -22
    Defense: +15 (+2 Base, +1 Dodge Focus, +12 Size), +7 Flat-Footed
    Knockback: -0, +3 without Costume

 

Saving Throws: 3 + 5 + 10 = 18PP

Toughness: +5 (+3 Con, +2 Protection) [impervious 5]

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

Reflex: +8 (+3 Dex, +5), Evasion 2

Will: +10 (+0 Wis, +10) [impervious 2 Small, 4 Tiny, 6 Diminutive, 8 Fine, 10 Miniscule]

 

Skills: 112R = 28PP

Acrobatics 12 (+15) SM

Bluff 8 (+11, +15 w/ Attractive) SM

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

Disable Device 15 (+15) SM

Knowledge (Current Events) 10 (+10)

Knowledge (Popular Culture) 10 (+10)

Gather Information 12 (+15) SM

Notice 12 (+12) SM

Search 15 (+15) SM

Stealth 10 (+13; +17 Small, +21 Tiny, +24 Diminutive, +29 Fine, +33 Miniscule) SM

 

Feats: 18PP

Acrobatic Bluff

Attractive

Connected

Contacts

Distract (Bluff)

Dodge Focus

Elusive Target

Evasion 2

Fascinate 2 (Bluff, Diplomacy)

Hide in Plain Sight

Improved Initiative

Move-by Action

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Gather Info, Notice, Search, Stealth)

Taunt

Well-Informed

 

Powers: 8 + 5 + 5 + 2 + 21 + 21 = 62PP

Device 2 (Armored Morphic Molecule Costume, 10 points; Flaw: Hard to Lose) [8PP]

Enhanced Feats 1 (Improvised Tools) [1PP]

Impervious Toughness 5 [5PP]

Super-Senses 5 (infravision, radio, ultra-hearing, ultravision) [4PP]

Flight 5 (250 mph / 2,500 feet per Move action; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP]

  • Small (Shrinking 4)
    Spoiler

    Flight 1 (7.5 mph / 75 feet per Move action)


    Tiny (Shrinking 8 )

    Spoiler

    Flight 2 (12.5 mph / 125 feet per Move action)


    Diminutive (Shrinking 12)

    Spoiler

    Flight 3 (12.5 mph / 125 feet per Move action)


    Fine (Shrinking 16)

    Spoiler

    Flight 4 (12.5 mph / 125 feet per Move action)


    Miniscule (Shrinking 20)

    Spoiler

    Flight 5 (15.625 mph / 156.25 feet per Move action)

Impervious Will 10 (neural cohesion; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP]

Protection 2 [2PP]

Neural Cohesion Powers 20 (40 points; Flaw: Limited [Proportionately Linked to Shrinking]; PF: Alternate Power) [21PP]

BE: Mind Control 10 (Extras: Conscious, Effortless) {40/40}

AP: Mental Blast 10 {40/40}

Shrinking 20 (Miniscule; -20 Str, -5 Toughness, +12 Attk/Def, -20 Grapple, +20 Stealth, -10 Intimidate; space 3 in., reach 0 ft., carrying capacity/movement rate 1/16th; PF: Normal Toughness) [21PP]

 

Drawbacks: (-4) = -4PP

Vulnerability (to biological & chemical attacks [diseases, poisons, gases]; common, major [x2 effect]) [-4PP]

 

DC Block:

 

ATTACK         RANGE        SAVE                    EFFECT

Unarmed        Touch        Toughness (Staged)      Damage (Physical)

 Medium                      DC 15

  Small                      DC 13

  Tiny                       DC 11

  Diminutive                 DC 10*

  Fine                       DC 10*

  Miniscule                  DC 10*

Mental Blast   Perception   Will (Staged)           Damage (Mental)

 Medium                      N/A

  Small                      DC 17

  Tiny                       DC 19

  Diminutive                 DC 21

  Fine                       DC 23

  Miniscule                  DC 25

Mind Control   Perception   Contested +? vs. Will   Controlled

 Medium                      N/A

  Small                      +2

  Tiny                       +4

  Diminutive                 +6

  Fine                       +8

  Miniscule                  +10


*Shrinking cannot reduce STR below 1 (-5), and thus, cannot reduce unarmed attacks below DC 10.

Totals: Abilities (18) + Combat (10) + Saving Throws (18) + Skills (28) + Feats (18) + Powers (62) - Drawbacks (4) = 150/150 Power Points

 


 

     Meet Hummingbird, another Champions RPG character. Melissa Saunders isn't a bad villain, just a naive near-adult who used her shrinking & flight powers (which manifested around her 16th birthday) to spy on high school rivals, sneak peeks at the answer keys in the teacher's desk, and steal jewelry, cash, and whatever small trinkets her tiny hummingbird form could carry. When she discovered her mind control abilities a year or so later, the crime expanded: she made the captain of the football team take her to senior prom, and her parents buy her a sportscar. Soon she was making a living stealing & fencing small valuables, until her fence turned her onto some industrial espionage and surveillance work, which paid much better (when she was able to keep it all straight in her ditzy little head). Her folks thought she was at community college; some mind control of the teachers insured reports of high marks.

     Hummingbird is a mutant with the power to shrink her body down to about 2.5 inches tall. When she shrinks, her cells become extremely compact, which makes her resistant to damage. The compaction also somehow strengthens her brain cells, giving her mental powers; she can also use the residual energies from reducing her size to fly telekinetically. Most of Hummingbird's powers are proportionally Linked to her Shrinking: for every 4 ranks' worth [4pp] of Shrinking she uses, she can use 2 ranks [8pp] of Mental Blast, 2 ranks [8pp] of Mind Control, 2 ranks [2pp] of Impervious Will, and 1 rank [1pp] of Flight. She usually Shrinks down as small as she can go. Her abilities did come with one notable drawback: the extreme fluctuations of her body undergoes make her extremely susceptible to attacks on her immune and metabolic systems. Her costume protects her from harm, carries a wide assortment of tools she can use for her illicit works, and numerous sensors that help her detecting security systems (and listen to the latest tunes while working!). (The Champions version lacks the sensory powers, but I had some points to spare.)

     This sheet makes for a fine heroine, though; Wasp has been making it work for decades (though with Blasts instead of Mind Control, which would be an easy changeup). You could keep her background as-is (which is less Fridge Horror-y than AA's Jewel Wasp), but have her do a Heel Face turn and join the side of the angels, or she got caught and is on the Project Freedom hero work release program, discovering that she sincerely likes being a hero. You can keep her personable but simpleminded (like Edge), or rearrange mental Ability scores and skills to taste; maybe she's a fashion designer with a biochemist boyfriend, or a physicist who gained her powers from a white dwarf star fragment! Like AA's Tiny Titan, she's very much not a fighter (PL 3 defensively, 1.5 offensively without powers!), though her skills & feats let her be a respectable espionage agent/cat burglar.

Edited by Dr Archeville
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Image result for Unstoppable Wasp

Character Name: Hummingbird (Miniscule Mentalist)

Power Level: 7 (105/105PP)

Trade-Offs: None

  • Small: None
    Tiny: None
    Diminutive: None
    Fine: +1 Attack / -1 Damage, +1 Defense / -1 Toughness
    Miniscule: +5 Attack / -5 Damage, +5 Defense / -5 Toughness

 


 

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

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 16 (+3)

  • Small (Shrinking 4)
    Spoiler

    Strength: 6 (-2), Heavy Load: 45 lbs.


    Tiny (Shrinking 8 )

    Spoiler

    Strength: 2 (-4), Heavy Load: 10 lbs.


    Diminutive (Shrinking 12)

    Spoiler

    Strength: 1 (-5), Heavy Load: 2 lbs. 8 oz


    Fine (Shrinking 16)

    Spoiler

    Strength: 1 (-5), Heavy Load: 1 lbs. 4 oz


    Miniscule (Shrinking 20)

    Spoiler

    Strength: 1 (-5), Heavy Load: 10 oz

 

Combat: 0 + 0 = 0PP

Initiative: +6

Attack: +0

Grapple: +0

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

Knockback: -2, -1 w/out Costume

  • Small (Shrinking 4)
    Spoiler

    Attack: +0


    Grapple: +0
    Defense: +1 (+0 Base, +1 Size), +0 Flat-Footed
    Knockback: -1, +0 without Costume


    Tiny (Shrinking 8 )

    Spoiler

    Attack: +0


    Grapple: +0
    Defense: +2 (+0 Base, +0 Size), +1 Flat-Footed
    Knockback: -0, +1 without Costume


    Diminutive (Shrinking 12)

    Spoiler

    Attack: +0


    Grapple: +0
    Defense: +4 (+0 Base, +4 Size), +2 Flat-Footed
    Knockback: +1, +2 without Costume


    Fine (Shrinking 16)

    Spoiler

    Attack: +0


    Grapple: +0
    Defense: +8 (+0 Base, +8 Size), +4 Flat-Footed
    Knockback: +2, +3 without Costume


    Miniscule (Shrinking 20)

    Spoiler

    Attack: +0


    Grapple: +0
    Defense: +12 (+0 Base, +12 Size), +6 Flat-Footed
    Knockback: +3, +4 without Costume

 

Saving Throws: 2 + 3 + 7 = 12PP

Toughness: +2 (+1 Con, +1 Protection) [impervious 2]

Fortitude: +3 (+1 Con, +2)

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

Will: +7 (+0 Wis, +7) [impervious 1 Small, 2 Tiny, 3 Diminutive, 4 Fine, 6 Miniscule]

 

Skills: 96R = 24PP

Acrobatics 8 (+10) SM

Bluff 7 (+10) SM

Diplomacy 7 (+10) SM

Disable Device 12 (+12) SM

Knowledge (Current Events) 10 (+10)

Knowledge (Popular Culture) 10 (+10)

Gather Information 8 (+11) SM

Notice 12 (+12) SM

Search 12 (+12) SM

Stealth 10 (+12; +16 Small, +20 Tiny, +23 Diminutive, +28 Fine, +32 Miniscule) SM

 

Feats: 16PP

Acrobatic Bluff

Connected

Contacts

Distract (Bluff)

Dodge Focus

Elusive Target

Evasion

Fascinate 2 (Bluff, Diplomacy)

Hide in Plain Sight

Improved Initiative

Move-by Action

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Gather Info, Notice, Search, Stealth)

Taunt

Well-Informed

 

Powers: 4 + 5 + 3 + 1 + 11 + 21 = 45PP

Device 1 (Armored Morphic Molecule Costume, 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 1 (Improvised Tools) [1PP]

Impervious Toughness 2 [2PP]

Super-Senses 2 (radio, ultra-hearing) [2PP]

Flight 5 (250 mph / 2,500 feet per Move action; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP]

  • Small (Shrinking 4)
    Spoiler

    Flight 1 (7.5 mph / 75 feet per Move action)


    Tiny (Shrinking 8 ) 

    Spoiler

    Flight 2 (12.5 mph / 125 feet per Move action)


    Diminutive (Shrinking 12)

    Spoiler

    Flight 3 (12.5 mph / 125 feet per Move action)


    Fine (Shrinking 16)

    Spoiler

    Flight 4 (12.5 mph / 125 feet per Move action)


    Miniscule (Shrinking 20)

    Spoiler

    Flight 5 (15.625 mph / 156.25 feet per Move action)

Impervious Will 6 (neural cohesion; Flaw: Limited [Proportionately Linked to Shrinking]) [3PP]

Protection 1 [1PP]

Neural Cohesion Powers 10.5 (21 points; Flaw: Limited [Proportionately Linked to Shrinking]; PF: Alternate Power) [11PP]

BE: Mind Control 7 (Extras: Conscious) {21/21}

AP: Mental Blast 7 {21/21}

Shrinking 20 (Miniscule; -20 Str, -5 Toughness, +12 Attk/Def, -20 Grapple, +20 Stealth, -10 Intimidate; space 3 in., reach 0 ft., carrying capacity/movement rate 1/16th; PF: Normal Toughness) [21PP]

 

Drawbacks: (-4) = -4PP

Vulnerability (to biological & chemical attacks [diseases, poisons, gases]; common, major [x2 effect]) [-4PP]

 

DC Block:


ATTACK         RANGE        SAVE                    EFFECT

Unarmed        Touch        Toughness (Staged)      Damage (Physical)

 Medium                      DC 15

  Small                      DC 13

  Tiny                       DC 11

  Diminutive                 DC 10*

  Fine                       DC 10*

  Miniscule                  DC 10*

Mental Blast   Perception   Will (Staged)           Damage (Mental)

 Medium                      N/A

  Small                      DC 16

  Tiny                       DC 17

  Diminutive                 DC 19

  Fine                       DC 20

  Miniscule                  DC 22

Mind Control   Perception   Contested +? vs. Will   Controlled

 Medium                      N/A

  Small                      +1

  Tiny                       +2

  Diminutive                 +4

  Fine                       +5

  Miniscule                  +7


*Shrinking cannot reduce STR below 1 (-5), and thus, cannot reduce unarmed attacks below DC 10.

Totals: Abilities (12) + Combat (0) + Saving Throws (12) + Skills (24) + Feats (16) + Powers (45) - Drawbacks (4) = 104/105 Power Points (0 over)

 


 

And here's a PL 7 version, perfect for Claremont or a "Year One" version of the character. For every 4 ranks' worth (4pp) of Shrinking she uses, she can use 1.4 ranks (4.2pp) of Mental Blast, 1.4 ranks (4.2pp) of Mind Control, 1.2 ranks (1.2pp) of Impervious Will, and 1 rank (1pp) of Flight. She usually Shrinks down as small as she can go.

Edited by Dr Archeville
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Image result for evil ernie

Character Name: Monster

Power Level: 10 (180/180PP)

Trade-Offs: -2 Defense/+2 Toughness

 


 

Abilities: 16 + 6 + (-10) + 0 + 6 + 6 = 24PP

Strength: 30 (+10); effective lifting Str 60

Dexterity: 16 (+3)

Constitution: ---

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 12 + 8 = 20PP

Initiative: +3

Attack: +6, +10 melee

Grapple: +26

Defense: +8 (+4 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -11

 

Saving Throws: 2 + 5 = 7PP

Toughness: +12 (+12 Protection) (Impervious 10)

Fortitude: ---

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

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

 

Skills: 40R = 10PP

Climb 5 (+15) SM

Intimidate 15 (+18) SM

Notice 10 (+13) SM

Stealth 10 (+13) SM

 

Feats: 22PP

Accurate Attack

All-out Attack

Attack Focus (Melee) 4

Challenge 1 (Fast Startle)

Distract (Intimidate)

Dodge Focus 4

Improved Critical 2 (unarmed strikes)

Improved Grab

Improved Grapple

Move-by Action

Power Attack

Skill Mastery (Climb, Intimidate, Notice, Stealth)

Startle

Takedown 2

 

Powers: 25 + 7 + 1 + 30 + 10 + 11 + 3 + 12 + 2 = 101PP

Fear Generation 11 (22 points; PFs: Alternate Power 3) [25PP]

BE: Drain Charisma 10 (infrasonic dread; Extras: Alt Save [Will], Area [50-ft. Burst, General]; PFs: Slow Fade [1 per Minute], Subtle) {22/22}

AP: Emotion Control 10 (fearsome presence; Extras: Area [50-ft. Burst, General], Secondary Effect; Flaw: Limited [Fear Only], Range 2 [Touch]; PF: Subtle) {11/22}

AP: Paralyze 10 (grip of terror; Extras: Alt Save [Fort], Linked [unarmed Strike]; PF: Subtle) {21/22}

AP: Stun 10 (stunning presence; Extra: Alt Save [Will], Area [50-ft. Burst, General]; Flaw: Action [Full]; PFs: Sedation, Subtle) {22/22}

Growth 2 (+4 Str, +1 Protection; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [7PP]

Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited 2 ["I'm A Monster!"]; Drawbacks: Limited [Does not effect normal un-enhanced vision]) [1PP]

Immunity 30 (Fortitude effects) [30PP]

Impervious Toughness 10 [10PP]

Protection 11 [11PP]

Speed 3 (50 mph / 500 feet per move action) [3PP]

Super-Strength 6 (effective Str 60, Hvy Load 50 tons) [12PP]

Super-Senses 2 (danger sense [auditory], uncanny dodge [auditory]) [2PP]

 

Drawbacks: (-4) = -4PP

Vulnerability (sonic attacks; common, major [x2]) [-4PP]

 

DC Block:

ATTACK              RANGE     SAVE                        EFFECT

Unarmed             Touch     DC 25 Toughness (Staged)    Damage (Physical); crit 18-20

Drain CHA           50 ft.    DC 20 Will (Staged)         Drain Charisma

Fearsome Presence   50 ft.    DC 20 Will (Staged)         Fear

Paralyze            Touch     DC 20 Fort (Staged)         Paralyzed; Linked to Unarmed Damage

Stun                50 ft.    DC 20 Ref                   Area

                              DC 15/20 Will (Staged)      Stunned

Totals: Abilities (24) + Combat (20) + Saving Throws (7) + Skills (10) + Feats (22) + Powers (101) - Drawbacks (4) = 180/180 Power Points

 


 

     No one knows who -- or what -- it is, where it came from, or who sent it. It simply appeared, one dark and stormy night, seven feet of Gothic super-horror, and began its reign of bloodshed and terror. Its skull-like face, glowing an evil green and framed by a floppy hat & large cloak of charred leather, is the last thing many people see. With claws that seem to drip blood constantly, it has left scores of corpses in his wake; rarely communicates with anything except a roar of anger or a deep-throated chuckle of fiendish glee. It attacks quickly, aggressively, and persistently, opening with a Startle or Fearsome Presence (especially in favorable conditions, such as while while standing on a rooftop, silhouetted by the moon), then takes advantage of its victims' hesitation by ripping into them with its claws. It is utterly vicious in melee, and frequently makes use of the Added and Alternate Effect options for Critical Hits (detailed in the Combat section of our House Rules) to add Drains and other effects, crushing tendons (Drain STR), gouging eyes (Visual Dazzle), rending joints until inoperable (Drain DEX) and so on; it also revels in a well-executed and lethal finishing blows (the Increased Effect option). If it can't close to melee distance, it uses its immense strength to throw the heaviest objects it can find. If the battle goes against it, it is not above snatching up innocent bystanders as hostages, or severely injuring bystanders or weaker teammates so the heroes have to choose between catching it and letting them die; sometimes it does these tricks just for its own twisted amusement.

     Exactly as Talos programmed.

     Shortly after one of Fear Master II's defeats, Talos sent Keres, its shapeshifting spy/assassin, to infiltrate Providence Asylum and study his psych profile. Fear and terror could be potent weapons against the pathetic humans, but surely Talos, with its perfect machine mind, could do so better than this repeat loser. It studied the subsonic fear generators of Melvin Blume, and the biochemical agents of his predecessor, Dr. Arthur Levitt, and devised a new agent which would incorporate improved versions of these devices (the 'blood' dripping from its claws is some of Levitt's fear compounds, 'injected' via claw-swipe), as well as superhuman strength and toughness so it could easily slaughter humans and withstand whatever resistance they could muster, and a cloak so its robotic nature was not immediately obvious (and would lead to more confusion). The Mechanoid Operative Nominally Stimulating TERror (M.O.N.S.Ter.) returns to the Foundry facilities between outings, reporting all its has done to its master (and receiving any repairs it needs), and using Foundry Teleportals to get from place to place in a hurry.

     There are two design flaws Talos has not yet been able to overcome. One is that it is almost too focused on inspiring fear, wreaking havoc, and spilling blood, so much so that when confronted with fear effects, it may get caught up in the moment (i.e., it's not Fearless). The other is an extreme vulnerability to sonic attacks: the subsonic emitters it uses to generate its terrifying effects, tied directly to its advanced robotic mind, were extremely sensitive to feedback.

     Could this sheet (based partly on the Champions RPG character Monster, who was given no definitive background so it could be tailored for each campaign) be used for a heroic PC? Well, we've certainly had our share of hideous monsters, and Batman (and AA's Fear Controller) reminds us that fear is a perfectly healthy emotion for a superhero to instill in bad guys. If you keep the background, though, you'll need to take The Foundry as an Enemy Complication -- they're not going to let you out and reveal their secrets!

     EDIT: It was recently brought to my attention that I neglected to give this fellow Immunity to Fort effects. I've added that in, but now he's 180 points. This is fine for a villains for a piece (perhaps a Halloween-themed piece), but not so great for a PC. I'll try to work out a PL 10/150PP version later.

Edited by Dr Archeville
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Image result for Marvel Zombies Karnak

Character Name: Vampire Martial Artist

Power Level: 10 (150/150PP)

Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness (+2 Attack/-2 Damage & +1 Defense/-1 Toughness pre-vamping)

 


 

Abilities: 10 + 10 + (-10) + 0 + 4 + 0 = 14PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: ---

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 18 + 16 = 34PP

Initiative: +9

Attack: +9, +15 melee

Grapple: +20

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

Knockback: -5, -4 flat-footed; -1, -0 flat-footed vs. blessed/holy, fire, or magic

 

Saving Throws: 4 + 3 = 7PP

Toughness: +6 (+4 Protection [imp 4], +2 Defensive Roll), +4 [imp 4] flat-footed

+2 vs. blessed/holy, fire, or magic, +0 flat-footed against same

Fortitude: ---

Reflex: +9 (+5 Dex, +4), Evasion 2

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

 

Skills: 48R = 12PP

Acrobatics 8 (+12) SM

Climb 6 (+11)

Concentration 6 (+8)

Escape Artist 6 (+11)

Intimidate 4 (+4)

Notice 6 (+12) SM

Sense Motive 6 (+12) SM

Stealth 6 (+11) SM

 

Feats: 17PP

Acrobatic Bluff

Defensive Roll

Elusive Target

Evasion 2

Improved Grab

Improved Grapple

Improved Initiative

Improved Throw

Improved Trip

Move-by Action

Power Attack

Redirect

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

Stunning Attack

Takedown Attack

Uncanny Dodge (visual)

 

Powers: 1 + 12 + 2 + 30 + 4 + 3 + 12 + 12 = 76PP

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Feats 12 (Attack Focus [Melee] 6, Dodge Focus 6) [12PP]

Enhanced Skills 8 (Notice +4, Sense Motive +4) [2PP]

Immunity 30 (Fortitude effect) [30PP]

Protection 4 (Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Super-Senses 12 (accurate for all hearing [4], accurate for olfactory [2]; infravision, scent [acute for olfactory], ultra-hearing, ultravision, uncanny dodge [auditory], uncanny dodge [olfactory]) [12PP]

Vampiric Swiftness 5 (10 points; PFs: Alternate Power 2) [12PP]

BE: Damage 0 (adds to Unarmed Damage 5; Extras: Autofire, Secondary Effect) {10/10}

AP: Damage 0 (adds to Unarmed Damage 5; Extras: Area [25-ft. Burst, Targeted], Selective Attack) {10/10}

AP: Quickness 5 (x50) {5} + Speed 5 (250 mph / 2,500 feet per Move action) {5} {5+5=10/10}

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC 20 Toughness (Staged)    Damage (Physical)

Unarmed     Touch     DC 20 Toughness (Staged)    Damage (Physical); Autofire, Secondary Effect

Unarmed     25 ft     DC 20 Toughness (Staged)    Damage (Physical); Area (Burst, Targeted),

                                                   Selective Attack

Totals: Abilities (14) + Combat (34) + Saving Throws (7) + Skills (12) + Feats (17) + Powers (76) - Drawbacks (10) = 150/150 Power Points

 


 

     For years you studied the martial arts, first at a local dojo, later at schools and monasteries across the globe, honing body and mind to perfection. Why did you do it? To bring peace to a soul troubled by past deeds? To fulfill a respected mentor's dying wish? To avenge a fallen comrade? To wage war against the forces of injustice and chaos, in whatever humble way you could? The reasons are many, as many as there are schools of martial arts.

     What is important is the beautiful young woman who stopped you on your journey to the Shambala Vale. The one who drained you of your blood and replaced it with her own damned ichor. Now you, too, are a vampire, possessed of the same inhuman speed & senses as your maker (though not her inhuman force of presence). And hunger. Terrible, terrible hungers. But even here your martial arts training avails you, allowing you to force calm upon the Beast that thrashes within you, and using the unholy powers it grants to be a force for good and order. True, the Vale may be barred to you now -- it's not holy ground, per se, but best not to risk slipping into a bloodlust while on those grounds and spreading your corruption -- but there are other places you can learn. After all, you know have all eternity before you.

     White Wolf's Vampire: the Masquerade was just as often played as "superheros with fangs" as it was "personal tales of Gothic horror," so I'm going to see if I can convert some of their sample characters into viable superheroes. This chap is modeled after one of the sample Toreador characters, and one I think can fit both superhero comics as a whole and this setting in particular fairly well. Martial Artists are common in comics, and Martial Artists with some degree of superpowers, either from their training (like Iron Fist or Karnak) or some unrelated Mutant edge, are far from unique. (And if you don't think vampires & martial arts go together, you've clearly never seen The Legend of the 7 Golden Vampires!) Before getting vamped, he was a solid PL 7 Martial Artist, with the vamping primarily amping his speed and senses (both Super-Senses and skills like Notice and Sense Motive); in many ways he's like a Martial Artist/Speedster hybrid. With a bit of rearranging -- drop the Drawbacks, drop some of the super-senses to make up the points -- this sheet would also make for a fine Robot Martial Artist.

Edited by Dr Archeville
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Image result for vampire batman

Character Name: Vampire Costumed Detective

Power Level: 10 (150/150PP)

Trade-Offs: -3 Attack / +3 Damage, +2 Defense / -2 Toughness (-1 Def/+1 Tough pre-vamping)

 


 

Abilities: 6 + 10 + (-10) + 4 + 6 + 6 = 22PP

Strength: 28/16 (+9/+3)

Dexterity: 20 (+5)

Constitution: ---

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 14 + 8 = 22PP

Initiative: +5

Attack: +7

Grapple: +10

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

Knockback: -4, -2 flat-footed

-3, -1 flat-footed vs/ blessed/holy, fire, or magic

 

Saving Throws: 2 + 3 = 5PP

Toughness: +8 (+4 Protection [imp 4], +4 Defensive Roll); +4 flat-footed

+6 (+2 Costume,, +4 Defensive Roll), +2 flat-footed vs/ blessed/holy, fire, or magic

Fortitude: ---

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

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

 

Skills: 76R = 19PP

Acrobatics 6 (+11) SM

Bluff 6 (+9)

Climb 6 (+9)

Disable Device 6 (+8) SM

Disguise 0 (+3, +33 w/ Morph)

Escape Artist 6 (+11) SM

Gather Information 6 (+9)

Intimidate 6 (+9)

Investigate 6 (+8)

Knowledge (streetwise) 6 (+8)

Notice 6 (+9)

Search 6 (+8)

Sense Motive 4 (+7)

Stealth 6 (+11) SM

 

Feats: 19PP

Defensive Roll 2

Dodge Focus 8

Equipment 5

Evasion

Skill Mastery (Acrobatics, Disable Device, Escape Artist, Stealth)

Sneak Attack

Uncanny Dodge (visual)

Costume: Protection 2 [2EP] (note: Equipment Tougnhess does not stack with Toughness from powers, but it would still protect against things his powers-derived Protection would not)

Grapple Gun: Super-Movement 1 (Swinging) [2EP]

Utility Belt 8.5 (17 EP; PFs: Alternate Power 4) [21EP]

  • BE: Blast 2 (throwing orbs; PFs: Improved Disarm, Improved Range Disarm, Mighty 3, Precise, Ricochet 2) (11) + Strike 2 (combat baton; PF: Improved block, Improved Disarm, Mighty) {5} {12+5=17/17}

    AP: Dazzle 4 (flash-bangs; visual and auditory; Extra: Area [20-ft. Burst, General]; Drawbacks: Reduced Range 2 [2 40-ft. increments]) {14/17}

    AP: Obscure 4 (smoke bombs; olfactory & visual, 50-ft. radius; Extra: Independent) {12/17}

    AP: Snare 6 (bolas; Extra: Linked [Trip]; Drawbacks: Reduced Range 2 [2 60-ft. increments]) {10} + Trip 6 (Extra: Linked [snare]; PF: Improved Throw) {7} {10+7=17/17}

    AP: Stun 4 (concussion grenade; Extras: Area [20-ft. Burst, General], Range [Ranged]; Drawbacks: Reduced Range 2 [2 40-ft. increments]) {14/17}

 

Powers: 8 + 5 + 1 + 12 + 30 + 2 + 8 + 4 + 3 = 73PP

Animal Mastery 4 (8 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [8PP]

BE: Mind Control 8 (Extra: Duration [sustained]; Flaw: Limited [animals], Sense-Dependent [sight]) {8/8}

AP: Obscure 2 (summoned bat/rat swarm; all senses; 10-ft. radius; Extras: Selective Attack; Flaws: Action [Full], Range [Touch]) {6/8}

Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP]

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Strength 12 (to 28/+9) [12PP]

Immunity 30 (Fortitude effects) [30PP]

Nauseate 1 (true form; Extra: Area [Perception], Duration [Continuous]; Flaws: Limited [sicken], Permanent) [2PP]

Obfuscation 4 (8 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [9PP]

BE: Concealment 6 (all visual & auditory; Flaw: Phantasm; PF: Close Range) {7} + Nauseate 0 (Extra: Buys off Permanent Flaw [1]) {1} {7+1=8/8}

AP: Morph 6 (any humanoid, +30 Disguise; Flaw: Phantasm; PF: Voice Mimicry) {7} + Nauseate 0 (Extra: Buys off Permanent Flaw [1]) {1} {7+1=8/8}

Protection 4 (vampiric resilience; Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:


ATTACK           RANGE        SAVE                            EFFECT

Unarmed          Touch        DC 24/26* Toughness (Staged)    Damage (Physical)

Baton**          Touch        DC 26/28* Toughness (Staged)    Damage (Physical)

Bola             Ranged       DC 16 Reflex (Staged)           Snare

                 Ranged       Contested vs. +6                Tripped

Flash-Bang       Ranged       DC 14 Ref/Fort                  Dazzle (Visual & Auditory)

Throwing Orbs    Ranged       DC 20/22* Toughness (Staged)    Damage (Physical)

Animal Control   Perception   Contested +8 vs. Will           Controlled


* w/ Sneak Attack

** since the Combat Baton is Equipment, it will break if he uses it with a Str bonus higher than +7

Totals: Abilities (22) + Combat (22) + Saving Throws (5) + Skills (19) + Feats (19) + Powers (73) - Drawbacks (10) = 150/150 Power Points

 


 

     How the frack did I beat AA to making this one, given his namesake character?! This is another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Nosferatu clan (or, at least, their most common powers).

     This fellow was a Costumed Detective/Cowl in life. "Why" is as varied as the individual -- to avenge a slain parent, inspired by other such heroes, or the simple thrill of adventure and of doing what's right. Before his life-changing (and life-ending) encounter, he was becoming a figure of legend among his neighborhood, a solid PL 7 character who could easily hold his own against whatever enforcers the Mobs and the other gangs threw at him, even the low-end metahuman ones. But then they got scared, and in their fear hired someone they didn't quite understand. A dark, looming figure whose powers of stealth exceeded the heroes' started stalking the streets at night, leaving a trail of bodies for him to follow. Follow he did, to the trap the vampire had set (where he learned the hard way his Visual Uncanny Dodge is useless against an invisible foe!). In the end, one vampire emerged from the sewers -- but it wasn't the one the Mob had hired.

     Now the Cowl has the inhuman strength, concealment (not just hiding but disguise as well), and animal-summoning abilities of his vampiric creator, new weapons to wield in the eternal struggle against crime and injustice. Assuming he can keep his hungers in check. An equally large change occurred to his non-costumed life: his hideous appearance cannot be concealed during the day, leading to a marked shift in the activities of his Wealthy Playboy persona. Well, maybe not that big -- he's expected to be out partying all night & sleeping 'till noon!

     EDIT: Rejiggered things a bit, since Equipment Protection doesn't stack with Toughness bonus from Powers, so his Costume's Protection wouldn't add to his Vampire-derived Protection (but it would still help him against the things his Vampire-derived Protection -- blessed/holy, fire, and magic attacks -- would not). Also gave him an Area (Perception) Permanent Nauseate effect (to represent his loathsome appearance/smell), and expanded the Obfuscate Array so that it counters the Permanent on that.

Edited by Dr Archeville
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Image result for Beast Boy

Character Name: Vampire Shapeshifter

Power Level: 10 (150/150PP)

Trade-Offs: +3 Attack / -3 Damage, -3 Defense / +3 Toughness (None pre-vamping)

 


 

Abilities: 6 + 6 + (-10) + 2 + 0 + 6 = 10PP

Strength: 22/16/8 (+6/+3/-1) Wolf/Human/Bat form

  • Heavy Load in Bat form 40 lbs.


Dexterity: 16 (+3)
Constitution: ---
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 16 (+3)


Combat: 14 + 12 = 26PP
Initiative: +3
Attack: +7, +13 melee
Grapple: +16, +19 Wolf form, +4 Bat form
Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed

  • +9 (+6 Base, +1 Dodge Focus, +2 Size), +4 Flat-Footed in Bat form

Knockback: -11, -7 vs. blessed/holy, fire, and magic

  • -8, -4 vs. blessed/holy, fire, and magic in Bat form

 

 


Saving Throws: 3 + 4 = 7PP
Toughness: +13 (+13 Protection [imp 10]); +9 [imp 6] vs/ blessed/holy, fire, and magic

 

 

  • +11 [imp 10]; +7 [imp 6] vs/ blessed/holy, fire, and magic in Bat form

Fortitude: ---

Reflex: +6 (+3 Dex, +3), Evasion, Evasion 2 in Bat form

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

 

Skills: 32R = 8PP

Acrobatics 2 (+5)

Disguise 0 (+3, +33 w/ Morph)

Handle Animal 2 (+5)

Intimidate 4 (+7)

Knowledge (arcane) 4 (+5)

Knowledge (life sciences) 8 (+9)

Notice 8 (+8)

Stealth 4 (+7, +15 Bat form)

 

Feats: 11PP

Attack Focus (Melee) 6

Dodge Focus

Evasion

Improved Critical 2 (strikes)

Uncanny Dodge (visual)

 

Powers: 14 + 5 + 1 + 30 + 15 + 4 + 3 + 3 + 2 + 21 = 98PP

Animal Mastery 7 (14 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [14PP]

BE: Comprehend 2 (animals 2) {4} + Mind Control 10 (Extra: Duration [sustained]; Flaws: Limited [animals], Sense-Dependent [sight]) {10} {4+10=14/14}

AP: Obscure 4 (summoned bat/rat swarm; all senses; 50-ft. radius; Extras: Selective Attack; Flaws: Action [Full], Range [Touch]) {12/14}

Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP]

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Immunity 30 (Fortitude effects) [30PP]

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

Protection 4 (Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Super-Movement 3 (permeate 3; Flaw: Limited [can only Permeate through earth]) [3PP]

Super-Senses 2 (darkvision) [2PP]

Vampiric Shapeshifting 9.5 (19 points; PFs: Alternate Power 2) [21PP]

BE: Bat Form 3.8 (19pp Container) {19/19}
  • Drawbacks 8 (mute, no hands) {-8}

    Enhanced Feats 2 (Elusive Target, Evasion [to Evasion 2]) {2}

    Flight 2 (25 mph / 250 feet per Move action) {2}

    Morph 6 (to Bat, +30 Disguise; PFs: Cover Scent, Precise) {8}

    Shrinking 8 (Tiny; -8 Str, -2 Toughness, +2 Combat, -8 Grapple, +8 Stealth, -4 intimidate) {8}

    Super-Senses 7 (accurate for all hearing [4]; danger sense [auditory], ultra-hearing, uncanny dodger[auditory]) {7}

    {[-8]+2+2+8+8+7 = 19/19}

AP: Wolf Form 3.8 (19pp Container) {19/19}

  • Drawbacks 8 (mute, no hands) {-8}

    Enhanced Feats 5 (Improved Throw, Improved Trip, Move-by Action, Takedown Attack 2) {5}

    Enhanced Strength 6 (to 22/+6) {6}

    Morph 6 (to Wolf, +30 Disguise; PFs: Cover Scent, Precise) {8}

    Speed 1 (10 mph / 100 feet per Move action) {1}

    Strike 1 (claws & fangs; PFs: Incurable, Mighty) {3}

    Super-Senses 4 (scent [acute for olfactory; enhancement: tracking 2], ultra-hearing) {1}

    {[-8]+5+6+8+1+3+4=19/19}

AP: Insubstantial 2 (gaseous form, Extra: Linked [super-Movement]) {10} + Strike 4 (claws; PF: Mighty) {5} + Super-Movement 2 (air walking 2; Extra: Linked [insubstantial]) {4} {10+5+4=19/19}

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:


ATTACK           RANGE        SAVE                       EFFECT

Unarmed          Touch        DC 18 Toughness (Staged)   Damage (Physical)

Strikes          Touch        DC 22 Toughness (Staged)   Damage (Physical), crit 18-20;

                                                          Wolf form is Incurable

Animal Control   Perception   Contested +10 vs. Will     Controlled

Totals: Abilities (10) + Combat (26) + Saving Throws (7) + Skills (8) + Feats (11) + Powers (98) - Drawbacks (10) = 150/150 Power Points

 


 

     Yet another Vampire: the Masquerade-inspired superhero, this one based on the Gangrel clan, and one of my favorite Doom Patroller/Teen Titan, Beast Boy/Changeling (or AA's Animal Shapeshifter).

     This fellow was the son of renowned biologists who'd traveled the world, cataloguing dozens of species on every continent. They brought him along on many of their trips, even as a baby, where he received a most eclectic education. On one childhood trip he contracted a strange illness, one they'd seen in certain animals but never in humans; his parents tried the cure they'd developed on him, and found it worked, with no side-effects whatsoever. Until he fell into that radioactive pool, which combined to give him the power to assume the form of any animal he knew, and he knew a lot of animals. He stayed with his parents for a time, protecting them from poachers and unscrupulous rival scientists, but on one of their return trips to their west coast home he remained behind to act as a hero for the city. He gained some fame and notoriety, and in time set out for Freedom City, hoping to train under the big-time heroes there.

     On his trek across the more rural parts of America, as he soared through the night sky on bat's wings, he felt a mental call, and went to investigate. It was a vampire, who quickly realized the bat he'd called was more than he expected; when the young shapeshifter realized what had called him, he fought, but the vampire proved inhumanly tough, and it soon gained the upper claw. It fed on the young hero, and turned him into a creature like itself, a vampire with power of the animals, fantastic resilience, and form-altering powers. For a time he stayed with his vampire maker -- they stayed away from cities and fed almost wholly on animals, something he, as someone who routinely turned into carnivores, had no qualms about -- learning what he could from him, trying to put his condition into terms his scientific upbringing could comprehend. He failed at that (the condition is wholly magical and pays even less attention to things like conservation of mass and the laws of thermodynamics than his own shapeshifting powers did), so now he had a second reason to reach Freedom City: to find out what he is, and if it can be undone. Not that he really minds the condition; he can't play in the sun, and the range of animals he can turn into is vastly more limited (he can only turn into a wolf or a bat, his "fight" or "flight" forms), but he can turn into mist now, and meld into the earth, see perfectly well in the dark (better than any animal!), communicate with and influence other animals, and is really, really tough. And most of the butchers in Freedom are happy to sell him left over pig's blood. But in the back of his mind, there's this nagging feeling: he knows there are things out there in the dark spaces between the well-lit cities, things people thought were long-gone. And he aims to make sure they stay out there. Perhaps with the help of some fellow outsider friends, like that robot guy, or the cyborg, or that cute terrakinetic.

     This is a rare case of vampirism changing someone's powers; pre-vamping, he had Shapeshift 5 (25 points; Flaw: Limited [animals]) [35PP], but that was wiped and replaced with the Shapeshift Array (a choice I made because it's a lot easier to keep track of that way; Variable Powers can be daunting, especially for players new to the system). Unfortunately without Shapehshift you do have to take Morph to actually look like the thing you're turning into, though this is one of the few cases where I think Morph (one form) and Morph (one other form) could be Arrayed. He hits all his combat caps in Wolf form, but in human form is not shabby at PL 8; he can pop claws in human form to hit PL 10; bat form is strictly for evasion/escape, possibly spying. Note that in the third Vampiric Shapeshifting slot, only the Insubstantial & Super-Movement are actually Linked; he can use his Strike/claws whenever he's in human form. Do also note his Bat and Wolf forms both lack hands and vocal cords; you can carry stuff in your mouth, but that's about it!

Edited by Dr Archeville
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Image result for Vampire Superman

Quote
All shall love me and despair.

Character Name: Vampire Paragon

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 6 + 0 + (-10) + 2 + 4 + 6 = 8PP

Strength: 30/24/16 (+10/+7/+3), effective Str 29-55

Dexterity: 10 (+0)

Constitution: ---

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 26/16 (+8/+3)

 

Combat: 10 + 8 = 18PP

Initiative: +0

Attack: +5, +10 melee

Grapple: +20, up to +25

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

Knockback: -10, -6 vs. blessed/holy, fire, and magic

 

Saving Throws: 0 + 5 = 5PP

Toughness: +10 (Protection 10 [imp 10]), +6 (Protection 6 [imp 6]) vs. blessed/holy, fire, and magic

Fortitude: ---

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

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

 

Skills: 24R = 6PP

Bluff 0 (+16)

Computers 6 (+7)

Diplomacy 6 (+22)

Gather Information 0 (+16)

Intimidate 0 (+16)

Notice 6 (+8)

Search 6 (+7)

 

Feats: 13PP

Attack Focus (Melee) 2

Benefit 1 (Wealth 1)

Connected

Contacts

Dodge Focus 3

Equipment 3

Leadership

Power Attack

Equipment 15EP

Headquarters

Mausoleum of Solitude

Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Living Space, Pool, Power System, Security System, Workshop.

Cost: 1+1+13 = 15 EP

 

Powers: 1 + 10 + 6 + 3 + 10 + 8 + 8 + 6 + 30 + 9 + 12 + 4 + 3 = 110PP

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Charisma 10 (Vampiric Presence; to 26/+8) [10PP]

Enhanced Feats 6 (Vampiric Speed; Attack Focus [Melee] 3, Dodge Focus 3) [6PP]

Enhanced Feats 3 (Vampiric Presence; Distract [intimidate], Fascinate [Diplomacy], Startle) [3PP]

Enhanced Paragon Array 3 (Vampiric Power; PFs: Dynamic Alternate Power 2) [10PP]

Vampiric Paragon Array said:
Paragon Array 5 (10 points; PFs: Dynamic, Dynamic Alternate Power 4) [19PP]
DBE: Flight 1-5 (10-250 mph / 100-2,500 feet per Move action) {2-10PP spent, 0-8 free}

DAP: Quickness 1-5 (x2-x50) + Speed 1-2 (10-250 mph / 100-2,500 feet per Move action) {2-10PP spent, 0-8 free}

DAP: Super-Strength 1-5 (effective Str 35-55) {2-10PP spent, 0-8 free}

DAP: Unarmed Damage 0 (adds to Unarmed Damage 10; Extra: Autofire) {1-10PP spent, 0-9 free}

DAP: Unarmed Damage 0 (adds to Unarmed Damage 10; Extras: Area [50-ft. Burst, Targeted], Selective Attack; Flaw: Action [Full]) {1-10PP spent, 0-9 free}

Enhanced Skills 32 (Vampiric Presence; Bluff +8, Diplomacy +8, Gather Information +8, Intimidate +8) [8PP]

Enhanced Strength 8 (Paragon STR; to 24/+7) [8PP]

Enhanced Strength 6 (Vampire STR; to 30/+10) [6PP]

Immunity 30 (Fortitude effect) [30PP]

Paragon Array 2 (4 points; PFs: Dynamic, Dynamic Alternate Power 2) [9PP]

DBE: Flight 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free}

DAP: Quickness 1-2 (x2-x5) + Speed 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free}

DAP: Super-Strength 1-2 (effective Str 29-34) {2-4PP spent, 0-2 free}

Protection 6 (Paragon Resilience; Extra: Impervious) [12PP]

Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:

 

ATTACK       RANGE        SAVE                        EFFECT

Unarmed      Touch        DC 25 Toughness (Staged)    Damage (Physical)

Unarmed      Touch        DC 25 Toughness (Staged)    Damage (Physical), Autofire

Unarmed      50 ft        DC 25 Toughness (Staged)    Damage (Physical), Area

Domination   Perception   Contested +10 vs. Will      Controlled

Totals: Abilities (8) + Combat (18) + Saving Throws (5) + Skills (6) + Feats (13) + Powers (110) - Drawbacks (10) = 150/150 Power Points

 


 

     Another Vampire: the Masquerade-esque build, this time based on the Brujah clan. And AA's Vampire Paragon.

     Perhaps, like my Paragon in Powered Armor (and AA's Vampire Sidekick), you were a young and inexperienced -- or experienced but depowered -- Paragon, who sought out means to shore up his (perceived) shortcomings, either for fame or to sincerely help more people in worse situations. Or maybe the boss at your civilian ID's newspaper job sent you & your partner to cover the EU financial crisis, and one of the locals in Romania insisted you stay for dinner, and for the night. Either way, you're much stronger, faster, and more awe-inspiring than before, all traits extremely useful for a Paragon of good, justice, and order; the increased speed makes up for the slight loss in resilience. Sure, you can't go out in the day any (good thing you're not solar powered, like that guy in Kansas!), and your temper's become a bit shorter, and you've had to lie to some folks (something you've become disconcertingly skilled at), but you're a hero, darn it, and heroes are often defined by what they do when the chips are down.

     Another case of Vampiric Powers overwriting preexisting ones. In this case, Enhanced CON was lost (along with the regular CON), Immunities lost (redundant with FORT Immunity), and Impervious Toughness lowered (so as not to break caps). I figure whatever processes had been at work to grant him his powers beforehand still work, but in a twisted way (hence the separate listings), but the case could be the transformation completely wiped whatever biology-dependent powers there were and replaced them with supernatural versions of them (it'd certainly make for easier bookkeeping!). As he is now, if his Vampiric Powers are somehow suppressed he'll still be a decent Paragon (hits PL 7 attack/defense, and just shy of a full PL 7 for defense/Toughness), which could save your skin from any misguided hunters of the supernatural (the kind with a "shoot first, don't ask questions" policy, like Witchfinder). Conversely, if his pre-existing Paragon powers are nixed, he's still a PL 7 Vampire (a full 7 for Defense/Toughness, just shy of 7 for Attack/Damage), a nasty surprise for any archenemies who trap you in a room with some power-sapping meteorites!

Edited by Dr Archeville
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Image result for Richard Branson

Character Name: Vampire Wealthy Thrillseeker

Power Level: 10 (150/150PP)

Trade-Offs: +3 Attack / -3 Damage, -2 Defense / +2 Toughness (+1 Def/-1 Toughness pre-vamping)

 


 

Abilities: 4 + 4 + (-10) + 2 + 0 + 6 = 6PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: ---

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 24/14 (+7/+2)

 

Combat: 14 + 8 = 22PP

Initiative: +6

Attack: +7, +13 Power Gauntlet

Grapple: +9

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

Knockback: -11, -10 flat-footed

  • -7, -6 flat-footed vs. blessed/holy, fire, or magic


Saving Throws: 3 + 5 = 8PP
Toughness: +12 [imp 10] (+10 Protection [imp 10], +2 Defensive Roll), +10 [imp 10] flat-footed

  • +8 [imp 6] (+6 Protection [imp 6], +2 Defensive Roll), +6 [imp 6] flat-footed vs. blessed/holy, fire, or magic

Fortitude: ---

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

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

 

Skills: 52R = 13PP

Bluff 8 (+21) SM

Climb 8 (+10)

Diplomacy 8 (+21) SM

Drive 4 (+6)

Gather Information 3 (+16)

Intimidate 0 (+13)

Language 1 (English [native], Latin)

Notice 4 (+4)

Pilot 8 (+10) SM

Swim 8 (+10) SM

 

Feats: 25PP

Attack Specialization (Power Gauntlet) 3

Benefit 2 (Wealth 2)

Connected

Contacts

Defensive Roll

Distract (Bluff)

Dodge Focus 4

Elusive Target

Equipment 5

Evasion

Fearless

Improved Initiative

Skill Mastery (Bluff, Diplomacy, Pilot, Swim)

Taunt

Well-Informed

Equipment 25EP

Headquarters Array 11.5 (23 points; PFs: Alternate HQ 2) [25 EP]

HQ 1: Stately Manor

Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power (Features), Power System, Security System 2 (DC 25), Workshop.

Cost: 3 + 1 + 19 = 23/23

Power: Feature 10 (necro-tempered glass [mitigates up to 10 points worth of Sunlight-related Drawbacks for any undead]) {10/20}

HQ 2: Pimped-Out Crypt

Size: Huge; Toughness: 15; Features: Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30).

Cost: 3 + 2 + 15 = 20/23

HQ 3: Corporate Skyscraper (Top 5 Floors)

Size: Large; Toughness: 10; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power (Features), Power System, Security System 2 (DC 25), Think Tank, Workshop.

Cost: 2 + 1 + 17 = 20/23

Power: Feature 10 (necro-tempered glass [mitigates up to 10 points worth of Sunlight-related Drawbacks for any undead]) {10/20}

Vehicles

An assortment of expensive (though mundane) boats, cars, helicopters, and jets, all with tinted windows

 

Powers: 12 + 4 + 1 + 3 + 6 + 30 + 12 + 4 + 3 + 11 = 86PP

Device 3 (Power Gauntlets, 15 points; Flaw: Hard to Lose) [12PP]

Power Gauntlets 7 (14 points; PF: Alternate Power) [15PP]
BE: Leaping 4 (x25; running long jump 300 feet, standing long jump 150 feet, vertical jump 75 feet ) {4} + Strike 5 (PF: Improved Crit 2, Mighty) {8} + Super-Movement 1 (Slow Fall) {2} {4+8+2=14/14}

AP: Strike 7 (fire bolts; Extras: Area [70-ft. Cone, Targeted], Selective Attack; Flaw: Action [Full]) {14/14}

Device 1 (Cool Shades, 5 points; Flaw: Hard to Lose) [4PP]

Super-Senses 6 (Direction Sense [GPS], Infravision, X-Ray Vision [Drawback: Not through lead]) [5PP]

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Feats 3 (Vampiric Presence; Distract [intimidate], Fascinate [Diplomacy], Startle) [3PP]

Enhanced Skills 24 (Vampiric Presence; Bluff +6, Diplomacy +6, Gather Information +6, Intimidate +6) [6PP]

Immunity 30 (Fortitude effect) [30PP]

Protection 6 (superior vampiric fortitude; Extra: Impervious) [12PP]

Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Vampiric Influence 5 (10 points; PF: Alternate Power) [11PP]

BE: Enhanced Charisma 10 (Vampiric Presence; to 24/+7) {10/10}

AP: Mind Control 10 (Vampiric Domination; Flaw: Sense-Dependent [sight]) {10/10}

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:


ATTACK       RANGE        SAVE                        EFFECT

Unarmed      Touch        DC 17 Toughness (Staged)    Damage (Physical)

Strike       Touch        DC 22 Toughness (Staged)    Damage (Physical), crit 18-20

Fire Bolts   70 ft        DC 22 Toughness (Staged)    Damage (Energy), Area (Cone, Targeted)

Domination   Perception   Contested +10 vs. Will      Controlled

Totals: Abilities (6) + Combat (22) + Saving Throws (8) + Skills (13) + Feats (25) + Powers (86) - Drawbacks (10) = 150/150 Power Points

 


 

     Another Vampire: the Masquerade-esque builds, this time based on the Ventrue clan. For those wondering why I chose Richard Branson for the pic: in addition to actually being something of a Wealthy Thrillseeker, Branson has said that, if a biopic were to be made of his life, he'd want Robert Pattinson to portray him.

     Like Branson, this fellow doesn't have much business sense, but is extremely good at connecting with people. That ability, along with his spirit for adventure, lead him towards some heroic work, first providing materials for heroes (providing jets for fledgling hero groups, funding them through donations hidden in his humanitarian works), and later more directly, with some gauntlets like Chase Stein's Fistigons (they shoot short controlled jets of flame, or he can focus them downward/backward for prodigious leaps) and some rad shades. Unfortunately, one particular business deal proved exceedingly difficult when the head of the rival company proved inhumanly stubborn and set in his ways, and he stopped by one night to show just how inhuman he was. Fortunately for our hero, vampires burn quite readily, so before his new would-be master could exert full control over him the hero attacked and destroyed him. Now he's on his own, with strange new powers (most of which have made him even more of a media darling, despite the new hours he must keep), terrible new hungers (which his vampirically-amplified facility for connecting with others has made quite easy to obtain), and little clue where to look for answers. Not that not having answers has ever stopped him before! So he continues on, fighting the good fight (to the mild irritation of the more driven heroes who do it for more than just kicks, though even they are starting to see him in a better light), against mundane criminals, supervillains, and other vampires.

Edited by Dr Archeville
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Image result for Jean Grey x-men 3

Character Name: Vampire Psion

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defense/+2 Toughness (both post- and pre-vamp)

 


 

Abilities: (-2) + 0 + (-10) + 2 + 4 + 2 = -4PP

Strength: 8 (-1)

Dexterity: 10 (+0)

Constitution: ---

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative +4

Attack +4, +10 Telekinesis

Grapple +2, +6 or +20 Telekinesis

Defense +8/+4 (+4 Base, +4/+0 Shield), +2 Flat-Footed

Knockback -8/-4, -4 Flat-Footed

  • -4/-0, -0 Flat-Footed vs. blessed/holy, fire, or magic


Saving Throws: 4 + 8 = 12PP
Toughness +12/+4 (+4 Protection [imp 4], +8/+0 Force Field), +4 Flat-Footed

 

 

  • +8/+0 (+8/+0 Force Field), +0 Flat-Footed vs. blessed/holy, fire, or magic

Fortitude ---

Reflex +4 (+0 Dex, +4)

Will +10 (+2 Wis, +8)

 

Skills: 36R = 9PP

Concentrate 5 (+7)

Notice 10 (+16)

Search 11 (+12)

Sense Motive 10 (+16)

 

Feats: 6PP

Attack Specialization (Telekinesis) 3

Improved Initiative

Trance

Ultimate Save (Will)

 

Powers: 1 + 2 + 3 + 11 + 30 + 4 + 28 + 3 + 7 + 8 + 11 + 10 + 3 = 121PP

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Enhanced Skills 8 (Vampiric Awareness; Notice +4, Sense Motive +4) [2PP]

Flight 1 (telekinetic flight; 10 MPH / 100 ft per Move Action; PF: Subtle) [3PP]

Force Field 8 (Extras: Linked [shield]; Flaw: Limited [Dodge Bonus]) {4} + Shield 4 (Extras: Linked [Force Field]; PFs: Selective, Subtle, Variable Descriptor) {7} (Dodge, Parry, Precognition, Telekinesis, Telepathy) [4+7 = 11PP]

Immunity 30 (Fortitude effect) [30PP]

Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

Psionics 12 (24PP Array, PFs: Alternate Power 4) [28PP]

BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {24/24}

AP: Blast 7 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 7 [Total 14], Precise, Subtle, Variable Descriptor [fire/force]) {24/24}

AP: Mind Control 7 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {23/24}

AP: Move Object 7 (Telekinesis; Str 35, Hvy Load 1.5 tons; Extra: Range [Perception]; PFs: Precise, Subtle)) {23/24}

AP: Stun 7 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor) {24/24}

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Super-Senses 7 (Vampiric Senses; accurate for all hearing [4]; scent [acute for olfactory], ultra-hearing, uncanny dodge [auditory]) [7PP]

Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Medium (Blood)], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP]

Telepathy 5 (10PP Array; PF: Alternate Power) [11PP]

BE: Communication 5 (Mental, 5 miles; Extras: Linked [Comprehend, Mind Reading]; PF: Subtle) {6} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {6+2+2=10/10}

AP: Mind Reading 7 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {8/10}

Vampiric Psionic Enhancement 4.5 (+9 points; PF: Alternate Power [Mental Transform]) [10PP]

Vampirically Enhanced Psionics said:
Psionics 16.5 (33PP Array, PFs: Alternate Power 5) [37PP]
BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33}

AP: Blast 10 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 9 [Total 19], Precise, Split Attack, Subtle, Variable Descriptor [fire/force]) {33/33}

AP: Mental Transform 10 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception]; Flaw: Action [Full]; PFs: Precise, Subtle) {32/33}

AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {32/33}

AP: Move Object 10 (Telekinesis; Str 50, Hvy Load 12 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {33/33}

AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor) {33/33}

Vampiric Telepathic Enhancement 1 (+2 points; PF: Alternate Power [Telekinesis]) [3PP]

Vampircally Enhanced Telepathy said:
Telepathy 6 (12PP Array; PF: Alternate Power 2) [14PP]
BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {8+2+2=12/12}

AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/12}

AP: Move Object 2 (Telekinesis; Str 10, Hvy Load 100 lbs.; Extras: Damaging, Range [Perception]; PFs: Precise, Subtle) {10/12}

 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 

DC Block:

ATTACK                         RANGE         SAVE                       EFFECT

Unarmed                        Touch         DC 14 Toughness (Staged)   Damage (Physical)

Domination                     Perception    Contested +10 vs Will      Controlled

Memory Alteration              Perception    DC 20 Will                 Transform

Mind Probe                     Perception    Contested +10 vs Will      Mind Reading

Pain/Sleep                     Perception    DC 20 Will (Staged)        Dazed/Stunned/Unconscious

Telekinesis                    Perception    Grapple                    Pinned/Bound

Telekinetic Blast              Perception    DC 25 Toughness (Staged)   Damage (Energy)

Telekinesis (Thrown Object)    Ranged        DC 25 Toughness (Staged)   Damage (Physical)

Abilities (-4) + Combat (14) + Saving Throws (12) + Skills (9) + Feats (6) + Powers (123) - Drawbacks (10) = 150/150 Power Points

 


 

     More Vampire: the Masquerade-esque builds, this time based on the Tremere clan, Shaen's PL 7 Psion and PL 10 Psion.

     Young Tabitha had always had an active imagination. She'd complain about people fighting when there was no one around, or of hearing people say things they did not (though, if later asked, it was what they were thinking). A troublemaker, too, burning her mother's good brooms and rearranging her dad's advertising pitches, though she protested it wasn't her, it was her imaginary friend. Concern won out over irritation in her parents' hearts, though, which is why she was taken to see a meta-physician, and they realized their child was a powerful psion. (She was, in fact, a Psion, or rather a distant cousin of them, who through genetic lottery inherited naturally the psychic power-granting genes her infamous 'Uncle Arthur' had worked for decades to bring out in his children and grandchildren.) Her parents arranged for a number of specialists to work with her over the years to gain control of her powers; she was even visited several times by Adrian Eldrich and Sofia Crus (who'd hoped she was the reincarnation of the Scarab). When she was old enough she went to Claremont. One night, as she was exploring the city of Freedom (much bigger than the suburbs she'd come from!), she checked out the Pinnacle Path organization, seeing it its claims of "achieving their potential through hard work, introspection, and dedication to a higher ideal."

     That's when the vampire, drawn to the building for some easily duped snacks, but drawn to the blazing beacon of psychic power within her, attacked and brought her into his clan. But her mind burned through the unholy domination, then through the vampire's unliving body, and she fled, not daring to return to Claremont for fear of what she might do to her friends. Summers (both old and new) eventually found her, and brought Eldrich in to help her master her dread powers and terrible hungers, and remind her of all the good she can do even in her condition. Now she's going to make sure no one else falls to the predations of the undead.

     So many powers! Her vampiric nature did weaken one ability -- now she can only see the past by tasting the blood of the persons involved (like Avenger does) -- but all her other psychic abilities were vastly enhanced. If her Vampiric enhancements should somehow be stripped, she's still a solid PL 7; if her Psionic abilities are somehow nullified, she only hit PL 4 defense/toughness caps (and barely a 2 for Attack/Damage!), but still has enough Vampiric Mental mojo (9PP in Psionics, 2PP in Telepathics) to get off a Mental Transform 3 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous], Mental, Range [Perception]; Flaws: Action [Full]) [9PP] -- or stunt a Mental Transform 9 (Memory Alteration; Extras: Alternate Save [Will], Mental, Range [Perception]; Flaws: Action [Full], Sense-Dependent [sight]) [9PP] -- or Move Object 1 (Str 5, Hvy Load 50 lbs; manifests as blood red energy tendrils) [2PP], which could be enough to switch off the control for the PsiShackles or make the guard think he's re-locked the holding cell. Unlike AA's Psionic Vampire, she does not use TK to shield herself from the sun's rays; I can see that working with many forms of force field/energy manipulation (like a Darkness Controller, or even a vamped Light Controller), but I don't see it working for someone whose telekinetic force and force fields are completely invisible.

Edited by Dr Archeville
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Character Name: Vampire Weather Controller

Power Level: 10 (150/150PP)

Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness (-1 Attack / +1 Damage and +1 Defense / -1 Toughness pre-vamp'd)

 

Abilities: 0 + 4 + (-10) + 0 + 4 + 2 = 0PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: ---

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +4, +6 Weather

Grapple: +4, +2 to +20 w/ 'Air Control'

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

Knockback: -8, -4 without Force Field; -4, -0 w/out FF vs. blessed/holy, fir, or magic

 

Saving Throws: 3 + 5 = 8PP

Toughness: +12 [Imp 4] (+4 Protection [Imp 4], +8 Force Field), +4 [Imp 4] w/out Force Field+8, +0 w/out Force Field vs. blessed/holy, fire, or magic

Fortitude: ---

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

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

 

Skills: 40R = 10PP

Bluff 9 (+10)

Concentration 8 (+10)

Handle Animal 0 (+9)

Language 1 (English, Russian [native])

Notice 6 (+12)

Search 0 (+4)

Sleight of Hand 8 (+10)

Stealth 8 (+10)

 

Feats: 8PP

Attack Specialization (Weather)

Dodge Focus 4

Environmental Adaptation (Stormy Weather)

Power Attack

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

 
 

Powers: 4 + 1 + 1 + 4 + 6 + 8 + 30 + 4 + 3 + 4 + 3 + 12 + 38 = 118PP

 

Comprehend 2 (animals 2) [4PP]

 

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

 

Enhanced Feats 1 (Animal Empathy) [1PP]

 

Enhanced Skills 16 (Handle Animal +8, Notice +4, Sense Motive +4) [4PP]

 

Flight 3 (50 MPH / 500 feet per Move action) [6PP]

 

Force Field 8 (5 pre-vamping) [8PP]

 

Immunity 30 (Fortitude effect) [30PP]

 

Protection 4 (Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

 

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [Blood]) [3PP]

 

Super Senses 4 (danger sense [tactile], wind sense [tactile sense, ranged] [2], uncanny dodge [tactile]) [4PP]

 

Super-Senses 3 (Vampiric Senses; infravision, scent [acute for olfactory], ultra-hearing) [3PP]

 

Vampirically Enhanced Weather Control 4 (+8 points; PFs: DAP 2 [Feature, Selective Environmental Control]) [12PP]

 

Weather Control 12 (24 points; PFs: Dynamic, Dynamic Alternate Power 6, Variable Descriptor [weather]) [38PP]

DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (icy/wet surfaces), Heat, Light [ball lightning], Reduced Visibility (rain/sleet/snow), Wind] in a 5 to 250 ft. radius) {4-24, 0-20 left}

 

DAP: Blast 1-8 (lightning or other weather; PFs: Indirect 2) {4-18, 6-20 left}

 

DAP: Blast 1-7 (mini-blizzard or other weather; Extra: Area [5-35-ft. Burst, General]) {3-21, 3-21 left}

 

DAP: Dazzle 1-7 (thunderstroke or other weather, auditory & visual; Extras: Area [5-35-ft. Burst, General]) {3-21, 3-21 left}

 

DAP: Move Object 1-8 ('Air Control,' Str 5-40, Hvy Load 50 lbs. - 3 tons; Extra: Range [Perception]) {3-24, 0-21 left}

 

DAP: Obscure 1-6 (intense thunderstorm or other weather; auditory, olfactory and visual; 5-250 ft.) {4-24, 0-20 left}

 

DAP: Stun 1-8 (heatstroke or other weather; Extras: Alt Save [Fort], Range [Ranged]) {3-24, 0-23 left}

 
 

 

Quote

 

Vampirically Enhanced Weather Control 16 (32 points; PFs: Dynamic, Dynamic Alternate Power 8, Variable Descriptor) [50PP]

DBE: Environmental Control 1-8 (4 points worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Reduced Visibility (Rain/Sleet/Snow), Wind] in a 5 to 1,000 ft. radius) {4-32, 0-28 left}

 

DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Reduced Visibility (Rain/Sleet/Snow), Wind] in a 5 to 250 ft. radius; Extra: Selective Attack; PF: Precise) {6-31, 1-26 left}

 

DAP: Blast 1-14 (lightning or other weather; PFs: Indirect 2) {4-28, 4-28 left}

 

DAP: Blast 1-10 (mini-blizzard or other weather; Extra: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}

 

DAP: Dazzle 1-10 (thunderstroke or other weather, auditory & visual; Extras: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}

 

DAP: Feature 0 or 7 (mitigates sunlight weakness) {0 or 7, 25 or 32 left}

 

DAP: Move Object 1-10 ('Air Control,' Str 5-50, Hvy Load 50 lbs. - 12 tons; Extra: Range [Perception]) {3-30, 2-29 left}

 

DAP: Obscure 1-8 (intense thunderstorm or other weather; auditory, olfactory and visual, 5-1,000 ft.) {4-32, 0-28 left}

 

DAP: Stun 1-14 (heatstroke or other weather; Extras: Alt Save [Fort], Range [Ranged]) {3-32, 0-29 left}

 

 

 
 

Drawbacks: (-3) + (-7) = -10PP

Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp)

 

Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp)

 

Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp)

 
 

DC Block:

ATTACK                         RANGE        SAVE                                EFFECT
Unarmed                        Touch        DC 15 Toughness (Staged)            Damage (Physical)
Air Control                    Perception   Grapple                             Pinned/Bound
Air Control (Thrown Object)    Perception   DC 16-25 Toughness (Staged)         Damage (Physical)
Blizzard                       Ranged       DC 11-20 Reflex                     Area
                                           DC 11-20/10-15 Toughness (Staged)   Damage (Energy)
Heatstroke                     Ranged       DC 11-24 Fortitude (Staged)         Stun
Lightning                      Ranged       DC 16-29 Toughness (Staged)         Damage (Energy),
                                                                                Indirect 2
Thunderstroke                  Ranged       DC 11-20 Reflex                     Area
                                           DC 11-20/10-15 Reflex/Fort          Blinded & Deafened

 
 

Totals: Abilities (0) + Combat (16) + Saving Throws (8) + Skills (10) + Feats (8) + Powers (118) - Drawbacks (10) = 150/150 Power Points

 

 

     The last (for now) in my series of Vampire: the Masquerade-esque builds, this time based on the Tzimisce clan (specifically, the ones who practice Koldunic Sorcery instead of Vicissitude). And bits from AA's Vampire Mystic, his Weather Controller, and from Shaen's Thrude.

     Growing up in one of the smaller cities in western Russia can be difficult unless you've got lots of connection, but she had none. Orphaned at an early age by an avalanche on Mount Narodnaya (the highest peak in the Ural Mountains) and slipping through the cracks of the adoption system, she grew up on the streets, eking out what meager existence she could. Shortly after she hit puberty, strange things began to happen in the city, unexplained gusts of wind, sudden downpours, freakishly long periods of sunny days. It was soon discovered she could influence the weather -- those who knew her cared not how, not that they could afford to get her tested for Metahuman abilities anyway -- and she soon became quite popular among the city, helping keep the weather pleasant for the many farmers on the outskirts of town. In time word of her abilities reached Duncan Summers, who offered her a place at Claremont, but she refused, being quite happy to help her struggling home. They parted on good terms, and she continued helping around the city, receiving whatever food and shelter she wished for in return.
     Eventually she received another visitor, a being of inhuman, almost alien beauty, who claimed to have known her parents. He (it?) told her they had been kolduny, sorcerers, who had tried (along with others) to summon great elemental power to aid their home, but failed and died for their efforts. But the power was not lost: it had flowed into her; her powers were magical, not mutant. "I can help you tap into the power within your blood," the figure promised, "if you permit me."
     And so the young woman was turned into a vampire. The mystical power of the vampiric blood combined with her sire's teachings vastly enhanced her elemental powers, as well as her senses and connection to the animals of the world. But she quickly realized her master saw humans as nothing but playthings, experimental subjects, and food, and had been doing so for centuries. (She did not learn that it interrupted the ritual and killed her parents and their fellow kolduny, intending for the power to flow into itself, and had been watching her all her life.) One dark and stormy day she fled while it slept, and made her way to America, to find Duncan Summers and others who would help her free her home village from the monster that had secretly lorded over it for far too long.
     The environment is yours to command -- divide & conquer! In life, she had Immunity 2 (cold, heat) (and Con 12), but that got subsumed into the Immunity (Fort effects); her Force Field is using winds or sudden falls of hailstones to blocks attacks, or even lightning bolts to blast missiles out of the sky! Like AA's Psionic Vampire, she uses her weather control powers to keep the sunlight off her by making it cloudy/overcast wherever she is; unlike AA's build, she's actually consciously using her powers to do so, which means she won't have her full Weather Control Array available while in sunlight (unless she wants to burn!), and won't be protected if prevented from using her powers (like if she's dazed or stunned). Should her Vamp powers somehow be negated, she's still a solid PL 7; if her non-vamp powers are somehow nixed, she's still PL 6 defensively, and can do 8 points' worth of Selective Environmental Control (or enough to mitigate her Weakness to sunlight and find shelter!).
Edited by Dr Archeville
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tumblr_pp0g1mGJ311ru4ne0o1_400.jpg

Quote
"It's a FAAAAKE!"


Character Name: Poseur Mage
Power Level: 10 (150/150PP)
Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness

 



Abilities: 0 + 2 + 0 + 10 + 6 + 8 = 26PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 18 (+4)

Combat: 8 + 8 = 16PP
Initiative: +5
Attack: +4, +8 with Staff, +12 w/ Arcane Arrows
Grapple: +4
Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed
Knockback: -6, -2 flat-footed; -11, -4 flat-footed w/ Invulnerability

Saving Throws: 6 + 5 + 3 = 14PP
Toughness: +12 (+0 Con, +4 Protection, +8 Force Field); +4 flat-footed [imp 10 w/ "Invulnerability"]
Fortitude: +8 (+0 Con, +6, +2 Staff) [imp 8 w/ "Invulnerability"]
Reflex: +8 (+1 Dex, +5, +2 Staff), Evasion 2
Will: +8 (+3 Wis, +3, +2 Staff) [imp 8 vs. Mental w/ "Invulnerability"]

Skills: 80R = 20PP
Bluff 12 (+16) SM
Concentration 12 (+15)
Diplomacy 4 (+8)
Gather Information 12 (+16) SM
Knowledge (arcane lore) 5 (+10)
Knowledge (history) 5 (+10)
Knowledge (theology and philosophy) 5 (+10)
Language 2 (English [native], Greek, Latin)
Sleight of Hand 14 (+15) SM
Stealth 9 (+10) SM

Feats: 12PP
Attack Specialization (Staff of Power) 2
Connected
Dodge Focus 2
Equipment 2
Fascinate (Bluff)
Second Chance (Concentration checks)
Skill Mastery (Bluff, Gather Information, Sleight of Hand, Stealth)
Speed of Thought
Well-Informed

Equipment 10 EP

Headquarters
Apartment Sanctorum
Size: Medium; Toughness: 15; Features: Communications, Concealed, Laboratory, Library, Living Space, Security System, Workshop
Cost: 1+2+7 = 10 EP equipment points



Powers: 12 + 20 + 30 = 62PP


Device 3 (Aegis Amulet, 15 points; Flaw: Hard to Lose) [12PP]

Enhanced Feats 2 (Evasion 2) [2PP]

Force Field 8 [8PP]

Protection 4 (PF: Subtle) [5PP]

2+8+5 = 15/15


Device 5 (Ghost Cloak, 25 points; Flaw: Hard to Lose) [20PP]

Ghost Cloak 12.5 (25 points; PF: Alternate Power; Drawback: Action [Move to change Array]) [25PP]
BE: Concealment 4 (all visual senses; Flaw: Blending; PF: Close Range) {5} + Insubstantial 4 (incorporeal, affected by magic) {20) {5+20=25/25}

AP: Teleport 7 (700 ft./200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Turnabout) {25/25}


Device 10 (Staff of Power, 50 points; Flaws: Easy to Lose) [30PP]

Enhanced Fortitude Save 2 (lucky) [2PP]

Enhanced Reflex Save 2 (lucky) [2PP]

Enhanced Will Save 2 (lucky) [2PP]

Environmental Control 3 (light 2 [sunlight], 25 ft. radius; Flaw: Range [Touch]) [3PP]

Magic 13 (26 points; PFs: Alternate Power 7) [33PP]
BE: Blast 12 (lightning; PFs: Indirect 2) {26/26}

AP: Blast 9 (fireball; Extra: Area [45-ft. Burst, General]; Drawback: Reduced Range [5 90-ft. increments]) {26/26}

AP: Blast 7 (arcane arrows; Extra: Autofire; PFs: Accurate 2, Affects Insubstantial 2, Homing) {26/26}

AP: Drain Strength 12 (enfeeblement; Extra: Range [Ranged]; PFs: Slow Fade 2 [1pp per 5 Minutes]) {26/26}

AP: Impervious Fortitude 8 (Invulnerability; note: Active Sustained effect; Extras: Linked [impervious Toughness, Impervious Will]) {8} + Impervious Toughness 10 (note: Active Sustained effect; Extras: Linked [impervious Fortitude, Impervious Will]) {10} + Impervious Will 8 (note: Active Sustained effect; Extras: Linked [impervious Fortitude, Impervious Toughness]; Flaw: Limited [Mental Effects]) {4} {8+10+4=22/26}

AP: Paralyze 9 (Hold; Extra: Range [Ranged]; Drawback: Reduced Range [5 90-ft. increments]) {26/26}

AP: Strike 10 (supernatural cold; Extras: Area [100-ft. Cone, General], Linked [snare]; Flaw: Action [Full]) {10} + Snare 10 (Extras: Area [100-ft. Cone, General], Linked ; Flaw: Action [Full]) {10} {10+10=20/26}

AP: Strike 10 (lightning; Extras: Area [100-ft. Line, General], Penetrating 5) {25/26}

Shield 2 (lucky) [2PP]

Strike 2 (staff strike; PFs: Improved Critical 2, Improved Trip, Mighty) [6PP]

2+2+2+3+33+2+6 = 50/50

 


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


DC Block:

 

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Staff Strike Touch DC 17 Toughness (Staged) Damage (Physical), crit 18-20
Arcane Arrows Ranged DC 22 Toughness (Staged) Damage (Energy), Autofire,
Affects Insub 2, Homing
Cone of Cold 100 ft DC 20 Reflex Area (100-ft Cone)
DC 20/15 Toughness (Staged) Damage (Energy)
DC 20 Reflex Area (100-ft Cone)
DC 20/15 Reflex (Staged) Snare
Enfeeblement Ranged DC 22 Fort (Staged) Drain STR
Fireball Ranged DC 19 Reflex Area (45-ft. Burst)
DC 24/19 Toughness (Staged) Damage (Energy)
Hold Ranged DC 19 Will (Staged) Paralyze
Lightning v1 Ranged DC 27 Toughness (Staged) Damage (Energy); Indirect 2
Lightning v2 100 ft DC 20 Reflex Area (100-ft Line), Penetrating
DC 25/20 Toughness (Staged) Damage (Energy)


Totals: Abilities (26) + Combat (16) + Saving Throws (14) + Skills (20) + Feats (12) + Powers (62) - Drawbacks (0) = 150/150 Power Points

 

 



     Once there was an anthropology student, working away on dusty digs as an intern, when he found something. It was a small something -- a trinket, really -- but it was a real, bona fide Atlantean magical artifact. One lead him to another, and another, and another; he quickly burnt through his savings, whatever he could beg from family and friends (those who'd still talk to him through his growing monomania), but he knew he was on the right track to something big, something that'd blow the lid off academia! After years of searching, he finally found a staff, a cloak, and an amulet of phenomenal power, artifacts that would make him famed throughout the world... or very, very wealthy. "I've earned it," he thought, "hadn't I? All the scrimping and saving, all those unsavory 'favors' I'd had to do, all the favors I now owed to people I'd really rather not ever see again..."
     And then the epiphany hit. There was power in these items, yes, and they could be used for great fame. Or for great good. He realized the edge he'd been teetering on, but pulled back before toppling over. He knew there were some nasty folks out there, and nasty things that looked like folks but weren't, and he had to make sure items like these didn't fall into their hands. He came up with a costume, an ostentatious outfit that'd draw attention to his new persona (and away from the scrawny intern who [almost] got in too deep, and still had many bridges to re-build).
     He's not a magician himself -- he long ago found out he lacks whatever 'spark' is necessary to work magic oneself -- but he does know a lot about magic, from an academic/theoretical point of view. His main thing is the three potent Atlantean magical items he found, the Aegis Amulet, the Ghost Cloak, and the Staff of Power. (These are most surely not their original names -- he's still translating those as he studies them and learns what all they can do -- but they work for his purposes.) He puts on the air of being a true wizard, for fear of being looked down on by true practitioners (which is not an unfounded fear, but he tries not to let it get to him), and the breadth and potency of the effects the three items can generate certainly helps him with the ruse (at least among the uninitiated); those who do know the source of his powers (but not the rest of his past) see him as something of a charlatan and glory hound, albeit a very well-meaning one. There's another very good reason to keep the true source of his abilities secret: the Atlanteans might want their cultural treasures back!
     This character is based on The Magican, a member of Tarot, one of the premiere villain organizations in Jack Butler's Global Guardians Universe play-by-email game (see more here). (This is probably the only thing from that setting, which I played in for about six months before coming here, that I'm going to port in. Interestingly, the player for that char used this pic for him, the same pic which appears in the M&M 2E Core Rulebook near the Magic power!) Relying on items for one's powers is far from rare: Battlesuits and Gadgeteers do it all the time, though it is rarer to see it in mystical form; among the PCs here, Crow has made a good go at it. Masking one's artificial powers as natural is also nothing new -- in Marvel's comics, Jackpot and Patriot both masked their drug-derived powers as naturally inherent ones -- and can be a fine source for Complications. There is of course loads of room for customization here, both in the form of the Devices (maybe the amulet's a ring, or a bracelet, or maybe the staff is a wand) and in what powers the Devices grant (this staff is based more on the Staff of Power, a magic item from Dungeons & Dragons, but there are lots of ways you can go). Skills are also a place for customization; as he is now, he's a great con-man (with the high & Skill Mastery'd Bluff and decent Diplomacy), but scares as easily as a Bystander (due to no Intimidate or Sense Motive to resist it)!
     Try not to lose your gear -- without it you're barely PL 3! Subtle is on the Amulet's Protection because otherwise Device-based Protection is Noticeable; the Amulet will glow when the Evasion or Force Field is used.

 

 

Edited by Dr Archeville
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tumblr_pp0g46tCa91ru4ne0o1_400.png

Character Name: Scion, Atlantean Powerhouse

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness (+1 Attack / -1 Damage & +1 Defense / -1 Toughness as a PL 7 without his Force Armor)

 


 

Abilities: 12 + 8 + 12 + 2 + 4 + 6 = 44PP

Strength: 34/22 (+12/+6), effective Str 69 or 27

Dexterity: 18 (+4)

Constitution: 22 (+6)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4, +8 Melee

Grapple: +27, +15 w/out Force Armor

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

Knockback: -11, -3 without Force Armor

 

Saving Throws: 1 + 3 + 4 = 8PP

Toughness: +12 [imp 10] (+6 Con, +6 Force Field), +6 without Force Armor

Fortitude: +10/+7 (+6 Con, +1, +3 Armor)

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

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

 

Skills: 32R = 8PP

Acrobatics 6 (+10) SM

Diplomacy 2 (+5)

Knowledge (Technology) 4 (+5)

Intimidate 2 (+5) SM

Language 1 (Atlantean [native], English)

Notice 8 (+10) SM

Ride 1 (+5)

Survival 8 (+10) SM

Swim 0 (+12/+6)

 

Feats: 11PP

Attack Focus (melee) 4

Dodge Focus 4

Environmental Adaptation (underwater)

Power Attack

Skill Mastery (Acrobatics, Intimidate, Notice, Survival)

 

Powers: 7 + 2 + 3 + 45 + 2 + 2 + 2 = 63PP

Atlantean Movement 3 (6 points; PF: Alternate Power) [7PP]

BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6)

AP: Leaping 3 (x10; running long jump 220/160 feet, standing long jump 110/80 feet, vertical jump 55/40 feet) {3} + Speed 3 (50 mph / 500 feet per Move action) {3} {3+3=6/6}

Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP]

Immunity 3 (breathe normally underwater, cold, high pressure) [3PP]

Force Armor Container 9 (45 points, Sustained) [45PP]

Enhanced Fortitude Save 3 {3}

Force Field 6 {6}

Enhanced Strength 12 (to 34/+12) {12}

Immunity 2 (heat, radiation) {2}

Impervious Protection 10 {10}

Super-Strength 6 (effective Str 69, Hvy Load 44.8 tons) {12}

3+6+12+2+10+12 = 45/45

Regeneration 4 (+3 recovery bonus [+9 total], disabled 1 [5 hours]; Flaw: Source [water]) [2PP]

Super-Senses 2 (tremorsense [ranged tactile]) [2PP]

Super-Strength 1 (effective Str 27, Hvy Load 1,040 lbs.) [2PP]

 

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

 

None

DC Block:


ATTACK      RANGE     SAVE                           EFFECT

Unarmed     Touch     DC 27/21 Toughness (Staged)    Damage (Physical)

Totals: Abilities (44) + Combat (16) + Saving Throws (8) + Skills (8) + Feats (11) + Powers (63) - Drawbacks (0) = 150/150 Power Points


     As you may have already figured out from the pic and powers, this is the son of Namor the Sub-Mariner and Susan Storm, a character I'd made years ago for a pbp Marvel game set ~30 years in the future (which fell apart before the first session started). Rather than gain a mix of invisibility & force fields (since invisibility is useless in an environment where everyone uses sonar or tremorsense), he gained the ability to generate force-armor (like Armor or Unuscione) that boosts his strength and resilience. (The pic was done by one of the other players, but I cannot recall who!)

     The closest analogues to those characters in Freedom City would be Sea King (Theseus, the current King of Atlantis, son of Siren I and Prince [later King] Thallor and father of Thetis [Nereid]) and Tesla Atom (who, in 2011, is 25 years old), though a pairing between some as-yet-unrevealed son of Theseus (Nereid's secret half-brother?) and Tess Atom might work better. Alternatively, he could be a regular Atlantean mutated by exposure to chemical or radioactive wastes dumped into the ocean, perhaps off the island HQ of Invisible, Inc.. He has some training as a diplomat, but is very much the Avenging Son's son, rushing in with mighty fists that pound like the ocean's waves!

     Like AA's Atlantean and Deep One, he lacks the Favored Environment feat, because it is not a good feat; since PL caps are something you build up to, Favored Environment (Underwater) wouldn't make him a better combatant underwater, it'd make him a worse combatant on land! But Environmental Adaptation is a good choice, since it means he won't be struggling with the penalties for being underwater his air-breathing, land-dwelling cousins would! Also helping him is that he heals slightly faster underwater; future points could go to increasing this to make him even more of a challenge when under the waves! With his Force Armor up, he's PL 10, but even with it down he's a solid PL 7. I did not give him any aquatic Drawbacks (vulnerability to heat attacks, weakness to not being submerged) as I figured his freakish hybrid heritage (or tinkering by Atlantean sorcerers and/or scientists) removed those, but you could certainly add them back in to get more points (for more Diplomacy, or more Intimidate & Startle, some combat feats, more Regeneration, a Flight AP off his Atlantean Movement Array, an electrical Blast AP for his Armor's Enhanced/Super-Str, and so on).

Edited by Dr Archeville
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Character Name: Biomancer

Power Level: 10 (150/150PP)

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

 


 

Abilities: 6 + 6 + 12 + 6 + 6 + 6 = 42PP

Strength: 38/16 (+14/+3)

Dexterity: 16 (+3)

Constitution: 22 (+6)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 12 + 8 = 20PP

Initiative: +3

Attack: +6, +8 Biomancy

Grapple: +20 (w/ Enhanced Str or with Move Object) or +9

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

Knockback: -11, -6 w/out Body Toughening, -3 without Body Toughening or Shapeshifting

 

Saving Throws: 0 + 2 + 5 = 7PP

Toughness: +12 [imp 10] (+6 Con, +6 Force Field [imp 5] + Imp 5 from Shapeshifting), +6 [up to Imp 5] w/out Body Toughening

Fortitude: +12/+6 (+6 Con, +0, +6 Body Toughening)

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

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

 

Skills: 40R = 10PP

Concentration 7 (+10)

Intimidate 7 (+10)

Knowledge (Arcane) 7 (+10)

Knowledge (Theology & Philosophy) 7 (+10)

Language 5 (English [native], German, Greek, Hindi-Urdu, Irish Gaelic, Latin)

Medicine 7 (+10)

 

Feats: 5PP

Attack Specialization (Biomancy)

Dodge Focus 4

 

Powers: 52 + 2 + 4 + 9 + 5 = 72PP

Biomancy 24.5 (49 points; PFs: Alternate Power 3) [52PP]

BE: Enhanced Fort Save 6 (body toughening) {6} + Enhanced Strength 22 (body toughening; to 38/+14; PF: Variable Descriptor [bludgeoning/piercing/slashing]) {22} + Force Field 6 (body toughening; Extra: Impervious 5) {11} + Immunity 9 (body control; cold, heat, poison, pressure, sleep, starvation/thirst, suffocation 2, vacuum; Active Sustained effect) {9} {6+23+11+9=49/49}

AP: Healing 12 (healing; Extras: Restoration, Total; PF: Regrowth) {49/49}

AP: Mind Control 8 (meat puppets; Extras: Conscious; Flaw: Limited [Physical Puppeteering; see below]; PF: Mental Link) {17} + Move Object 10 (meat puppets; Str 50; Extras: Damaging, Range [Perception]; Flaw: Limited [Organic creatures Only, see below]; PFs: Precise, Subtle) {32} {17+32=49/49}

AP: Transform 12 (flesh sculpting; any living into any living [5/rank]; Flaws: Range [Touch]; PF: Precise) {49/49}

Immunity 2 (aging, disease) [2PP]

Regeneration 4 (Recovery Bonus +3 [+9 total], Disabled 1 [5 hours]) [4PP]

Shapeshift 1 (minor body shifts; 5 points; Extra: Duration [Continuous]) [9PP]

Spoiler

Additional Limbs 3 (living hair; 5 'tendrils'; Sustained Duration) {3} + Elongation 2 (10 feet) {2} {3+2=5/5}

Anatomic Separation 1 (detachable, remote-controlled hand or head; Extra: Variable Split) {3/5}

Concealment 2 (body heat control; infravision; Flaw: Blending; PF: Close Range) {2/5}

Concealment 2 (chameleon skin; vision; Flaw: Blending; PF: Close Range) {3/5}

Elongation 2 (armbone extensions; 10 feet; Flaw: Limited [arms]) {1} + Running 1 (legbone extensions; 10 mph / 100 feet per Move action) {1} {1+1=2/5)

Enhanced Feats 1 (Environmental Adaptation [underwater]) {1} + Immunity 3 (breathe normally underwater, cold, high pressure) {3} + Swimming 1 (2.5 mph / 25 feet per Move action) {1} {1+3+1=5/5}

Enhanced Feats 1 (Startle) {1} + Enhanced Skills 12 (Intimidate +12 [+17 total]) {4} {1+4=5/5}

Enhanced Skills 12 (heightened senses; Notice +12 [+15 total]) {3} + Super-Senses 2 (extended [100 ft. increment] for vision, low-light vision) {2} {3+2=5/5}

Flight 4 (wings; 100 mph / 1,000 feet per Move action; Flaw: Gliding; PF: Subtle) {5/5}

Impervious Toughness 5 (thick, scaly hide) {5/5}

Insubstantial 1 (boneless) {5/5}

Morph 2 (appearance & scent manipulation; any humanoid, +10 disguise; PFs: Covers Scent, Precise; Drawback: Action [Move]) {5/5}

Speed 1 (muscular serpentine body; 10 mph / 100 feet per Move action) {1} + Super-Movement 1 (slithering) {2} + Super-Strength 1 (effective Str 21) {2} {1+2+2=5/5}

Strike 4 (big, big fist; PF: Mighty) {5/5}

Super-Movement 2 (swinging, wall-crawling) {4} + Super-Senses 1 (spider eyes; radius for vision) {1} {4+1=5/5}

Super-Senses 4 (hound's nose; scent [acute for olfactory; enhancements: tracking 3 {move all-out}]) {4/5}

Super-Senses 5 (Feel Magic; detect magic 3 [tactile; enhancements: analytical, ranged]) [5PP]

 

Drawbacks: (-2) + (-2) + (-2) = -6PP

Vulnerability (cold; common, minor [+1 DC], -2PP)

Vulnerability (electricity; common, minor [+1 DC], -2PP)

Vulnerability (fire; common, minor [+1 DC], -2PP)

 

DC Block:


ATTACK                         RANGE        SAVE                          EFFECT

Unarmed                        Touch        DC 29/18 Toughness (Staged)   Damage (Physical)

Body Control                   Perception   Contested +8 vs. Will         Controlled

Telekinesis                    Perception   Grapple                       Pinned/Bound

Telekinesis (Thrown Subject)   Ranged       DC 25 Toughness (Staged)      Damage (Physical)

Totals: Abilities (42) + Combat (20) + Saving Throws (7) + Skills (10) + Feats (5) + Powers (72) - Drawbacks (6) = 150/150 Power Points


 

     Just because my Tzimisce-inspired Vampire Weather Controller doesn't have Vicissitude doesn't mean that Discipline is not on my mind. My terrible, terrible mind. Here's a Biomancer, a char in the vein of AA's Biokinetic and Sandman's Wesley Knight, and Fox's Wraith (as far as the self-shaping goes). As written, his powers are magical, learned under assorted masters of body magic from around the world (German berserkers, Indian fakirs and yogis, Irish masters of ríastrad/the 'warp spasm', and shapeshifters of all stripes [lycanthropes, faeries, demons, and more]). In addition to being able to affect other people, he's slowly been working on enhancing his own body, making himself permanently stronger & tougher, and able to sprout wings, fuse his lower legs into a powerful snake's trunk, and all other sorts of comparatively minor form alterations. Unfortunately this same shifting has made his body slightly more vulnerable to cell-disrupting energy attacks (cold, electricity, and fire). Like AA's Biokinetic, I kept his Transform at Sustained, so there's a chance targets can break out of it (and makes it a bit less freakish), though you can easily stunt a Full Action Continuous version if needed. I also left Persistent off his Regen and Healing; Incurable Damage should be rare, I think, as should the ability to heal it, so to do so he'd have to Extra Effort a power stunt, or use an HP to gain the Persistent feat for a scene. 

     Another difference from AA's Biokinetic, and more in keeping with Wesley Knight's ability to affect life at range, is that he can seize control of the bodies of anyone he can see. This ability takes two forms. The Move Object is a regular Damaging Perception Range Move Object effect, but it can only work on living organic beings and organic Constructs (people, yes, zombies, yes; cars, no, metal robots, no, trees, no, rock- or tree-people, no). The second is the Mind Control effect, which only controls the subject's body; they are conscious and able to think and say whatever they like (assuming he's not forced their mouth shut), so it could be used to make a villainous mook pull and fire his blaster at someone (though the subject would use the Biomancer's own Attack and Defense, not their own), but could not be used to make one of the Psions use their mental powers (and couldn't stop them from telepathically calling for help even if he did force their mouth closed). (Is this more horrific than regular Mind Control? Oh, my, yes. In fact, if you were to submit this as a heroic PC, you may want to drop the Mind Control part and just keep the Move Object. Maybe add Split Attack [so you can grapple two people at once], or even remove the Limited Flaw from the Move Object [say he can move inorganics by summoning billions of bacteria & bugs to do the lifting for him].) There are many, many other attack effects you can stunt which aren't quite as horrific, such as: Body Horror made manifest (this build's loosely inspired by Bocal MacFarlane, a member of the Dragon [satan]-worshiping Sylvestri clan from the Champions RPG), but as a hero, he can (and probably should be) the nicest of people (until he sees injustice rear its ugly head!). The pic is David Cronenberg, because, well...


PL 7 (105PP) Version

Spoiler
  • [*:yctck82y]Blast 12 (assorted disruptions; Extra: Alt Save [Fortitude], Secondary Effect; PF: Variable Descriptor) {49/49} [*:yctck82y]Blast 10 (twisting joints; Extras: Alt Save [Fortitude], Area [5- to 50-ft. Burst, General]; PFs: Progression 9 [reduced area]) {49/49} [*:yctck82y]Boost 12 (physical ability scores; Extra: Total Fade; Flaw: Others Only; PFs: Selective, Slow Fade 1 [1 per Minute]) {38/49} [*:yctck82y]Dazzle Visual 12 (induce astigmatism) {24/49} [*:yctck82y]Drain Dexterity 12 (muscle cramps; Extras: Range [Ranged], Secondary Effect; PF: Slow Fade [1 per Minute]) {37/49} [*:yctck82y]Drain Physical Ability Scores 12 (fleshwarping; Extras: Range [Ranged]; PF: Slow Fade [1 per Minute]) {49/49} [*:yctck82y]Mental Blast 10 (momentary migraine) {40/49} [*:yctck82y]Mental Blast 10 (mass migraine; Extra: Area [50-ft. Burst]); Flaw: Action [Full]) {40/49} [*:yctck82y]Nauseate 12 (override/induce autonomic body function; Extra: Range [Ranged], Secondary Effect; PF: Variable Descriptor) {49/49} [*:yctck82y]Paralyze 12 (paralysis; Extra: Range [Ranged]) {36/49} [*:yctck82y]Strike 6 (bladeskin; Extras: Aura, Duration 2 [sustained]) {24/49}
Should all his powers be negated, he's still PL 7 defensively, so shouldn't get too badly clobbered; if just his Biomancy's nixed, his shapeshift can help close the gaps (like his PL 4.5 offensive status; the Big, Big Fist Strike brings him up to PL 7 on attack). As a villain, he is
Spoiler

+1 Attack / -1 Damage (or -1 Attack / +1 Damage), +1 Defense / -1 Toughness Abilities: 6 + 0 + 12 + 6 + 6 + 4 = 34PP Strength: 26/16 (+8/+3) Dexterity: 10 (+0) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +2 Attack: +6, +8 Biomancy Grapple: +14 (w/ Enhanced Str or with Move Object) or +9 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -5, -3 w/out Body Toughening Saving Throws: 0 + 2 + 5 = 7PP Toughness: +6 [imp 5] (+6 Con, [imp 5 from Body toughening) Fortitude: +6 (+6 Con, +0) Reflex: +2 (+0 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Concentration 7 (+10) Intimidate 7 (+9) Knowledge (Arcane) 7 (+10) Knowledge (Theology & Philosophy) 7 (+10) Language 5 (English [native], German, Greek, Hindi-Urdu, Irish Gaelic, Latin) Medicine 7 (+10) Feats: 5PP Attack Specialization (Biomancy) Dodge Focus 4 Powers: 28 + 2 + 5 = 35PP Biomancy 12.5 (25 points; PFs: Alternate Power 3) [28PP]

BE: Enhanced Strength 10 (body toughening; to 26/+8; PF: Variable Descriptor [bludgeoning/piercing/slashing]) {11} + Impervious Toughness 5 (body toughening; Active Sustained effect) {5} + Immunity 9 (body control; cold, heat, poison, pressure, sleep, starvation/thirst, suffocation 2, vacuum; Active Sustained effect) {9} {11+5+9=25/25} AP: Healing 6 (healing; Extras: Restoration, Total; PF: Regrowth) {25/25} AP: Move Object 7 (meat puppets; Str 35; Extras: Damaging, Range [Perception]; Flaw: Limited [Organic creatures Only, see below]; PFs: Precise, Subtle) {23/25} AP: Transform 6 (flesh sculpting; any living into any living [5/rank]; Flaws: Range [Touch]; PF: Precise) {25/25}

Immunity 2 (aging, disease) [2PP] Super-Senses 5 (Feel Magic; detect magic 3 [tactile; enhancements: analytical, ranged]) [5PP] Drawbacks: (-2) + (-2) + (-2) = -6PP Vulnerability (cold; common, minor [+1 DC], -2PP) Vulnerability (electricity; common, minor [+1 DC], -2PP) Vulnerability (fire; common, minor [+1 DC], -2PP) DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 23/18 Toughness (Staged) Damage (Physical)
Telekinesis Perception Grapple Pinned/Bound
Telekinesis (Thrown Subject) Ranged DC 22 Toughness (Staged) Damage (Physical)


 

Totals: Abilities (34) + Combat (20) + Saving Throws (7) + Skills (10) + Feats (5) + Powers (35) - Drawbacks (6) = 105/105 Power Points

Edited by Dr Archeville
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Image result for Sanctuary Nikola Tesla

Character Name: Living Vampire Electrokinetic Gadgeteer

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defense / +2 Toughness

 


 

Abilities: 2 + 2 + 4 + 14 + 0 + 2 = 24PP

Strength: 26/12 (+8/+1), effective Str 41

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 10 (+0)

Charisma: 12 (+1)

 

Combat: 12 + 8 = 20PP

Initiative: +1

Attack: +6, +10 Electrical Control

Grapple: +17/+4, +19 w/ Magnetic Control

Defense: +8 (+4 Base, +4 Dodge Focus), +2 flat-footed

Knockback: -11, -6 w/out Force Field, -4 flat-footed

 

Saving Throws: 4 + 6 = 10PP

Toughness: +12 [imp 10] (+2 Con, +2 Protection, +6 Force Field, +2 Defensive Roll), +6 [imp 6] w/out Force Field, +4 [imp 4] flat-footed

Fortitude: +3 (+2 Con, +1)

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

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

 

Skills: 64R = 16PP

Bluff 0 (+1, +5 w/ Attractive)

Computer 8 (+15)

Craft (electronic) 9 (+16)

Craft (mechanical) 9 (+16)

Diplomacy 4 (+5, +9 w/ Attractive)

Disable Device 8 (+15)

Knowledge (physical sciences) 9 (+16)

Knowledge (technology) 9 (+16)

Language 4 (Croatian [Native], English, French, German, Italian)

Notice 4 (+4)

 

Feats: 10PP

Attack Specialization (Electrical Control) 2

Attractive

Dodge Focus 3

Eidetic Memory

Fearless

Inventor

Jack of all Trades

 

Powers: 1 + 13 + 1 + 23 + 2 + 16 + 4 + 4 + 3 + 2 + 3 = 72PP

Datalink 1 (radio, 10 feet) [1PP]

Device 3 (Electromagnetic Shield, 15 points; Flaw: Hard to Lose; PF: Restricted [user must have electrical powers]) [13PP]

Concealment 2 (all radio; PF: Close) {5}

Force Field 6 (Extra: Impervious 4) {10}

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Electrical Control 10 (20 points; PFs: Alternate Power 3) [23PP]

BE: Strike 10 (shock; Extra: Penetrating) {20/20}

AP: Enhanced Strength 14 (to 26/+8) {14} + Super-Strength 3 (effective Str 41, Hvy Load 3.68 tons) {6} {14+6=20/20}

AP: Magnetic Control 9 (Str 45, Hvy Load 6 tons; PFs: Indirect, Subtle) {20/20}

AP: Stun 10 (taser touch) {20/20}

Enhanced Feats 2 (Defensive Roll, Dodge Focus) [2PP]

Immunity 21 (aging, electricity effects, life support, sleep; Flaw: Limited [half effect] for electricity effect) [16PP]

Impervious Toughness 4 [4PP]

Protection 2 (Extra: Impervious) [4PP]

Regeneration 6 (Recovery Bonus +5 [+7 total]; Injury 1 [20 minutes]; Flaw: Source [blood]) [3PP]

Quickness 4 (x25; Flaw: Limited [Mental]) [2PP]

Super-Senses 3 (darkvision, scent [acute for olfactory]) [3PP]

 

Drawbacks: (-3) = -3PP

Vulnerable (to silver attacks, x2 to save DC modifier; uncommon, major; 3pp)

 

DC Block:


ATTACK                         RANGE    SAVE                          EFFECT

Unarmed                        Touch    DC 23/16 Toughness (Staged)   Damage (Physical)

Shock                          Touch    DC 25 Toughness (Staged)      Damage (Energy)

Taser                          Touch    DC 20 Fort (Staged)           Stun

Magnetic Control               Ranged   Grapple                       Pinned/Bound

Mag Control (Thrown Subject)   Ranged   DC 24 Toughness (Staged)      Damage (Physical)

Totals: Abilities (24) + Combat (20) + Saving Throws (11) + Skills (16) + Feats (10) + Powers (72) - Drawbacks (3) = 150/150 Power Points


     He was an Eastern European electrical engineer, hoping to improve the world with his radical ideas. The eccentricities that accompanied his genius, and the sheer improbability of his ideas, caused would-be backers to scoff at him, leading him to rely on less and less stable equipment. An accident in the laboratory one night (an assassination attempt by that rival from New Jersey?) sent thousands of volts through his body, but rather than kill him, it transformed him into a human dynamo! Grateful for the second chance at life, he dedicated himself to be the best science-hero he could, using his fantastic powers and intellect to do more good than even he had ever imagined!

     And then a vampire attacked. Or something like a vampire, at least. But he didn't let that deter him -- with his new, horrible powers, and a serum to hold off his terrible hungers, he'd bring justice to all the dark places. Justice and wirelessly transmitted power!

     It's Vampire!Nikola Tesla, a favorite recurring character from SyFy's Sanctuary. He (along with four others) injected themselves with "Source Blood" (actually blood from an ancient Akhkharu, or vampire) and gained fantastic powers; three of the four became hyperperceptive Sherlock Holmes, the Invisible Man, and teleporting Jack the Ripper. Tesla had some Akhkharu ancestry and so became a vampire himself, and went back and forth between being an antagonist trying to bring back his kind to rule the humans, or an uneasy ally whose skills were invaluable in fighting the worse evils out there and in so doing regained some of his humanity. Vampires in the Sanctuary-verse are stronger, faster, and tougher than humans, ageless, have an accelerated healing factor, claws and fangs and shark-black eyes, and can learn any language by tasting a native speaker's blood... which I left for a power stunt, since I couldn't find the 5 points for Comprehend 3 (read, speak, and understand any language; Drawback: Power Loss [must taste native speaker's blood first]). Whether or not they're actually undead has never been stated, so I borrowed some tricks from AA's Living Vampire build, though I also did up a true Undead Vamp variant further down. They've never exhibited any enhanced senses, but I gave him Darkvision and Scent anyway; a shark-like electroreception (i.e., radar) would not be inappropriate! Even if he's up against something that's immune to electricity damage/effects, he can still punch with amped (heh) strength, though that attack would only be as a PL 7; without his Force Field he's PL 7 defensively.

     His Achilles' Heel is his extreme vulnerability to silver (something not shown in the series, but one I think fits): silver has the highest electrical conductivity of any element, causing a severe and painful disruption of his electrical powers, and silver has antimicrobial/biocidal properties (one reason it's so prevalent in medical equipment, and even the paint on hospital doors), so it disrupts whatever funky bacteria or virus is behind his change. (Sanctuary vampires aren't harmed by sunlight or deterred by garlic or holy symbols; these myths were perpetuated by the vampires themselves, with the intention of feeding misinformation to any would-be rebels or vampire slayers.) The Undead Vampire variant has the same weakness, due to the electrical conductivity & the mystical properties associated with it that make it bane against vampires and other creatures of the night; more traditional vampires drawbacks could be added to buy more things (like the aforementioned Comprehend). With +15-+16 to his science skills, he's a solid Science Guy for any team, with his inherent vampire powers making for a surprise against anyone who thinks he's an easy target. Like AA's horrible Vampire Gadgeteer, his Eidetic Memory gives him a +7 on all Knowledge checks, enough to be passably good in any field; his Jack of all Trades gives him +7 to Investigate and Search, useful for any detective work he finds himself in. I've also included a writeup for his pre-vamp'd PL 7 Electrokinetic Gadgeteer, which really isn't that far off from the real Nikola Tesla (if anything, I've undersold his skills)!


PL 10 Undead Vampire Version

Spoiler

Power Level: 10 (150/150PP) Trade-Offs: -2 Defense / +2 Toughness


Abilities: 2 + 2 + (-10) + 14 + 0 + 2 = 10PP

Strength: 26/12 (+8/+1), effective Str 41

Dexterity: 12 (+1)

Constitution: ---

Intelligence: 24 (+7)

Wisdom: 10 (+0)

Charisma: 12 (+1)

 

Combat: 12 + 8 = 20PP

Initiative: +1

Attack: +6, +10 Electrical Control

Grapple: +17/+4, +19 w/ Magnetic Control

Defense: +8 (+4 Base, +4 Dodge Focus), +2 flat-footed

Knockback: -10, -5 w/out Force Field, -4 flat-footed;

-6, -1 w/out Force Field, -0 flat-footed vs. blessed/holy, fire, or magic

 

Saving Throws: 4 + 6 = 10PP

Toughness: +12 [imp 8] (+4 Protection, +6 Force Field, +2 Defensive Roll), +6 [imp 4] w/out Force Field;

+4 [imp 4] flat-footed +8 [imp 4], +2 w/out Force Field, +0 flat-footed vs. blessed/holy, fire, or magic

Fortitude: ---

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

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

 

Skills: 64R = 16PP

Bluff 0 (+1, +5 w/ Attractive)

Computer 8 (+15)

Craft (electronic) 9 (+16)

Craft (mechanical) 9 (+16)

Diplomacy 4 (+5, +9 w/ Attractive)

Disable Device 8 (+15)

Knowledge (physical sciences) 9 (+16)

Knowledge (technology) 9 (+16)

Language 4 (Croatian [Native], English, French, German, Italian)

Notice 4 (+4)

 

Feats: 10PP

Attack Specialization (Electrical Control) 2

Attractive

Dodge Focus 3

Eidetic Memory

Fearless

Inventor

Jack of all Trades

 

Powers: 1 + 13 + 1 + 23 + 2 + 35 + 4 + 3 + 2 + 3 = 87PP

Datalink 1 (radio, 10 feet) [1PP]

 

Device 3 (Electromagnetic Shield, 15 points; Flaw: Hard to Lose; PF: Restricted [user must have electrical powers]) [13PP]

Concealment 2 (all radio; PF: Close) {5}
Force Field 6 (Extra: Impervious 4) {10}

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Electrical Control 10 (20 points; PFs: Alternate Power 3) [23PP]

BE: Strike 10 (shock; Extra: Penetrating) {20/20}
AP: Enhanced Strength 14 (to 26/+8) {14} + Super-Strength 3 (effective Str 41, Hvy Load 3.68 tons) {6} {14+6=20/20}
AP: Magnetic Control 9 (Str 45, Hvy Load 6 tons; PFs: Indirect, Subtle) {20/20}
AP: Stun 10 (taser touch) {20/20}

Enhanced Feats 2 (Defensive Roll, Dodge Focus) [2PP]

Immunity 40 (Fortitude effects, electricity effects; Flaw: Limited [half effect] for electricity effects) [35PP]

Protection 4 (Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP]

Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP]

Quickness 4 (x25; Flaw: Limited [Mental]) [2PP]

Super-Senses 3 (darkvision, scent [acute for olfactory]) [3PP]

 

Drawbacks: (-3) = -3PP Vulnerable (to metal attacks, x2 to save DC modifier; uncommon, major; 3pp)

 

DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 23/16 Toughness (Staged) Damage (Physical)
Shock Touch DC 25 Toughness (Staged) Damage (Energy)
Taser Touch DC 20 Fort (Staged) Stun
Magnetic Control Ranged Grapple Pinned/Bound
Mag Control (Thrown Subject) Ranged DC 24 Toughness (Staged) Damage (Physical)

 

Totals:

Abilities (10) + Combat (20) + Saving Throws (10) + Skills (16) + Feats (10) + Powers (87) - Drawbacks (3) = 150/150 Power Points


PL 7 Electrokinetic Gadgeteer
Spoiler
Character Name: Electrokinetic Gadgeteer
Power Level: 7 (105/105PP)
Trade-Offs: -1 Attack / +1 Damage
Abilities: 2 + 2 + 2 + 10 + 0 + 2 = 18PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 12 (+1)
 
Combat: 8 + 8 = 16PP
Initiative: +1
Attack: +4, +6 Electrical Control
Grapple: +4, +13 w/ Magnetic Control
Defense: +7 (+4 Base, +3 Dodge Focus), +2 flat-footed
Knockback: -5, -0 w/out Force Field
 
Saving Throws: 4 + 4 + 4 = 12PP
Toughness: +7 [imp 4] (+1 Con, +6 Force Field), +1 without force field
Fortitude: +5 (+1 Con, +4)
Reflex: +5 (+1 Dex, +4)
Will: +5 (+1 Wis, +4)
 
Skills: 52R = 13PP
Bluff 0 (+1, +5 w/ Attractive)
Computer 4 (+9)
Craft (electronic) 8 (+13)
Craft (mechanical) 8 (+13)
Diplomacy 4 (+5, +9 w/ Attractive)
Disable Device 4 (+9)
Knowledge (physical sciences) 8 (+13)
Knowledge (technology) 8 (+13)
Language 4 (Croatian [Native], English, French, German, Italian)
Notice 4 (+4)
 
Feats: 9PP
Attack Specialization (Electrical Control)
Attractive
Dodge Focus 3
Eidetic Memory
Inventor
Jack of all Trades
Second Chance (saves vs. fear effects)
 
Powers: 1 + 13 + 18 + 3 + 2 = 37PP
Datalink 1 (radio, 10 feet) [1PP]
Device 3 (Electromagnetic Shield, 15 points; Flaw: Hard to Lose; PF: Restricted [user must have electrical powers]) [13PP]
Concealment 2 (all radio; PF: Close) {5}
Force Field 6 (Extra: Impervious 4) {10}

Electrical Control 8 (16 points; PFs: Alternate Power 2) [18PP]

BE: Strike 8 (shock; Extra: Penetrating) {16/16}
AP: Magnetic Control 7 (Str 35, Hvy Load 1.5 tons; PFs: Indirect, Subtle) {16/16}
AP: Stun 8 (taser touch) {16/16}

Immunity 6 (electricity damage, sleep; Flaw: Limited [half effect]) [3PP]

Quickness 4 (x25; Flaw: Limited [Mental]) [2PP]

 

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

 

DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 16 Toughness (Staged) Damage (Physical)
Shock Touch DC 23 Toughness (Staged) Damage (Energy)
Taser Touch DC 18 Fort (Staged) Stun
Magnetic Control Ranged Grapple Pinned/Bound
Mag Control (Thrown Subject) Ranged DC 22 Toughness (Staged) Damage (Physical)

 

Totals:

Abilities (18) + Combat (16) + Saving Throws (12) + Skills (13) + Feats (9) + Powers (37) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville
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Image result for keanu reeves devil's advocate

Quote
"Whoa."

Character Name: The Devil's Prosecutor, Anti-Supernatural Lawyer

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defense / +2 Toughness

 


 

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

Strength: 12 (+1)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 16/10 (+3/+0)

 

Combat: 12 + 12 = 24PP

Initiative: +1

Attack: +6

Grapple: +7

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

Knockback: -8/-3, -3 w/out Force Field, -1 w/out Trenchcoat

 

Saving Throws: 4 + 4 + 3 = 11PP

Toughness: +12 [imp 5]/+7 (+2 Con, +5 Protection, +5 Force Field), +7 w/out Force Field, +2 w/out Trenchcoat

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

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

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

 

Skills: 84R = 21PP

Bluff 8 (+15, +8 w/out Powers) SM

Concentration 8 (+13)

Craft (artistic) 8 (+13)

Diplomacy 8 (+15, +8 w/out Powers) SM

Gather Information 4 (+11, +4 w/out Powers) SM

Investigate 4 (+9)

Knowledge (arcane lore) 10 (+15)

Knowledge (civics) 10 (+15)

Knowledge (all others) 0 (+5)

Language 1 (English [native], Latin)

Notice 10 (+15)

Sense Motive 6 (+15, +11 w/out Powers) SM

Stealth 7 (+8)

 

Feats: 12PP

Artificer

Distract (Bluff)

Dodge Focus 2

Equipment 2

Fascinate (Bluff)

Jack of all Trades

Ritualist

Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)

Taunt

Ultimate Save (Will)

Equipment 10 EPs

Headquarters

Sanctum Apartment

Size: Small; Toughness: 15; Features: Communications, Concealed, Laboratory, Library, Living Space, Power (Obscure), Security System, Workshop

Cost: 0+2+8 = 10 EPs

Power: Obscure ESP & Mental 5 (wards; 100 ft. radius) {10/20}

 

Powers: 5 + 4 + 6 + 4 + 32 + 3 = 54PP

Device 1 (trenchcoat, 5 points; Flaw: Hard to Lose; PF: Subtle) [5PP]

Protection 5

Device 1 (ward amulet, 5 points; Flaw: Hard to Lose) [4PP]

Force Field 5 (Extra: Impervious; Flaw: Limited [Dodge bonus])

Enhanced Charisma 6 (Devil's Own Charm, to 16/+3) [6PP]

Enhanced Skills 16 (diabolic heritage; Bluff 4, Diplomacy 4, Gather Information 4, Sense Motive 4) [4PP]

Gadgets 4 (Hunter's Arsenal; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move], Duration [Continuous]; Flaws: Hard-To-Lose) [32PP]

Spoiler

1919 World Series Ring

Super-Senses 8 (postcognition, precognition; Flaws: Limited 2 [sporting events]) {2/20}

Blessed Silver Knuckles

Corrosion 7 (Flaws: Limited [Drain Toughness only vs. targets with Vulnerability or Weakness to Silver]; PFs: Affects Insubstantial 2, Improved Critical 2 [18-20], Incurable, Mighty) {20/20}

Coffin Nail Cigarettes

Obscure 4 (olfactory & visual, 50-ft. radius; Extra: Independent) {12/20}

The Cross of Fire

Strike 10 (fire; Extras: Area [50-t. Burst, General], Secondary Effect; Flaw: Limited [Only vs. Vampires]) {20/20}

Dragonfire Crossbow

Blast 10 (PFs: Accurate 2 [to +10 Attack]; Drawbacks: Reduced Range 2 [2 100-ft. increments]) {20/20}

Holy Water Sprinkler

Drain Toughness 10 (Extras: Affects Objects, Area [100-ft. Cone, General]; Flaw: Limited [Only vs. demons, undead, and similar]) {20/20}

Mesmer's Bauble

Enhanced Charisma 6 (to 24/+7) {6} + Mind Control 10 (Flaws: Action [Full], Sense-Dependent [sight]) {5} {6+5=11/20}

Scrying Mirror

ESP 4 (Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {20/20}

The Sforza Glove

Healing 10 (Extra: Total; Flaw: Empathic) {20/20}

Shard of Medusa

Paralyze 10 {20/20}

Tezcatlipoca's Mirror

Super-Movement 1 (Der Shattenwelt; Extra: Portal) {4/20}

Super-Senses 3 (Supernatural Awareness 3 [visual]) [3PP]

 

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

 

DC Block:


ATTACK        RANGE     SAVE                        EFFECT

Unarmed       Touch     DC 16 Toughness (Staged)    Damage (Physical)

Ag Knuckles   Touch     DC 17 Fort (Staged)         Drain Toughness

                        DC 23 Toughness (Staged)    Damage (Physical)

Totals: Abilities (28) + Combat (24) + Saving Throws (11) + Skills (21) + Feats (12) + Powers (54) - Drawbacks (0) = 150/150 Power Points

 


 

     He was an up-and-coming defense lawyer from a small Southern town. He never lost a case, and eventually a representative from a renowned Freedom City law firm came to him, first to help with a jury selection, later to join the firm. He spent an increasing amount of time at work, working on more and more questionable cases (getting rid of an embittered retired bomb squad officer's speeding tickets, helping an Eastern European noble purchase land in Freedom and other American cities, aiding some government organization or another in cracking down on computer hackers), quickly rising to junior partner, and leaving his wife isolated and alienated. The night she left was the night he learned why the firm of Cabot, Cunningham & Crowley has sought him out, and why he was so damn good in the courts: he was a cambion, the offspring of a human and a demon (one of the demons who worked for them, no less!), and they wanted him to aid in their infernal works! But with this came a realization: he was still human, still had a soul, and could choose not to be evil, not to be a monster (or let monsters go free). He quit the firm, laid low (and kept concealed by a few occultists he'd met who worked for anyone if paid properly), and trained to become a hunter and fighter, learning kung fu, amassing a collection of artifacts and relics, and learning a few magic rituals to help him. They may want to bring Hell to Earth, but he's going to send them right back!

     Yes, it's Keanu Reeves' character from The Devil's Advocate who wised up before anything too bad happened to him & his wife, and turned into Keanu Reeves' character from the film Constantine! (and a dash of Warehouse 13's Artie.) As he is now, his investigative skills, backed up by some minor artifacts & rituals (used for exorcisms and the like), are his main points, not going into battle against Big Bads, but more combat tricks (more Attack, and assorted kung fu-esque combat feats) could be bought so he could do so! With his Jack of all Trades, he's at +5 on any Int- or Wis-based skills, including Disable Device (though that's something he'll probably want ranks in!) and Medicine (good for patching himself up!).

Edited by Dr Archeville
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Related image

Quote
"Smell is the most powerful trigger to the memory there is. A certain flower, or a-a whiff of smoke can bring up experiences long forgotten. Books smell musty and-and-and rich. The knowledge gained from a computer is a - it, uh, it has no-no texture, no-no context. It's-it's there and then it's gone. If it's to last, then-then the getting of knowledge should be, uh, tangible, it should be, um, smelly."

Character Name: Mystic Librarian

Power Level: 10 (150/150PP)

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

 


 

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

Strength: 12 (+1)

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 12 (+1)

 

Combat: 12 + 12 = 24PP

Initiative: +1

Attack: +6, +8 Magic

Grapple: +7, +15 w/ Move Object

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

Knockback: -9, -3 w/out Force Field

 

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +12 [imp 6]/+6 (+2 Con, +4 Protection, +6 Force Field), +6 w/out Force Field

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

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

Will: +9 (+5 Wis, +4)

 

Skills: 120R = 30PP

Bluff 9 (+10) SM

Concentration 8 (+13)

Craft (artistic) 8 (+13)

Diplomacy 9 (+10) SM

Disable Device 5 (+10)

Gather Information 5 (+6)

Intimidate 7 (+8)

Investigate 5 (+10)

Knowledge (arcane lore) 10 (+15)

Knowledge (history) 5 (+10)

Knowledge (theology & philosophy) 7 (+12)

Language 8 (Ancient Greek, Cantonese, English [native], German, Irish Gaelic, Latin, Japanese, Mandarin, Sumerian)

Notice 5 (+10) SM

Perform (singing) 9 (+10)

Perform (stringed instrument) 2 (+3)

Sense Motive 10 (+15) SM

Stealth 4 (+5)

 

Feats: 13PP

Attack Specialization (Magic)

Connected

Dodge Focus 2

Equipment 2

Jack of all Trades

Ritualist

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

Taunt

Ultimate Save (Will)

Equipment 10 EPs

Headquarters

Sanctum Apartment

Size: Small; Toughness: 15; Features: Combat Simulator, Communications, Concealed, Laboratory, Library, Living Space, Security System, Workshop

Cost: 0+2+8 = 10 EPs

Vehicle

Beat-Up Car

 

Powers: 5 + 5 + 29 + 4 = 43PP

Device 1 (tweed jacket, 5 points; Flaw: Hard to Lose; PF: Subtle) [5PP]

Immunity 2 (cold, heat; Flaw: Limited [half effect]) [1DP]

Protection 4 [4DP]

Force Field 6 (Extra: Impervious; Flaw: Limited [Dodge Bonus]; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [5PP]

Magic 12 (24 points; PFs: Alternate Power, Dynamic, Dynamic Alternate Power 2; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [29PP]

DBE: Blast 12 (mystic blast) {24/24}

DAP: Create Object 12 {24/24}

DAP: Move Object 7 (Str 35, Hvy Load 1.5 tons; Extra: Damaging; PFs: Indirect, Precise, Subtle) {24/24}

AP: Teleport 7 (700 feet/200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Turnabout) {24/24}

Super-Senses 4 (Supernatural Awareness 3 [olfactory; Enhancement: Acute]) [4PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK                         RANGE     SAVE                        EFFECT

Unarmed                        Touch     DC 16 Toughness (Staged)    Damage (Physical)

Blast                          Ranged    DC 27 Toughness (Staged)    Damage (Energy)

Telekinesis                    Ranged    Grapple                     Pinned/Bound

Telekinesis (Thrown Object)    Ranged    DC 22 Toughness (Staged)    Damage (Physical)

Totals: Abilities (30) + Combat (24) + Saving Throws (12) + Skills (30) + Feats (11) + Powers (43) - Drawbacks (0) = 150/150 Power Points


     So here's a Mystically-Inclined Librarian, for all your Mystical Librarian needs. He talks little of his past, of the terrible fate that befell a friend during their rebellious teen years when he dabbled in sex, drugs, rock & roll, and demonology, but the impact of those events on him is unmistakable. A rebellious attitude is a draw for many players, but balancing it with devotion to his fellow heroes (and to Humanity in general) makes him a hero. When playing him, though, remember he's a mentor, not a teacher; we don't allow PC teachers at Claremont because no PC should have that much authority over another PC, but a voice of wisdom and experience (like Wail or even Ace Danger) is welcome to any team. Should his magical powers get nixed he's still a PL 7 for defense (so he probably won't die horribly), but only PL 3.5 on offense (PL 5 if he can get his hands on a sword). Information (as well as misinformation) is power; with his Jack of all Trades he's at +5 to all Knowledges, and to Medicine, so he can do at least a minor patch-up between fights. I have him vaguely GL-ish magical powers, manipulating magical energy for blasts or to create assorted constructs (and to teleport about), but others could easily be chosen. Hero Points are something he'll need to fuel his Ritualist feat (and power stunting), so be sure to buy some Luck, or take some Complications (high school librarian, owner of a magic shoppe, plagued by meddling kids). Another alternative would be to split his Magic, putting some into a Device (as Equinox does), perhaps a personal spellbook. He'd make a fine mentor for a Survivor or Vampire Swashbuckler, either as a Minion (if he is not for fighting) or a Sidekick. Below is a PL 7 version, from earlier in his career (which would be more affordable as a Minion or Sidekick); his knowledge and magic aren't as great, but he's a solid combatant and sneak, not slowed down by age and too many scones. Paradoxically, he's gotten more intimidating in his old age; people don't expect the kindly, quietly bumbling librarian to know the things he does, or to show much backbone (which he will do if he feels his friends are being threatened)!


PL 7 Mystic Librarian

Spoiler

Character Name: Mystic Librarian Power Level: 7 (105/105PP) Trade-Offs: +5 Attack / -5 Damage or +3 Attack / -3 Damage or -1 Attack / +1 Damage, +1 Defense / -1 Toughness


Abilities: 2 + 2 + 4 + 6 + 6 + 2 = 22PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +1 Attack: +6, +10 Melee, +12 Knife Grapple: +11, +9 w/ Move Object Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -3, -2 w/out Shirt or flat-footed, -1 w/out Shirt and flat-footed Saving Throws: 3 + 4 + 4 = 11PP Toughness: +6 (+2 Con, +2 Undercover Shirt, +2 Defensive Roll), +4 w/out Shirt or flat-footed, +2 w/out Shirt and flat-footed Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 88R = 22PP Bluff 8 (+9) Concentration 6 (+9) Craft (artistic) 7 (+10) Diplomacy 4 (+5) Disable Device 7 (+10) Gather Information 4 (+5) Knowledge (arcane lore) 7 (+10) Knowledge (theology & philosophy) 7 (+10) Language 4 (Ancient Greek, English [native], Latin, Japanese, Sumerian) Notice 7 (+10) Perform (singing) 9 (+10) Perform (stringed instrument) 4 (+5) Sense Motive 6 (+9) Stealth 8 (+9) Feats: 14PP Attack Focus (Melee) 4 Attack Specialization (Knife) Defensive Roll Dodge Focus 2 Equipment 3 Jack of all Trades Ritualist Taunt

Equipment 3 + 7 + 5 = 15 EPs Armor Undercover Shirt: Protection 2 (PF: Subtle) [3EP] Headquarters Sanctum Apartment Size: Small; Toughness: 10; Features: Communications, Concealed, Library, Living Space, Security System, Workshop Cost: 0+1+6 = 7 EPs Vehicle Car Weapons Weapon Array 2 (4 points; PF: Alternate Power) [5EP] BE: Strike 1 (knife; PFs: Improved Crit, Mighty, Thrown) {4/4} AP: Strike 3 (sword; PFs: Mighty) {4/4}

Powers: 9 + 3 = 12PP Magic 4 (8 points; PFs: Alternate Power 2; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [9PP]

BE: Blast 8 (mystic blast; Flaw: Action [Full]) {8/8} AP: Create Object 8 (Flaw: Action [Full]) {8/8} AP: Move Object 3 (Str 15, Hvy Load 200 lbs.; Extra: Damaging; Flaw: Duration [Concentration]; PFs: Indirect, Subtle) {8/8}

Super-Senses 3 (Supernatural Awareness 3 [olfactory]) [3PP] Drawbacks: (-0) = -0PP DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 16 Toughness (Staged) Damage (Physical)
Knife Touch DC 17 Toughness (Staged) Damage (Physical), crit 19-20
Sword Touch DC 19 Toughness (Staged) Damage (Physical)
Blast Ranged DC 23 Toughness (Staged) Damage (Energy)
Telekinesis Ranged Grapple Pinned/Bound
Telekinesis (Thrown Object) Ranged DC 18 Toughness (Staged) Damage (Physical)


 

Totals: Abilities (22) + Combat (24) + Saving Throws (11) + Skills (22) + Feats (14) + Powers (12) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville
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tumblr_pp0gxq7IKk1ru4ne0o1_400.jpg

Character Name: Zorran the Artificer, Master of Mechano-Mysticism

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage, -3 Defense / +3 Toughness

 


 

Abilities: 4 + 0 + 10 + 14 + 10 + 6 = 44PP

Strength: 14 (+2)

Dexterity: 10 (+0)

Constitution: 20 (+5)

Intelligence: 24 (+7)

Wisdom: 20 (+5)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 Arts Arcane

Grapple: +4, +20/+16 w/ Wizard-Hand

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

Knockback: -8, -3 w/out Staff, -2 w/out Force Field

 

Saving Throws: 2 + 4 + 3 = 9PP

Toughness: +13 [imp 4] (+5 Con, +8/+2 Force Field), +7 w/out Staff, +5 w/out Force Field

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

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

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

 

Skills: 52R = 13PP

Bluff 2 (+5)

Concentration 9 (+14)

Craft (artistic) 13 (+20)

Craft (mechanical) 13 (+20)

Diplomacy 2 (+5)

Knowledge (arcane lore) 13 (+20)

Knowledge (all others) 0 (+7)

 

Feats: 8PP

Artificer

Attack Specialization (Arts Arcane) 2

Dodge Focus 3

Eidetic Memory

Uncanny Dodge (auditory)

 

Powers: 9 + 9 + 6 + 35 + 2 + 1 = 62PP

 

Device 3 (Arcane Furnace Staff, 15 points; Flaw: Easy to Lose) [9PP]

Enhanced Feats 5 (Alternate Power 5 for Magic/Arts Arcane [Arcane Wave, Belching Smoke, Flare of Bright Flame, Gout of Mageflame, Lemurian Shackles]) {5DP}

Force Field 6 (arcane shield; Extra: Impervious 4) {10DP}

 

Device 3 (Philosopher's Stone, 15 points; Flaw: Easy to Lose) [9PP]

Enhanced Feats 2 (Alternate Power for Magic/Arts Arcane [burst of Raw Power, Transmutation]) {2DP}

Enhanced Magic 5 (to Magic 18 {36 points}) {10DP}

Super Senses 3 (alchemical indicator; detect alchemical magic [tactile; Enhancements: analytical, ranged]) {3DP}

 

Force Field 2 [2PP]

 

Immunity 12 (spells of protection; aging, life support, sleep, starvation & thirst; Flaw: Limit [half effect]) [6PP]

 

Magic 13 (Arts Arcane, 26 points; PFs: Alternate Power 9) [35PP]

BE: Blast 8 (bolts of elemental power; Extra: Penetrating; PF: Variable Descriptor [any elemental]; Drawback: Reduced Range 1 [5 increments]) {24/26}

StaffAP: Blast 8 (gout of mageflame; Extra: Secondary Effect; PF: Incurable; Drawback: Reduced Range 1 [5 increments]) {24/26}

AP: Concealment 8 (misty form; all auditory, olfactory and visual; Flaw: Blending; PFs: Close Range, Selective) {10} + Insubstantial 2 (gaseous; PFs: Selective, Subtle) {12} + Super-Movement 2 (air walking 2) {4} {10+12+4=26/26}

AP: Dazzle Auditory & Visual 8 (invoked iridescence; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26}

StaffAP: Dazzle Visual 8 (flare of mageflame; Extra: Area 2 [Perception, General]; PF: Incurable; Flaw: Range [Touch]) {25/26}

AP: Drain Strength 8 (withering weakness; Extras: Range [Ranged], Total Fade; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26}

AP: Illusion 5 (invoked imaginings; auditory, olfactory, and visual; PFs: Progression 3 [50-ft. radius]) {23/26}

AP: Immunity 41 (spells of protection; life support [9], magic effects [20], mental effects [10], sleep, starvation & thirst; Active Sustained effect; Flaw: Limited [half effect]) {21} + Impervious Toughness 5 (note: Active Sustained effect) {5} {21+5=26/26}

  • with existing Immunities, he has full life support, sleep, and starvation/thirst Immunity when this slot is active; total Impervious Toughness 9 w/ Force Fields

AP: Mind Control 8 (mind-shackles; Extra: Conscious; PFs: Mind Link, Subtle) {26/26}

AP: Move Object 8 (wizard-hand; Str 40, Hvy Load 3 tons; Extra: Damaging; PF: Indirect, Precise, Subtle; Drawback: Reduced Range 1 [5 increments]) {26/26}

StaffAP: Obscure Olfactory & Visual 4 (belching smoke, 50 feet radius; Extras: Independent, Total Fade; PF: Slow Fade [1pp/5 rounds]) {17} + Immunity 1 (own powers; Active Sustained effect; Extra: Duration [Continuous]) {2} {17+2=19/26}

StaffAP: Snare 8 (Lemurian shackles; Extra: Regenerating; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26}

StaffAP: Strike 8 (arcane wave; Extra: Area [40-ft. Burst, General]; PFs: Knockback 2 [as DMG 10]) {26/26}

AP: Stun 8 (somnolence; Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep; Flaws: Action [Full]; PFs: Sleep, Subtle) {26/26}

AP: Teleport 7 (mageroad; 700 feet / 200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Progression [cargo] 1 [200 lbs.], Turnabout) {26/26}

 

 

Philosopher said:
Magic 18 (Arts Arcane, 36 points; PFs: Alternate Power 11) [47PP]
BE: Blast 12 (bolts of elemental power; Extra: Penetrating; PF: Variable Descriptor [any elemental]; Drawback: Reduced Range 1 [5 increments]) {35/36}

StaffAP: Blast 12 (gout of mageflame; Extra: Secondary Effect; PF: Incurable; Drawback: Reduced Range 1 [5 increments]) {36/36}

AP: Concealment 8 (misty form; all auditory, olfactory and visual; PFs: Close Range, Selective) {18} + Flight 2 (25 mph / 250 feet per Move Action; PF: Subtle) {5} + Insubstantial 2 (gaseous; PFs: Selective, Subtle) {12} {18+5+12=35/36}

AP: Dazzle Auditory & Visual 12 (invoked iridescence; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {36/36}

StaffAP: Dazzle Visual 10 (flare of mageflame; Extra: Area 2 [Perception, General]; PF: Incurable; Flaw: Range [Touch]) {31/36}

AP: Disintegration 7 (burst of raw power) {35/36}

AP: Drain Strength 12 (withering weakness; Extras: Range [Ranged], Total Fade; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {36/36}

AP: Illusion 8 (invoked imaginings; auditory, olfactory, and visual; PFs: Progression 3 [50-ft. radius]) {36/36}

AP: Immunity 60 (spells of protection; Fort effects [30], Will effects [30]; Active Sustained effect; Flaw: Limited [half effect]) {30} + Impervious Toughness 6 (note: Active Sustained effect) {6} {30+6=36/36}
  • Total Impervious Toughness 10 w/ Force Fields

AP: Mind Control 10 (mind-shackles; Extra: Conscious; PFs: Mind Link, Subtle) {36/36}

AP: Move Object 12 (wizard-hand; Str 60, Hvy Load 50 tons; Extra: Damaging; PF: Subtle; Drawback: Reduced Range 1 [5 increments]) {36/36}

StaffAP: Obscure Olfactory & Visual 4 (belching smoke, 50 feet radius; Extras: Independent, Total Fade; PF: Slow Fade [1pp/5 rounds]) {17} + Immunity 1 (own powers; Active Sustained effect; Extra: Duration [Continuous]) {2} {17+2=19/36}

StaffAP: Snare 12 (Lemurian shackles; Extra: Regenerating; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {36/36}

StaffAP: Strike 10 (arcane wave; Extra: Area [50-ft. Burst, General]; PFs: Knockback 6 [as DMG 16]) {36/36}

AP: Stun 10 (somnolence; Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep; Flaws: Action [Full]; PFs: Sleep, Subtle) {32/36}

AP: Teleport 9 (mageroad; 900 feet / 20,000 miles [anywhere on Earth]; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Progression [cargo] 5 [2.5 tons], Turnabout) {36/36}

AP: Transform 7 (Transmutation; anything to anything, 100 pounds; Flaw: Unreliable [5 uses/hour]) {35/36}

 

Super Senses 1 (danger sense [auditory]) [1PP]

 

 

Drawbacks: (-2) = -2PP

Vulnerability (silver; uncommon, moderate [+50% to DC modifier]) [-2PP]

 

 

DC Block:

ATTACK                RANGE        SAVE                          EFFECT

Unarmed               Touch        DC 17 Toughness (Staged)      Damage (Physical)

Arcane Wave           40/50 feet   DC 18/20 Reflex               Area

                                   DC 18/14 / 20/15 Tough (S)    Damage (Energy)

Bolt of Power         Ranged       DC 23/35 Toughness (Staged)   Damage (Variable)

Flare of Mageflame    Perception   DC 18/20 Reflex               Area

                                   DC 18/20 Reflex               Blinded; Incurable

Gout of Mageflame     Ranged       DC 23/35 Toughness (Staged)   Damage (Energy); 

                                                                  Incurable, Secondary Effect

Invoked Imaginings    Perception   DC 15/18 Will                 Disbelief

Invoked Iridescence   Ranged       DC 18/22 Reflex/Fort          Blinded & Deafened

Lemurian Shackles     Ranged       DC 18/22 Reflex (Staged)      Entangled/Bound

Mind-Shackles         Perception   Contested +8/+10 vs. Will     Controlled

Somnolence            Perception   DC 18/20 Will (Staged)        Dazed/Stunned/Asleep

Transmutation         Ranged       DC 17 Fortitude               Transformed

Withering Weakness    Ranged       DC 18/22 Fortitude (Staged)   Drain Strength

Wizard-Hand           Ranged       Grapple                       Pinned/Bound

WH (Thrown Object)    Ranged       DC 23/27 Toughness (Staged)   Damage (Physical)

Totals: Abilities (44) + Combat (16) + Saving Throws (9) + Skills (13) + Feats (8) + Powers (62) - Drawbacks (2) = 150/150 Power Points


     Zorran the Artificer is a Champions RPG villain, a Lemurian prince and wizard with a particular affinity for the sorcerous engines, automata, constructs, furnaces, and other 'mechano-mystic' devices so distinctive of Lemurian magic. (Modern electronics, or even a standard combustion engine, would be as alien to him as Lemurian items are to us, though his high INT and Eidetic Memory would let him master the basics fairly quickly.) This also explains his above-average Str and Con, in addition to generic Lemurian toughness -- spending long hours over a forge is hard work! He found a piece of a "Philosopher's Stone" one day while exploring the ruins of their sunken city (actually a fragment of the fuel core of the Mandragalore, the mystical WMD intended to be used against the Empyreans of Arcadia but which instead backfired and caused Lemuria to sink), and realized its power would allow him to make his noble family the clear rulers of the remaining Lemurians, but the other noble families found out and exiled him to the surface, and cursed him with a weakness to silver so that he suffered agonizing pain if he got too close to it. He's been working as a villain on the surface world, working to amass the power (mystical, political, it doesn't matter) needed to return to Lemuria and conquer the fools who exiled him (and then spread his rule to encompass the entire Earth).

     I changed the Weakness to a Vulnerability, since Weaknesses are kinda weird in M&M (and can get very pricey!). I also tweaked the stats around: as he is in Champions, his Philosopher's Stone and Arcane Furnace Staff both have their own Arrays (the Staff's array being slightly bigger than his Magic Array, and the Stone's Array being half again as big as his Magic!), but here I decided to have the Stone amplify his magic and add two alternate powers/spells (not unlike Equinox's Wand) and the Staff adds a Force Field and more alternate powers/spells to his Magic. His Transmutation is by far his most versatile power: he can turn flesh to stone, water to wine, steel to paper, air to chlorine, and much, much more! (Remember the mass limit applies only to objects; people and other creatures can be affected wholly regardless of size. As with my Biomancer, I kept the Transform at the default Sustained duration, but if needed a Full Action Continuous version could be stunted; like AA's Transmuter, you could easily justify stunting a number of effects off the Transform.)

     Note that since his Philosopher's Stone is not Restricted, anyone can use it, though if they do not have any Magic of their own its effects are limited to the Magic 5 in the Stone. Thus, any Bystander could use it for Disintegration 2 (burst of raw power) {10/10} or Transform 2 (Transmutation; anything to anything, 2 pounds; Flaw: Unreliable [5 uses/hour]) {10/10}.

     He would fit in pretty easily into an FC PbP game as a villain, with only minor tweaks. In the FC 'verse Lemuria was home to the Serpent People, so he could be one of those, or a human slave who escaped and stole some of their artifacts and plotted to overthrow them (but got stuck in some sort of suspended animation, awakening in the present time to a strange new world, one he shall rule!). Or just make him a human adventurer/scavenger/treasure seeker who found some Lemurian (or Atlantean or Utopian or what have you) artifacts and went mad with power! This sheet would work great for a heroic sorcerer/artificer, perhaps one loosely modeled after someone from Fullmetal Alchemist. (Yes, we often say you shouldn't model characters after manga/anime, since this is an American superhero comics-style RPG [and we've had some pretty horrible submissions over the years], but I think a few elements could be used without much problem.)

     He is brilliant, so play him intelligently: even without the Stone, his Staff and his own Magic give him oodles of options! Should he be robbed of his gear, he's a solid PL 8, but with it he's a potent PL 10. If totally deprived of his magic (note that he does not need to gesture or incant to use it!), he punches like a PL 3 but still defends like a PL 6. Despite all his power, he does have some deficiencies: his skills are pretty much all about his craft, so his low Notice means his Danger Sense won't be as helpful as it could; he has some interaction skills, so he's not a total goober, but upping those could be a good track (research grants don't come easy!). Luck, Second Chance (Concentration checks), Skill Mastery, Speed of Thought, and Ultimate Effort (Craft and Know [Arcane Lore] checks) would all be useful feats, and (as with many of my builds) his Saves could use some work. Investigate would be a good skill to pick up, especially if you wanted him to be a sort of CSI: Amestris-type hero.

     The PL 7 version below lacks the Staff, and is PL 6 without his Stone; totally deprived of his magic, he punches like a PL 3 but still defends like a PL 6.


PL 7 (105PP) version

Spoiler

Power Level: 7 (105/105PP) Trade-Offs: +1 Attack / -1 Damage


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

Strength: 14 (+2)

Dexterity: 10 (+0)

Constitution: 20 (+5)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 Arts Arcane

Grapple: +4, +14/+12 w/ Wizard-Hand

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

Knockback: -3, -2 w/out Force Field

 

Saving Throws: 2 + 4 + 2 = 8PP

Toughness: +7 (+5 Con, +2 Force Field; Imp 7/3 w/ Spells of Protection), +5 w/out Force Field

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

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

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

 

Skills: 24R = 6PP

Bluff 2 (+5)

Concentration 5 (+10)

Craft (artistic) 5 (+10)

Craft (mechanical) 5 (+10)

Diplomacy 2 (+5)

Knowledge (arcane lore) 5 (+10)

Knowledge (all others) 0 (+5)

 

Feats: 8PP

Artificer

Attack Specialization (Arts Arcane) 2

Dodge Focus 3

Eidetic Memory

Uncanny Dodge (auditory)

 

Powers: 3 + 23 + 2 + 1 = 29PP

Device 1 (Philosopher's Stone, 5 points; Flaw: Easy to Lose) [3PP]

Enhanced Feats 1 (Alternate Power for Magic/Arts Arcane [Transmutation]) {1DP} and Enhanced Magic 2 (to Magic 9 {18 points}) {4DP}

Magic 7 (Arts Arcane, 14 points; PFs: Alternate Power 9) [23PP]

BE: Blast 4 (bolts of elemental power; Extra: Penetrating; PF: Variable Descriptor [any elemental]; Drawback: Reduced Range 1 [5 increments]) {12/14}
AP: Concealment 4 (misty form; all visual; Flaw: Blending; PF: Close Range; Drawback: Action [Move]) {4} + Insubstantial 2 (gaseous; Drawback: Action [Move]) {9} + Super-Movement 1 (air walking; Flaw: Limited [only while running]) (4+9+1=14/14)
AP: Dazzle Auditory & Visual 4 (invoked iridescence; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {12/14}
AP: Drain Strength 4 (withering weakness; Extras: Range [Ranged], Total Fade; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {12/14}
AP: Illusion 3 (invoked imaginings; auditory, olfactory, and visual; PFs: Progression 2 [25-ft. radius]) {14/14}
AP: Immunity 11 (spells of protection; life support [9], sleep, starvation & thirst; Active Sustained effect) + Impervious Toughness 3 (note: Active Sustained effect) {11+3=14/14}
AP: Mind Control 6 (mind-shackles; Extra: Conscious; Flaw: Action [Full/Standard]; PFs: Mind Link, Subtle) {14/14}
AP: Move Object 4 (wizard-hand; Str 20, Hvy Load 400 lbs.; Extra: Damaging; PF: Subtle; Drawback: Reduced Range 1 [5 increments]) {12/14}
AP: Stun 6 (somnolence; Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep; Flaws: Action [Full], Distracting; PFs: Sleep, Subtle) {14/14}
AP: Teleport 7 (mageroad; 700 feet / 200 miles) {14/14}
Philosopher said:
Magic 9 (Arts Arcane, 18 points; PFs: Alternate Power 10) [28PP]
BE: Blast 6 (bolts of elemental power; Extra: Penetrating; PF: Variable Descriptor [any elemental]; Drawback: Reduced Range 1 [5 increments]) {18/18}
AP: Concealment 4 (misty form; all visual; Flaw: Blending; PFs: Close Range) {5} + Insubstantial 2 (gaseous; PFs: Subtle) {11} + Super-Movement 2 (air walking 2; Flaw: Limited [only while running]) (5+11+2=18/18)
AP: Dazzle Auditory & Visual 6 (invoked iridescence; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {18/18}
AP: Drain Strength 6 (withering weakness; Extras: Range [Ranged], Total Fade; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {18/18}
AP: Illusion 4 (invoked imaginings; auditory, olfactory, and visual; PFs: Progression 2 [25-ft. radius]) {18/18}
AP: Immunity 11 (spells of protection; life support [9], sleep, starvation & thirst; Active Sustained effect) + Impervious Toughness 7 (note: Active Sustained effect) {11+7=18/18}
AP: Mind Control 7 (mind-shackles; Extra: Conscious; Flaw: Action [Full/Standard]; PFs: Mind Link, Subtle) {16/18}
AP: Move Object 6 (wizard-hand; Str 30, Hvy Load 1,600 lbs.; Extra: Damaging; PF: Subtle; Drawback: Reduced Range 1 [5 increments]) {18/18}
AP: Stun 7 (somnolence; Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep; Flaws: Action [Full], Distracting; PFs: Sleep, Subtle) {16/18}
AP: Teleport 7 (mageroad; 700 feet / 200 miles; PFs: Change Direction, Change Velocity, Easy, Turnabout) {18/18}
AP: Transform 3 (Transmutation; anything to anything, 5 pounds; Flaw: Unreliable [5 uses/hour]) {15/18}

Force Field 2 [2PP]

Super Senses 1 (danger sense [auditory]) [1PP]

 

Drawbacks: (-2) = -2PP Vulnerability (silver; uncommon, moderate [+50% to DC modifier]) [-2PP]

 

DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 17 Toughness (Staged) Damage (Physical)
Bolt of Power Ranged DC 19/21 Toughness (Staged) Damage (Variable)
Invoked Imaginings Perception DC 13/14 Will Disbelief
Invoked Iridescence Ranged DC 15/16 Reflex/Fort Blinded & Deafened
Mind-Shackles Perception Contested +6/+7 vs. Will Controlled
Somnolence Perception DC 16/17 Will (Staged) Dazed/Stunned/Asleep
Transmutation Ranged DC 13 Fortitude Transformed
Withering Weakness Ranged DC 14/16 Fortitude (Staged) Drain Strength
Wizard-Hand Ranged Grapple Pinned/Bound
WH (Thrown Object) Ranged DC 19/21 Will (Staged) Damage (Physical)
 

Totals: Abilities (40) + Combat (16) + Saving Throws (8) + Skills (6) + Feats (8) + Powers (29) - Drawbacks (2) = 105/105 Power Points

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Character Name: Gravity Guy

Power Level: 10 (150/150PP)

Trade-Offs: -5 Defense / +5 Toughness

 


 

Abilities: 0 + 0 + 6 + 10 + 4 + 0 = 20PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 16 (+3)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

Combat: 8 + 8 = 16PP

Initiative: +5

Attack: +4, +10 w/ Gravity Powers

Grapple: +4, +5 - +9 w/ Move Object, +5 - +9 (+4 - +6 if Reflex save is made) w/ Area Move Object

+11 - +20 (+10 - +15 if Reflex save is made) w/ Enhanced!Area Move Object, +2 - +20 w/ Enhanced!Perception Move Object

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

Knockback: -12, -1 w/out Force Field

 

Saving Throws: 5 + 2 + 6 = 13PP

Toughness: +15 [imp 10] (+3 Con, +12 Force Field), +3 w/out Force Field

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

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

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

 

Skills: 44R = 11PP

Concentration 8 (+10)

Craft (electronic) 10 (+15)

Knowledge (physical sciences) 10 (+15)

Knowledge (technology) 10 (+15)

Notice 6 (+8)

 

Feats: 6PP

Attack Specialization (Gravitic Powers) 3

Dodge Focus

Inventor

Speed of Thought

 

Powers: 5 + 23 + 22 + 31 + 3 = 84PP

Flight 2 (25 mph / 250 feet per Move action; PF: Subtle) [5PP]

Force Field 12 (Extras: Impervious 10) [22PP]

Gravitic Manipulation 8 (16 points; PFs: Dynamic, Dynamic Alternate Power, Indirect 3, Subtle) [23PP]

DBE: Move Object 1-4 (gravitic manipulation; Str 5-20, Hvy Load 10 lbs. - 400 lbs.; Extras: Damaging, Range [Perception]) {4-16, 0-12 left}

DAP: Move Object 1-4 (gravitic alteration; Str 5-20, Hvy Load 10 lbs. - 400 lbs.; Extras: Area [5 to 20-ft. Burst, General], Damaging, Selective Attack; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {4-16, 0-12 left}

Gravitic Powers 13 (26 points; PFs: Dynamic, Dynamic Alternate Power 2) [31PP]

DBE: Enhanced Gravitic Manipulation 1-6 (enhanced gravitic manipulation; to Move Object 2-10 [str 10-50, Hvy Load 12 tons]) {4-24, 2-22 left}

DAP: Blast 1-10 (gravitic blast; PFs: Indirect 3 [any direction/location], Precise) {6-24, 2-20 left}

DAP: Drain Toughness 1-10 (gadget cracking; Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-18} + Blast 1-10 (Extras: Linked [Drain]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-8} {2-26, 0-24 left}

 

Enhanced Gravitic Manipulation said:
Gravitic Manipulation 21 (42 points; PFs: Dynamic, Dynamic Alternate Power, Indirect 3, Subtle) [49PP]
DBE: Move Object 1-10 (gravitic manipulation; Str 5-50, Hvy Load 10 lbs. - 12 tons; Extras: Damaging, Range [Perception]; PF: Split Attack) {5-41, 1-37 left}

DAP: Move Object 1-10 (gravitic alteration; Str 5-50, Hvy Load 10 lbs. - 12 tons; Extras: Area [5 to 50-ft. Burst, General], Damaging, Selective Attack; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]; PFs: Progression [Area] [10 to 100-ft. Burst], Selective) {6-42, 0-36 left}

Super-Senses 3 (gravitic field sense [tactile; enhancements: analytical, ranged]) [3PP]

 

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

 

DC Block:


ATTACK                     RANGE        SAVE                          EFFECT

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

Gadget Cracking            Ranged       DC 11-20 Fortitude (Staged)   Drain Toughness;

                                                                       Affects Objects Only

                           Ranged       DC 16-25 Toughness (Staged)   Damage (Physical);

                                                                       Affects Objects Only

Gravitic Alteration        Ranged       DC 11-15 Reflex               Area

                                        Grapple                       Pinned/Bound

Gravitic Alteration*       Ranged       DC 11-20 Reflex               Area

                                        Grapple                       Pinned/Bound

Gravitic Blast             Ranged       DC 16-25 Toughness (Staged)   Damage (Physical)

Gravitic Manipulation      Ranged       Grapple                       Pinned/Bound

Grav Manip (Thrown Obj)    Ranged       DC 16-20 Toughness (Staged)   Damage (Physical)

Gravitic Manipulation*     Perception   Grapple                       Pinned/Bound

Grav Manip (Thrown Obj)*   Perception   DC 16-25 Toughness (Staged)   Damage (Physical)


* Enhanced Gravitic Alteration/Manipulation

Totals: Abilities (20) + Combat (16) + Saving Throws (13) + Skills (11) + Feats (6) + Powers (84) - Drawbacks (0) = 150/150 Power Points


     Here's my take on a Gravity Controller, using some tricks from my earlier post on gravity. I imagine that, like Marvel's Graviton (whose pic is used) or DC's Starman, he's a scientist whose experiments with gravitons and graviolis blew up in his face, imbuing him with fantastic gravitic powers! (Or maybe he gained his abilities by accident, like Marvel's Gravity -- or maybe he's a filthy Terminus Baby, who took up science lessons to learn how best to use his terrible power to negate one of the four fundamental forces of the universe!)

     Like many Energy Controllers (and unlike AA's Gravity Controller), he is something of a tank, avoiding damage thanks to a potent gravitic force screen; physical projectiles become so heavy they crash to the ground, energy discharges dissipate harmlessly. (I figured the accident/empowering made him slightly healthier overall, a Required Secondary Power for being able to handle all that energy, hence the above-average Constitution.)

     (The char also borrows a bit from the Champions supervillain Gravitar, a mutant born to a wealthy French family, her frightening power kept in check largely by her easily-bored dilettante nature. A straight conversion of her would include Charisma 20 and Attractive, many more interaction skills and languages, Flight 4, no Super-Senses, a TK STR of 60/100, and put her at PL 12 offensively [+8 Attack, +14 w/ Gravity Powers, Blast 10], but PL 19 defensively [+10 Defense, Toughness +12 w/out Force Field, +27 with]! Which is one reason I went with making him such a tank.)

     His big thing is, of course, those two Dynamic Arrays. Dynamic Arrays can be tricky (as tricky as Variable Powers), so this build may not be for everyone, especially if you're new to M&M. Since his Gravity Alteration/Manipulation is Damaging, he can put the squeeze on foes when he's grabbed them, and they will be harmed when pulled down with the force of 30 Gs or flung up into the ceiling! Grab a bunch of mooks up and crush their guns in their hands? No problem! Airlift a bunch of people from a flooding area? Also doable! Do note that his Attack Specialization feat applies only to his Gravity Powers Array, not the Gravity Manipulation one, which is why his Grapple score with those two Move Object powers isn't as high as it might be (until he feeds his Gravity Powers array into it).

     If you would rather not deal with Dynamic Powers, just drop the Dynamic part of it, and use those 5PPs for something else (perhaps more Charisma, interaction skills and languages, or some combat feats like All-out Attack, Defensive Attack and Power Attack to keep some level of versatility, or a Teleport AP off his Flight).

     As he is now, if his powers get nixed, he's PL 4 defensively, but only punches like a PL 2.

     Another variant could be a non-scientist who was caught in some accident and who has little mind for physical science, perhaps a military grunt (better STR/DEX/CON, higher base Attack and Defense, more combat feats) or a paramedic (high WIS, Craft/Chem, Know/Life Sci and Medicine) caught in the backwash of a prototype antigrav vehicle.


PL 7 (105PP) version

Spoiler

Trade-Offs: -5 Defense / +5 Toughness Abilities: 0 + 0 + 4 + 8 + 4 + 0 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 4 = 10PP Initiative: +4 Attack: +3, +7 w/ Gravity Powers Grapple: +3, +4 - +6 w/ Move Object, +3 - +6 (+3 - +4 if Reflex save is made) w/ Area Move Object +8 - +14 (+7 - +10 if Reflex save is made) w/ Enhanced!Area Move Object, +2 - +14 w/ Enhanced!Perception Move Object Defense: +2 (+2 Base), +1 Flat-Footed Knockback: -9, -1 w/out Force Field Saving Throws: 3 + 2 + 4 = 9PP Toughness: +12 [imp 6] (+2 Con, +10 Force Field), +2 w/out Force Field Fortitude: +5 (+2 Con, +3) Reflex: +2 (+0 Dex, +2) Will: +5 (+2 Wis, +4) Skills: 28R = 7PP Concentration 7 (+9) Craft (electronic) 6 (+10) Knowledge (physical sciences) 6 (+10) Knowledge (technology) 6 (+10) Notice 3 (+5) Feats: 4PP Attack Specialization (Gravitic Powers) 2 Inventor Speed of Thought Powers: 3 + 16 + 13 + 25 + 2 = 59PP Flight 1 (10 mph / 100 feet per Move action; PF: Subtle) [3PP] Force Field 10 (Extras: Impervious 6) [16PP] Gravitic Manipulation 4.5 (9 points; PFs: Dynamic, Dynamic Alternate Power, Indirect) [13PP]

DBE: Move Object 1-3 (gravitic manipulation; Str 5-15, Hvy Load 10 lbs. - 200 lbs.; Extra: Damaging) {3-9, 0-6 left} DAP: Move Object 1-3 (gravitic alteration; Str 5-15, Hvy Load 10 lbs. - 200 lbs.; Extras: Area [5 to 15-ft. Burst, General], Damaging; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {3-9, 0-6 left}

Gravitic Powers 10 (20 points; PFs: Dynamic, Dynamic Alternate Power 2) [25PP]

DBE: Enhanced Gravitic Manipulation 1-5 (enhanced gravitic manipulation; to Move Object 2-10 [str 10-50, Hvy Load 12 tons]) {5-20, 0-15 left} DAP: Blast 1-7 (gravitic blast; PFs: Indirect 3 [any direction/location], Precise) {6-18, 2-14 left} DAP: Drain Toughness 1-7 (gadget cracking; Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-12} + Blast 1-7 (Extras: Linked [Drain]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-5} {2-17, 3-18 left}
Enhanced Gravitic Manipulation said:
Gravitic Manipulation 14.5 (29 points; PFs: Dynamic, Dynamic Alternate Power, Indirect) [33PP]
DBE: Move Object 1-7 (gravitic manipulation; Str 5-35, Hvy Load 10 lbs. - 1.5 tons; Extras: Damaging, Range [Perception]; PF: Split Attack) {5-29, 0-24 left} DAP: Move Object 1-7 (gravitic alteration; Str 5-35, Hvy Load 10 lbs. - 1.5 tons; Extras: Area [5 to 35-ft. Burst, General], Damaging, Selective Attack; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]; PF: Selective) {5-29, 0-24 left}

Super-Senses 2 (gravitic field sense [tactile; enhancements: ranged]) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Gadget Cracking Ranged DC 11-17 Fortitude (Staged) Drain Toughness;
Affects Objects Only
Ranged DC 16-22 Toughness (Staged) Damage (Physical);
Affects Objects Only
Gravitic Alteration Ranged DC 11-13 Reflex Area
Grapple Pinned/Bound
Gravitic Alteration* Ranged DC 11-17 Reflex Area
Grapple Pinned/Bound
Gravitic Blast Ranged DC 16-22 Toughness (Staged) Damage (Physical)
Gravitic Manipulation Ranged Grapple Pinned/Bound
Grav Manip (Thrown Obj) Ranged DC 16-19 Toughness (Staged) Damage (Physical)
Gravitic Manipulation* Perception Grapple Pinned/Bound
Grav Manip (Thrown Obj)* Perception DC 16-22 Toughness (Staged) Damage (Physical)

* Enhanced Gravitic Alteration/Manipulation


 

Totals: Abilities (16) + Combat (10) + Saving Throws (9) + Skills (7) + Feats (4) + Powers (59) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville
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Image result for Rebecca Romijn Alexis Meade

Character Name: Masquerade

Power Level: 10 (150/150PP)

Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness

 


 

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

Strength: 14 (+2)

Dexterity: 20 (+5)

Constitution: 16 (+3)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 20 (+5)

 

Combat: 20 + 16 = 36PP

Initiative: +5

Attack: +10, +13 melee

Grapple: +15

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Knockback: -2, -1 flat-footed

 

Saving Throws: 0 + 0 + 2 = 2PP

Toughness: +5 (+3 Con, +2 Defensive Roll), +3 flat-footed

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

Reflex: +5 (+5 Dex, +0)

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

 

Skills: 116R = 29PP

Acrobatics 10 (+15) SM

Bluff 10 (+15) SM

Computers 7 (+10)

Diplomacy 10 (+15) SM

Disable Device 12 (+15) SM

Disguise 5 (+10, +30 w/ Morph) SM

Drive 5 (+10)

Gather Information 7 (+12) SM

Intimidate 10 (+15) SM

Knowledge (Current Events) 7 (+10)

Knowledge (Popular Culture) 7 (+10)

Knowledge (Streetwise) 7 (+10)

Language 6 (English [native], French, German, Japanese, Mandarin, Russian, Spanish)

Notice 8 (+10) SM

Stealth 5 (+10)

 

Feats: 28PP

Acrobatic Bluff

All-out Attack

Attack Focus (Melee) 3

Benefit 1 (Wealth)

Connected

Defensive Attack

Defensive Roll

Dodge Focus 7

Improved Disarm

Improved Throw

Improved Trip

Jack of all Trades

Power Attack

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Gather Information, Intimidate, Notice)

Sneak Attack 4

Taunt

 

Powers: 15 = 15PP

Morph 4 (any humanoid, +20 Disguise; Extra: Duration [Continuous]; PFs: Covers Scent, Precise, Voice Mimicry) [15PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:

ATTACK         RANGE     SAVE                             EFFECT

Unarmed        Touch     DC 17 (22) Toughness (Staged)    Damage (Physical)

Totals: Abilities (40) + Combat (36) + Saving Throws (2) + Skills (29) + Feats (28) + Powers (15) - Drawbacks (0) = 150/150 Power Points

 


 

     Here's Masquerade, a Champions RPG char who is pretty much a Mystique expy (hence using a pic of Rebecca Romijn). As a villain, s/he (Masquerade has no default form or gender) is in many ways more a threat than folks like Dr. Destroyer/Overshadow or Takofanes/Malador the Mystic, since s/he can can infiltrate almost any installation, obtain almost any information, and compromise almost any security. If there's anyone who scares politicians more than telepaths, it's Masquerade.

     Just because you can flawlessly mimic the form of anyone doesn't mean you have to become an amoral psychopath with no connection to humanity save that of your mercenary employers, though! While not as malleable as folks like Elongated Man, Morph, or Plastic Man, Masquerade's skills of infiltration and unarmed combat, which make hir such an effective infiltrator and assassin, can just as easily be used for heroic work. Sneak into the villain's lairs (with Skill Mastery, s/he hits 40 on Disguise checks!), gather intel, and bring it to the authorities, or your fellow heroes! Take on the forms of other heroes, to cover for their secret identities! Be sure to use Acrobatics, Bluff, and Intimidate liberally in combat, so you can keep using your Sneak Attack.

     As is so often the case with my builds (especially ones based on Champions characters), hir Saves are a gaping hole, so if you play this, patch them as soon as you can! More skills & feats (Contacts, Well Informed, and Challenge/Fast Task so you don't take a -5 penalty when using Acrobatics/Bluff/Intimidate as a Move action in combat!) would also be useful. You could also expand hir Morph by adding a rank or two of Shapeshift (writers have given Mystique everything from Regeneration/Self-Only Healing, to Immunity to Aging [constantly-regenerating body] and Crits [shifting organs], to Radius Vision & Area [burst] extra with guns [growing an extra head & pair of arms and firing four guns simultaneously]), or even a Mimic VP so s/he can copy the powers of folks s/he's imitating. 

     Complication are plentiful: in addition to any espionage agencies s/he may have worked for in hir murky past (and are keen on retrieving their asset), there could also be the question of what s/he is and where s/he came from (Masquerade was a doorstep baby, with no clue to hir true origin, though this need not apply to a heroic char based on this sheet). Human mutant? Freakish Terminus Baby? Alien (a grue drone larvae, blown free from a crashed Grue craft, found by a hobo, and dropped off at the nearest house?)? Fae changeling? Mimetic polyalloy android from the future? Who knows! Well, someone probably does....

Edited by Dr Archeville
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