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Dr Archeville

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Character Name: Brainchild, Gadgeteer/Psion Hybrid

Power Level: 10 (150/150PP)

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

 


 

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

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

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

Wisdom: 18 (+4)

Charisma: 10 (+0)

 

Combat: 8 + 8 = 16PP

Initiative: +10/+4

Attack: +4 Melee, +8 Ranged

Grapple: +4, +4 w/ Psychokinesis

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

Knockback: -11, -0 w/out Force Field

 

Saving Throws: 0 + 4 + 8 = 12PP

Toughness: +12 [imp 10] (+0 Con, +12 Force Field), +0 w/out Force Field

Fortitude: +8/+0 (+0 Con, +0; +8 Force Field Belt)

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

Will: +12 (+4 Wis, +8)

 

Skills: 100R = 25PP

Computers 10 (+20/+14)

Concentration 8 (+12)

Craft (Electronics) 10 (+20/+14)

Disable Device 10 (+20/+14)

Knowledge (Behavioral Sciences) 10 (+20/+14)

Knowledge (Current Events) 5 (+15/+9)

Knowledge (Life Sciences) 10 (+20/+14)

Knowledge (Physical Sciences) 10 (+20/+14)

Knowledge (Popular Culture) 10 (+20/+14)

Knowledge (Technology) 10 (+20/+14)

Knowledge (all others) 0 (+10/+4)

Stealth 7 (+7)

 

Feats: 10PP

Attack Focus (Ranged) 4

Dodge Focus 4

Eidetic Memory

Inventor

Speed of Thought

 

Powers: 24 + 15 + 8 + 4 + 19 = 70PP

Device 6 (Force Field Belt, 30 points; Flaw: Hard to Lose) [24PP]

Enhanced Fort Save 8 (Extra: Linked [Force Field]) {6} + Force Field 12 (Extras: Impervious 10, Linked [Enhanced Fort Save) {22} {8+22=30/30}

Device 5 (Molecular Destabilization Pistol, 25 points; Flaw: Easy to Lose) [15PP]

Molecular Destabilization 12 (24 points; PF: Alternate Power) [25DP]
BE: Blast 12 (destabilization) {24/24}

AP: Disintegration 8 (disintegration; Flaws: Action [Full] for Blast and Drain Toughness) {24/24}

Device 2 (Jetpack, 10 points; Flaw: Hard to Lose) [8PP]

Flight 4 (100 mph / 1,000 feet per Move action; PFs: Move-by Action, Subtle) {10}

Device 1 (Helmet & Goggles, 5 points; Flaw: Hard to Lose) [4PP]

Super-Senses 5 (darkvision, infravision, radio, ultravision) {5DP}

Psionic Powers 6 (12PP Array; PF: Alternate Power 7) [19PP]

BE: Enhanced Intelligence 12 (to 30/+10) {12/12}

AP: Communication 6 (telepathy; 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: Illusion 4 (mind games; all senses; Flaw: Phantasm) {12/12}

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

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

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

AP: Move Object 2 (psychokinesis; Str 10, Hvy Load 100 lbs.; Extras: Damaging, Range [Perception]; PFs: Precise, Split Attack, Subtle) {11/12}

AP: Teleocation 9 (brain scan; 20,000 miles [entire planet]; PFs: Rapid 2 [x100], Subtle) {12/12}

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK               RANGE        SAVE                       EFFECT

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

Brain Blast          Perception   DC 19 Will (Staged)        Damage (Mental)

Brain Scan           Perception   Contested +10 vs. Will     Mind Reading

Destabilization      Ranged       DC 27 Toughness (Staged)   Damage (Energy)

Disintegration       Ranged       DC 18 Fortitude (Staged)   Drain Toughness

                                  DC 23 Toughness (Staged)   Damage (Energy)

Mental Control       Perception   Contested +10 vs. Will     Controlled

Mind Games           Perception   DC 14 Will                 Disbelieve

Psychokinesis        Perception   Grapple                    Pinned/Bound

PK (thrown Object)   Perception   DC 17 Toughness (Staged)   Damage (Physical)

Totals: Abilities (16) + Combat (16) + Saving Throws (12) + Skills (25) + Feats (11) + Powers (70) - Drawbacks (0) = 150/150 Power Points


     Here we have Brainchild, another Champions villain (though a more faithful conversion would actually put him around PL 8, as he is far from a world-class threat; below is a PL 7 version, suitable for his early career). Born with psychic abilities (including a nigh-superhuman intellect), Harold Jenkins breezed through school and the dating scene, then skipped college and headed right for the underworld. His first few robberies were a success, but then he got nabbed by the Drifer (essentially a John Constantine/Phantom Stranger mashup), where he quickly realized that A] pain sucks and B] his psionic powers were far from up to the task of tackling actual superheroes. He served his jail time, then went to work with VIPER (a COBRA/SHADOW expy) as a techie until he left after they failed to recognize his superior intellect, taking several gigs of sensitive data with him. So now he has to stay ahead of them, and other superheroes, all while trying to live the simple life of a man who should be recognized for his mental superiority and given everything he wants. He still robs banks sometimes, but now he spends more time behind the scenes, hiring himself out as an electronics wiz and consultant, providing gear and tactical advice for other criminals. He's become more dangerous as a gadgeteer than he ever was as a mentalist, though heroes who approach him simply as a cowardly little gadgeteer are in for a rude surprise!

     Being a vicious coward is no way for a superhero to act, of course, though many science-heroes do have some degree of intellectual arrogance. As a hero, this could represent someone born with a decent range of low-strength mental abilities who decided to focus on his scientific & technical skills and gadgetry rather than improving his psionic abilities, or maybe even a Farsider or Lor Mentat shoring up weak mental powers with advanced tech. Alternatively, he could be someone who started as a gadgeteer who, either through accident or design, gained psionic abilities, which he uses as an ace in the hole. When the villain strips you of your gear and locks you in an empty room, they won't expect you to be able to psychokinetically operate the switches from the other side of the room, or make the guard enter the wrong commands and free your comrades from their power dampers! The two main paths you can develop him on is either focusing on his psionics (more and more potent powers, perhaps some of the Enhanced Mind tricks I've used for Dok over the years) of his gadgeteering (adding more to his Devices, or even the Gadgets power as he starts carrying spare parts with which to quickly cobble something together, as Midnight II does), though you could split the different and make some psitech additions to his helmet & goggles that enhance his Psionic Powers!

     A note on Speed of Thought and Intelligence in Arrays: so as not to have to readjust initiative during combat, I find it's best to simply use the lower, unenhanced number for calculating initiative. Of course, it would be simpler to just buy the Enhanced INT out of the Array and do away with that slot!


PL 7 (105 PP) version

Spoiler

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


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

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

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

Wisdom: 16 (+3)

Charisma: 10 (+0)

 

Combat: 6 + 4 = 10PP

Initiative: +7/+2

Attack: +3 Melee, +5 Ranged

Grapple: +3, +4 w/ Psychokinesis

Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -8, -0 w/out Force Field

 

Saving Throws: 0 + 2 + 7 = 9PP

Toughness: +9 [imp 7] (+0 Con, +9 Force Field), +0 w/out Force Field

Fortitude: +4/+0 (+0 Con, +0; +4 Force Field Belt)

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

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

 

Skills: 36R = 9PP

Computers 3 (+10/+5)

Concentration 4 (+7)

Craft (Electronics) 8 (+15/+10)

Disable Device 3 (+10/+5)

Knowledge (Behavioral Sciences) 3 (+10/+5)

Knowledge (Current Events) 3 (+10/+5)

Knowledge (Life Sciences) 3 (+10/+5)

Knowledge (Physical Sciences) 3 (+10/+5)

Knowledge (Popular Culture) 3 (+10/+5)

Knowledge (Technology) 3 (+10/+5)

Knowledge (all others) 0 (+7/+2)

 

Feats: 8PP

Attack Focus (Ranged) 2

Dodge Focus 3

Eidetic Memory

Inventor

Speed of Thought

 

Powers: 12 + 16 + 4 + 4 + 17 = 53PP

Device 4 (Molecular Destabilization Pistol, 20 points; Flaw: Easy to Lose) [12PP]

Molecular Destabilization 9 (18 points; PF: Alternate Power) [20DP]
BE: Blast 9 (destabilization) {18/18} AP: Disintegration 6 (disintegration; Flaw: Action [Full] for Blast and Drain Toughness) {18/18}

Device 4 (Force Field Belt, 20 points; Flaw: Hard to Lose) [16PP]

Enhanced Fort Save 4 (Extra: Linked [Force Field]) {4} + Force Field 9 (Extras: Impervious 7, Linked [Enhanced Fort Save) {16} {4+16=20/20}

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

Flight 2 (25 mph / 250 feet per Move action; PF: Move-by Action) {5}

Device 1 (Helmet & Goggles, 5 points; Flaw: Hard to Lose) [4PP]

Super-Senses 5 (darkvision, infravision, radio, ultravision) {5DP}

Psionic Powers 5 (10PP Array; PF: Alternate Power 7) [17PP]

BE: Enhanced Intelligence 10 (to 24/+7) {10/10} AP: Communication 4 (telepathy; Mental, 1 mile; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid [x10], 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: Illusion 3 (mind games; all senses; Flaw: Phantasm) {9/10} AP: Mental Blast 3 (brain blast; Flaw: Action [Full]) {9/10} AP: Mind Control 7 (mental control; Flaw: Action [Full]; PFs: Mind Link, Subtle) {9/10} AP: Mind Reading 7 (brain scan; Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {8/10} AP: Move Object 2 (psychokinesis; Str 10, Hvy Load 100 lbs.; Extras: Damaging, Range [Perception]; PFs: Precise, Subtle) {10/10} AP: Teleocation 8 (brain scan; 2,000 miles [continent]; PFs: Rapid [x10], Subtle) {10/10}

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Brain Blast Perception DC 18 Will (Staged) Damage (Mental)
Brain Scan Perception Contested +7 vs. Will Mind Reading
Destabilization Ranged DC 24 Toughness (Staged) Damage (Energy)
Disintegration Ranged DC 16 Fortitude (Staged) Drain Toughness
DC 21 Toughness (Staged) Damage (Energy)
Mental Control Perception Contested +7 vs. Will Controlled
Mind Games Perception DC 13 Will Disbelieve
Psychokinesis Perception Grapple Pinned/Bound
PK (thrown Object) Perception DC 17 Toughness (Staged) Damage (Physical)
 

Totals:

Abilities (10) + Combat (16) + Saving Throws (9) + Skills (9) + Feats (8) + Powers (53) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville

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Character Name: Lady Blue, Robin Hood-esque force field-centric battlesuit

Power Level: 10 (150/150PP)

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

 


 

Abilities: 0 + 10 + 4 + 14 + 4 + 8 = 40PP

Strength: 26/10 (+8/+0), effective Str 46

Dexterity: 20 (+5)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

Combat: 8 + 8 = 16PP

Initiative: +5

Attack: +6, +8 Force Projection; +4 out of Suit

Grapple: +20/+6, +4 out of suit

Defense: +8, +5 out of Suit (+4 Base, +1 Dodge Focus, +3 Dodge from Suit), +2 Flat-Footed

Knockback: -10, -1 w/out Force Field

 

Saving Throws: 2 + 2 + 2 = 6PP

Toughness: +12 [imp 9] (+2 Con, +10 Force Field), +2 w/out Force Field

Fortitude: +8/+4 (+2 Con, +2, +4 Suit)

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

Will: +8/+4 (+2 Wis, +2, +4 Suit)

 

Skills: 76R = 19PP

Acrobatics 6 (+11)

Bluff 0 (+4, +8 w/ Attractive)

Computer 8 (+15)

Concentration 8 (+10)

Craft (Electronics) 8 (+15)

Diplomacy 2 (+6, +10 w/ Attractive)

Gather Information 6 (+10)

Knowledge (Physical Sciences) 8 (+15)

Knowledge (Streetwise) 3 (+10)

Knowledge (Technology) 8 (+15)

Notice 8 (+10)

Perform (Oratory) 5 (+9)

Stealth 6 (+11)

 

Feats: 10PP

Accurate Attack

Acrobatic Bluff

Attack Specialization (Force Projection)

Attractive

Defensive Attack

Dodge Focus

Improved Throw

Inventor

Move-by Action

Power Attack

 

Powers: 59PP

Device 14 (Force Projection Suit; 70 points; Flaw: Hard to Lose; Drawback: Vulnerability [magnetic attacks; uncommon, major {x2 DC modifier} {-3PP}]) [59PP]

Enhanced Attack 2 (targeting systems; to +6) [4PP]

Enhanced Fortitude Save 4 (modulated force field; Extras: Linked [Enhanced Will], Linked [Force Field]) {4PP} + Enhanced Will Save 4 (modulated force field; Extras: Linked [Enhanced Fort], Linked [Force Field]) {4PP} + Force Field 10 (force field; Extra: Impervious 9, Linked [Enhanced Fort], Linked [Enhanced Will]) {19PP} [4+4+19=27PP]

Flight 4 (magnetic field manipulation; 100 mph / 1,000 feet per Move action; PFs: Dodge Focus 3) [11PP]

Force Projection Systems 12 (24 points; PFs: Alternate Power 3) [27PP]

BE: Blast 12 (power blast) {24/24}

AP: Blast 8 (auto-blast; Extra: Autofire) {24/24}

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

AP: Enhanced Strength 16 (strength augmentation; to 26/+8) {16} + Super-Strength 4 (effective Str 46, Hvy Load 7.36 tons) {8} {16+8=24/24}

Super-Senses 1 (radio) [1PP]

4+27+11+27+1 = 70/70

 

Drawbacks: -0PP

 

DC Block:

ATTACK         RANGE     SAVE                           EFFECT

Unarmed        Touch     DC 15/23 Toughness (Staged)    Damage (Physical)

Auto-Blast     Touch     DC 23 Toughness (Staged)       Damage (Physical), Autofire

Power Blast    Touch     DC 27 Toughness (Staged)       Damage (Physical)

Totals: Abilities (40) + Combat (16) + Saving Throws (6) + Skills (19) + Feats (10) + Powers (59) - Drawbacks (0) = 150/150 Power Points


     Tara Lemick grew up in a poor but very loving family, so she really never felt as impoverished as her parent's bank accounts indicated. Thriving under their support, she excelled in school, and won some scholarships to a prestigious university, where she majored in electronic engineering, specializing in force fields. She invented several revolutionary forms of force field technology, but was stymied on how best to use them. Determined to make a difference, she created a skintight suits of powered "armor" incorporating her tech, allowing her to fly (by "thrusting" against the Earth's magnetic field) and project bolts of energy. (One design flaw she's yet to work out is that exposure to intense magnetic fields or directed magnetic attacks causes intensely painful short circuits.) Thus equipped, she set out as Lady Blue, a modern day Robin Hood stealing from the rich and corrupt and giving to the poor and needy (and if she gets a bit of a thrill out of it, what's the harm?). While her boasts that she's never harmed an innocent in her numerous crimes (mostly property crimes) are not entirely true, it is close enough to true that, while her actions are unquestionably criminal, her popularity remains as high as that of many superheroes, and the fact she has genuinely helped dozens of people to better themselves puts many heroes in something of a moral dilemma when facing her. This, her tendency to run rather than fight, and some very good criminal defense attorneys (some paid for by the grateful people she's helped) has resulted in her never seeing the inside of a prison cell. When she does fight, she typically starts with full Accurate/Defensive Attack, to scare off a pursuer with a well-placed shot, to gauge how much (or how little) punch they can take, and to be prepared for any retribution, releasing the suit's full offensive power as a last resort.

     In both the Champions and Freedom City settings, Lady Blue is villain largely because she is so proactive and so set to change the world (for example, stealing from a corporation whose pollution was giving the people who lived near its factories cancer and donating whatever money she didn't need to maintain her suit to pay for the medical bills of those families), something superheroes don't typically do. She works fine as-is in this setting, someone who presents a more ethical/moral challenge to your heroic characters rather than a purely physical force to overcome. Of course, this sheet works equally well for a superheroic character, and the background even works pretty well (up until she decided to start stealing from people!).

     Heroes don't have to come from angst-ridden backgrounds, they can have supportive home lives -- just ask Jaime! Do be aware that there are several drawbacks compared to a conventional battlesuit -- few Super-Senses, no Immunities/life support -- but those can easily be added. In many ways the suit is like a full body Green Lantern power ring, so combine that with her top-notch technical skills and you can upgrade the suit in pretty much any way you'd like! (Another track to go is to focus on her interaction skills, persuading villains with kind and heartfelt words as well as projected bolts of force.) Also note that, out of her suit, she's a measly PL 3 defensively, PL 2 offensively!


PL 7 (105PP) Version

Spoiler

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

 

Abilities: 0 + 8 + 4 + 14 + 4 + 8 = 38PP

Strength: 24/10 (+7/+0), effective Str 34

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

Combat: 4 + 4 = 8PP

Initiative: +4

Attack: +3, +5 Force Projection; +2 out of Suit

Grapple: +14/+3, +2 out of suit

Defense: +5, +3 out of Suit (+2 Base, +1 Dodge Focus, +2 Dodge from Suit), +1 Flat-Footed

Knockback: -6, -1 w/out Force Field

 

Saving Throws: 1 + 1 + 1 = 3PP

Toughness: +9 [imp 3] (+2 Con, +7 Force Field), +2 w/out Force Field

Fortitude: +5/+3 (+2 Con, +1, +2 Suit)

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

Will: +5/+3 (+2 Wis, +1, +2 Suit)

 

Skills: 56R = 14PP

Acrobatics 6 (+10)

Bluff 0 (+4, +8 w/ Attractive)

Computer 3 (+10)

Concentration 8 (+10)

Craft (Electronics) 3 (+10)

Diplomacy 2 (+6, +10 w/ Attractive)

Gather Information 6 (+10)

Knowledge (Physical Sciences) 3 (+10)

Knowledge (Streetwise) 3 (+10)

Knowledge (Technology) 3 (+10)

Notice 8 (+10)

Perform (Oratory) 5 (+9)

Stealth 6 (+10)

 

Feats: 9PP

Accurate Attack

Acrobatic Bluff

Attack Specialization (Force Projection)

Attractive

Defensive Attack

Dodge Focus

Inventor

Move-by Action

Power Attack

 

Powers: 33PP

Device 9 (Force Projection Suit; 45 points; Flaw: Hard to Lose; Drawback: Vulnerability [magnetic attacks; uncommon, major {x2 DC modifier} {-3PP}]) [33PP]

Enhanced Attack 1 (targeting systems; to +3) [2PP]

Enhanced Fortitude Save 2 (modulated force field; Extras: Linked [Enhanced Will], Linked [Force Field]) {2PP} + Enhanced Will Save 2 (modulated force field; Extras: Linked [Enhanced Fort], Linked [Force Field]) {2PP} + Force Field 7 (force field; Extra: Impervious 3, Linked [Enhanced Fort], Linked [Enhanced Will]) {10PP} [2+2+10=14PP]

Flight 3 (magnetic field manipulation; 50 mph / 500 feet per Move action; PFs: Dodge Focus 2) [8PP]

Force Projection Systems 8 (18 points; PFs: Alternate Power 2) [20PP]

BE: Blast 9 (power blast) {18/18}
AP: Blast 6 (auto-blast; Extra: Autofire) {18/18}
AP: Enhanced Strength 14 (strength augmentation; to 24/+7) {14} + Super-Strength 2 (effective Str 34, Hvy Load 2,800 lbs.) {4} {14+4=18/18}
Super-Senses 1 (radio) [1PP] 2+14+8+20+1 = 45/45

 

Drawbacks: -0PP

 

DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15/22 Toughness (Staged) Damage (Physical)
Auto-Blast Touch DC 21 Toughness (Staged) Damage (Physical), Autofire
Power Blast Touch DC 24 Toughness (Staged) Damage (Physical)
 

Totals:

Abilities (38) + Combat (8) + Saving Throws (3) + Skills (14) + Feats (9) + Powers (33) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville

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Character Name: Deadman Walkin', USMCorpse

Power Level: 10 (150/150PP)

Trade-Offs: +4 Attack / -4 Damage (gun) or None (unarmed), -2 Defense / +2 Toughness

 


 

Abilities: 20 + 6 + (-10) + 4 + 6 + 6 = 32PP

Strength: 30 (+10)

Dexterity: 16 (+3)

Constitution: ---

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 12 + 12 = 24PP

Initiative: +3

Attack: +6, +8 melee, +10 unarmed, +14 handgun

Grapple: +18

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

Knockback: -11

 

Saving Throws: 2 + 2 = 4PP

Toughness: +12 [imp 10] (+12 Protection)

Fortitude: ---

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

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

 

Skills: 36R = 9PP

Craft (mechanical) 3 (+5)

Intimidate 12 (+15) SM

Knowledge (Tactics) 8 (+10) SM

Notice 6 (+9) SM

Stealth 7 (+10) SM

 

Feats: 21PP

Attack Focus (Melee) 2

Attack Specialization (Handgun) 4

Attack Specialization (Unarmed)

Benefit 3 (use Knowledge [Tactics] in place of Stealth to set up a surprise attack; use Knowledge [Tactics] in the place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; use Knowledge [Tactics] in place of an Intelligence check for the Master Plan feat)

Challenge (Fast Startle)

Dodge Focus 3

Equipment 2

Master Plan

Precise Shot

Quick Draw

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

Startle

Equipment 10EP

Headquarters

Reinforced Storage Locker

Size: Fine; Toughness: 10; Features: Communications, Concealed, Security System, Workshop

Cost: (-3) + 1 + 4 = 2EP

Weapons

Beretta M9 Handgun: Blast 4 {8EP}

 

Powers: 30 + 22 + 5 + 1 + 2 = 60PP

Immunity 30 (Fortitude Effects) [30PP]

Protection 12 (Extra: Impervious 10) [22PP]

Regeneration 5 (Recovery bonus +5 [+0 total]) [5PP]

Speed 1 (swift as death; 10 mph / 100 feet per Move action) [1PP]

Super Senses 2 (darkvision) [2PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:

ATTACK        RANGE     SAVE                        EFFECT

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

Beretta M9    Ranged    DC 19 Toughness (Staged)    Damage (Ballistic)

Totals: Abilities (32) + Combat (24) + Saving Throws (4) + Skills (9) + Feats (21) + Powers (60) - Drawbacks (0) = 150/150 Power Points

 


 

     He was a gung-ho military man, pride of his unit, caught in the wrong place at the wrong time. A raid on what was supposed to be a small terrorist cell turned out to be a major terrorist bioweapons lab, and in the ensuing firefight he & his men were exposed to all manner of mutagens and nerve gases. They stopped the bad guys, but barely made it out alive; the military doctors did all they could, even trying some experimental radiation-based treatments, but it was too late. He received a military funeral with full honors.

     One stormy night, as a torrential downpour turned the earth to mud, he rose! Bursting through his coffin and crawling through the muck, he stalked the night, struggling with a faulty memory. He made his way home, but found his wife and son had left, gone to some South American country. He moved on to his storage locker, paid some months in advance and abandoned by his grieving widow, and studied the items there. More and more of his memories came back, along with a dawning realization of what he was: some sort of undead, like a zombie. A thinking zombie. And if he could think, and reason, he must still have other qualities that make him human, that made him a soldier. That could still make him a force for good and protection.

     A note on his skills and feats: since Master Plan does not allow you to Take 10 or 20 on the check, the Benefit and Skill Mastery he has will not allow him to Take 10 on the Knowledge (Tactics) check for Master Plan checks. The Craft (Mechanical) is for maintaining his sidearm (with which he is PL 9), as any good solider should be able to do.

     Was it something in the bioweapons those terrorists were making that brought him back? The radiation? A combination? Or something else entirely? Did some necromancer raise him to lead his unholy army? Or was it just some kids meddling with forces beyond their ken and his rise was an unintended side effect? Any of these could lead to some excellent Drawbacks and Complications. Fortunately for him, Freedom City has folks like Nick Cimitiere and Dead Head to help solve the mystery of his reanimation!

     The pic is of "Bub," the moderately intelligent ghoul from George Romero's Day of the Dead, who remembered enough of his past military training to answer a phone, shave, and salute (and shoot a firearm; his final scene shows why this fine fellow has Precise Shot). His actor, Sherman Howard, would later go on to voice Derek "Blight" Powers in Batman Beyond!

Edited by Dr Archeville

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Character Name:

Power Level: 10 (150/150PP)

Trade-Offs: +2 Attack / -2 Damage or None

 


 

Abilities: 12 + 6 + 8 + 0 + 6 + 6 = 38PP

Strength: 26 (+8)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 12 + 12 = 24PP

Initiative: +3

Attack: +6, +10 melee, +10 plasma caster, +12 unarmed/wrist blades

Grapple: +18

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

Knockback: -5, -2 out of armor

 

Saving Throws: 3 + 1 + 5 = 9PP

Toughness: +10 (+5 Con, +5 Armor), +5 out of armor

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

Reflex: +4 (+3 Dex, +1)

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

 

Skills: 40R = 10PP

Climb 4 (+14)

Intimidate 12 (+15)

Language 1 (English, Yautjan [native])

Notice 8 (+11)

Stealth 7 (+12)

Survival 8 (+11)

 

Feats: 13PP

All-out Attack

Attack Focus (Melee) 4

Attack Specialization (Unarmed/Wrist Blades)

Dodge Focus 4

Endurance

Fearless

Power Attack

 

Powers: 36 + 6 + 4 + 7 + 5 + 1 + 1 = 60PP

Device 9 (Yautja Armor & Plasma Caster, 45 points; Flaw: Hard to Lose) [36PP]

Blast 10 (plasma caster; PFs: Accurate 2) [22DP]

Concealment 4 (all visual; Flaw: Limited [not in water]) [4DP]

Enhanced Feats 4 (Eidetic Memory [audio/video recorder], Improved Aim [targeting system], Improved Critical 2 [unarmed/wrist blades]) [4DP]

Feature 1 (Voice Mimicry [audio playback]) [1DP]

Immunity 4 (acid damage, cold, suffocating in Earth's atmosphere; Flaw: Limited [half effect from acid damage]) [3DP]

Protection 5 [5DP]

Super-Senses 6 (darkvision, detect physical condition [infravisual], radio, tracking [infravisual], ultravision) [6DP]

22+4+4+1+3+5+6 = 45/45

Device 2 (medicomp, 10 points; Flaw: Easy to Lose) [6PP]

Healing 5 (Extra: Total; Flaw: Personal) [10DP]

Device 1 (blunted combistick, 5 points; Flaw: Easy to Lose; PF: Indestructible) [4PP]

Strike 2 (PFs: Extended Reach, Mighty, Thrown) [5DP]

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

Immunity 7 (aging, heat damage [5], radiation; Flaw: Limited [half effect form heat damage]) [5PP]

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

Super-Senses 1 (infravision) [1PP]

 

Drawbacks: (-2) + (-2) = -4PP

Disability (can only see in infravision, functionally illiterate in normal human society) (-2PP)

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

 

DC Block:


ATTACK         RANGE     SAVE                        EFFECT

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

Combistick     Touch     DC 25 Toughness (Staged)    Damage (Physical), Extended Reach, Thrown

Plasmacaster   Ranged    DC 25 Toughness (Staged)    Damage (Energy)

Wristblades    Touch     DC 23 Toughness (Staged)    Damage (Physical), crit 18-20

Totals:

Abilities (38) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (13) + Powers (60) - Drawbacks (4) = 150/150 Power Points

 


 

     It came to hunt, and found its prey. But the prey was different, some sort of hard meat/soft meat hybrid. The Hunter went after the prey anyway -- its' skull would surely make a unique trophy! -- but adolescent superpowered natives actually defended the hybrid, driving the Hunter back to its spacecraft, and nearly killed it! The Hunter planned to commit suicide by wrist-nuke, but before it could they knocked it unconscious and captured it.

     Now it was caged, prey for these strange superpowered humans, and their pet hybrid. It stayed in their holding cell for weeks as they tried contacting numerous off-word allies, but no one wanted to take responsibility for dealing with it; most suggested letting it kill itself, as was its traditional response to failure. But the heroes balked at that, and tried to communicate with and teach it. Eventually it began to listen: clearly these being had a strong code of conduct and honor, as it did.

     Here's my attempt to make a Predator, to match AA's Xenomorph Hero. I tried giving it abilities the movie and books and comics agreed on (they don't always agree!), and I think I struck a decent balance. One of his biggest challenges will be his vision: since it sees primarily in the infrared spectrum (which implies evolution in a colder environ where heat patterns would stand out), it can't read normal books or billboards or traffic signs! Other Complications includes other aliens who know of his species, members of his own species coming to investigate why one of their ships is on this world, or the original alien stock for the hybrid he had hunted earlier (and the organization that made it and would be eager to get its hands on the Hunters gear and DNA!).

Edited by Dr Archeville

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Character Name: Martial Artist w/ a Power Ring

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack / +2 Damage (Blast) or -1 Attack / +1 Damage (strikes) or None (Move Object), -1 Defense / +1 Toughness (+2 Attack/-2 Damage & +2 Defense/-2 Toughness pre-Ring)

 


 

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

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

Dexterity: 22/16 (+6/+3)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 20 (+5)

Charisma: 10 (+0)

 

Combat: 14 + 16 = 32PP

Initiative: +10/+7

Attack: +8, +9 melee, +10 Move Object (all include +1 Size)

Grapple: +11/+8, +16 Move Object, +22 Concentration move Object

Defense: +9 (+8 Base, +0 Dodge Focus, +1 Size), +4 Flat-Footed

Knockback: -5, -4 flat-footed

-2, -1 flat-footed w/out Force Field

 

Saving Throws: 0 + 3 + 3 = 6PP

Toughness: +11 (+3 Con, +2 Defensive Roll, +6 Force Field), +9 flat-footed

+5, +3 flat-footed w/out Force Field

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

Reflex: +9/+6 (+6/+3 Dex, +3), Evasion (Evasion 2 w/ Ring)

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

 

Skills: 48R = 12PP

Acrobatics 12 (+18/+15) SM

Climb 6 (+17/+9)

Concentration 6 (+11)

Escape Artist 9 (+15/+12)

Intimidate 0 (-2; includes -2 Size)

Notice 6 (+11) SM

Sense Motive 5 (+10) SM

Stealth 4 (+12/+11; includes +4 Size) SM

 

Feats: 15PP

Acrobatic Bluff

Attack Focus (Melee)

Challenge (Fast Acrobatic Bluff)

Defensive Roll

Elusive Target

Evasion

Improved Initiative

Improved Throw

Move-by Action

Paralyzing Attack

Power Attack

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

Sneak Attack

Stunning Attack

Uncanny Dodge (auditory)

 

Powers: 45 + 1 + 7 = 53PP

Device 11 (Ring of Ki, 55 points; Flaw: Hard to Lose; PF: Restricted [Wis 20+]) [45PP]

Enhanced Dexterity 6 (to 22/+6) {6DP}

Enhanced Feats 1 (Evasion [to Evasion 2]) {1DP}

Flight 3 (50 MPH / 500 feet per Move action; PF: Subtle) {7DP}

Force Field 6 {6DP}

Immunity 8 (cold, disease, heat, poison, sleep, starvation/thirst, suffocation; Flaw: Limited [half effect]) {4DP}

Ki Manipulation 13.5 (27 points; PFs: Alternate Power 4) {31DP}

BE: Blast 10 (Ki Blast; PFs: Indirect 3, Precise, Split Attack, Variable Descriptor 2 [any energy]) {27/27}

AP: Enhanced Strength 12 (internal fires; to 28/+9; Extra: Autofire 10) {22/27}

AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Damaging; PFs: Accurate, Precise, Subtle) {27/27}

AP: Move Object 14 (Str 70, Hvy Load 200 tons; Extra: Damaging 8; Flaw: Duration [Concentration]; PFs: Accurate, Indirect 2, Precise, Subtle) {27/27}

AP: Strike 6 (blazing weapons; Extra: Penetrating [as DMG 15]; PFs: Extended Reach 2 [10 ft.], Improved Crit 2, Improved Disarm, Improved Trip, Knockback 5 [Total 14], Mighty, Precise, Variable Descriptor 2 [any energy or weapon]) {27/27}

6+1+7+6+4+31 = 55/55

Immunity 1 (aging) [1PP]

Shrinking 4 (Small; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Normal Movement, Normal Toughness) [7PP]

 

Drawbacks: (-0) = 0PP

 

DC Block:


ATTACK                 RANGE     SAVE                             EFFECT

Unarmed                Touch     DC 18 (20) Toughness (Staged)    Damage (Physical)

Enhanced STR           Touch     DC 24 (26) Toughness (Staged)    Damage (Physical)

Blast                  Ranged    DC 25 (27) Toughness (Staged)    Damage (Energy)

Move Object            Ranged    Grapple                          Pinned/Bound

Move Object (Thrown)   Ranged    DC 23 (25) Toughness (Staged)    Damage (Physical)

Strike                 Touch     DC 24 (26) Toughness (Staged)    Damage (Variable)

Totals:

Abilities (32) + Combat (32) + Saving Throws (6) + Skills (12) + Feats (15) + Powers (53) - Drawbacks (0) = 150/150

 


 

     None know how long the ancient one has lived, or even where he comes from. Enigmatic in speech, slow to act, he prefers diplomacy (even though he's not actually very good at it) to combat. While slow to enter a fight, he's swift to end it, especially now that he has a mystical ring which allows him to better harness his Ki.

     Like AA's Martial Artist with a Power Ring, he's a solid PL 7 without it, but with it he's a potent PL 10. Subtle Flight covers the running & prodigious acrobatic leaps, and the Strike is of course an assortment of lightsaber-esque weapons. But why Enhanced Strength? Because his unarmed Strength damage is what his Paralyzing Attack and Stunning Attack are based on! Like Yoda, he's devastating in a one-on-one fight -- be sure to use his Acrobatic Bluff every round to keep the Sneak Attack damage bonus! -- but groups give him problems, hence the lack of Takedown Attack most martial artists have. Lots of ways to advance him: take Ki Mastery out of the Ring and into him as he internalizes the power, more Combat feats, Diplomacy (to make him an actual diplomat) or Bluff (to make him a Trickster).

Edited by Dr Archeville

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Character Name: Speedster Scientist

Power Level: 10 (150/150PP)

Trade-Offs: +2 Defense / -2 Toughness

 


 

Abilities: 0 + 6 + 4 + 14 + 6 + 2 = 32PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 16 (+3)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative: +23

Attack: +4, +10/+6 melee

Grapple: +9/+6

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

Knockback: -4/-3, -1 flat-footed

 

Saving Throws: 2 + 4 + 3 = 9PP

Toughness: +8/+6 (+2 Con, +6/+2 Defensive Roll), +2 flat-footed

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

Reflex: +7 (+3 Dex, +4), Evasion 2

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

 

Skills: 84R = 21PP

Computers 8 (+15)

Craft (chemical) 8 (+15)

Craft (electronics) 8 (+15)

Craft (mechanical) 8 (+15)

Disable Device 8 (+15)

Investigate 8 (+15)

Knowledge (civics) 3 (+10)

Knowledge (earth science) 3 (+10)

Knowledge (life science) 3 (+10)

Knowledge (physical science) 3 (+10)

Knowledge (technology) 8 (+15)

Notice 8 (+10)

Search 8 (+15)

 

Feats: 10PP

Attack Focus (Melee) 2

Defensive Roll

Dodge Focus 4

Eidetic Memory

Improvised Tools

Inventor

 

Powers: 23 + 5 + 5 + 26 + 3 = 62PP

Enhanced Feats 23 (Attack Focus [Melee] 4, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Instant Up, Move-By Action, Redirect) [23PP]

Quickness 5 (x50) [5PP]

Speed 5 (250 MPH / 2,500 feet per Move action) [5PP]

Speedster Array 11 (22 points; PFs: Alternate Power 4) [26PP]

BE: Enhanced Quickness 11 (to Quickness 16 [x250,000]) {11} + Enhanced Speed 11 (to Speed 16 [1,000,000 mph / 10,000,000 feet [1,893 miles] per Move action]) {11} {11+11=22/22}

AP: Dazzle Visual 10 (Cherenkov radiation burst; Extras: Area [50-ft. Burst, General], Linked [Environmental Control]; Flaw: Range [Touch]) {20} + Environmental Control 4 (radiation 1 [light], 50-ft. radius; Extras: Independent, Linked [Dazzle]; Flaw: Range [Touch]) {2} {20+2=22/22}

AP: Dazzle Auditory 10 (supersonic clapping; Extras: Area [50-t. Burst, General], Linked ; Flaws: Action [Full], Range [Touch]) {5} + Strike 10 (Extras: Area [50-ft. Burst, General], Linked [Dazzle]; Flaws: Action [Full]) {10} {5+10=15/22}

 

AP: Strike 10 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PF: Mighty, Progression [Area] 1 [20 5-ft. cubes]) {22/22}

AP: Strike 10 (velocity punch; Extra: Autofire; PF: Mighty, Power Attack) {22/22}

Super-Movement 3 (wall crawling 2, water walking; Flaw: Limited [Only when running]) [3PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK            RANGE    SAVE                           EFFECT

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

Cherenkov burst   50 ft.   DC 20 Reflex                   Area

                           DC 20/15 Reflex/Fort           Blinded

Goonsweeper       Touch    DC 25 Toughness (Staged)       Damage (Physical); Area [Targeted]

Supersonic Clap   50 ft.   DC 20 Reflex                   Area

                           DC 20/15 Reflex/Fort           Deafened

                           DC 20 Reflex                   Area

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

Velocity Punch    Touch    DC 25 Toughness (Staged)       Damage (Physical); Autofire

Totals:

Abilities (32) + Combat (16) + Saving Throws (9) + Skills (21) + Feats (10) + Powers (62) - Drawbacks (0) = 150/150 Power Points


     So here's a smart & savvy speedster, for all your super-powered, super-thinking needs, not unlike Geez3r's Dynamo. He may've been a scientist who, either via accident (lightning striking a rack of chemicals!) or design (intentionally running electricity through a rack of carefully-arranged and precisely-measured chemicals!), gained fantastic powers, or a lucky soul who was exposed to some agent (transfusion of mongoose blood! heavy water vapors! experimental rocket fuel!), gained fantastic speed, and delved into the sciences in order to better use his powers (a task made easier by his brain's improved "processing speed"!). Even "idling" he's faster than anything that's ever lived (barring other metahumans or extraterrestrials), but when he focuses on it he can blow past most speedsters (Johnny Rocket only has Quickness/Speed 10). He can also sweep through groups of folks (Area Strike being better than Takedown 2 because the targets can be more than 5 feet from each other) or fire off a series of rapid punches with fists moving so fast they approach lightspeed and thus infinite mass. His scientific knowledge allows him to pull off some fairly atypical tricks for a speedster, such as vibrating the surrounding air with such force that the ambient light has to travel faster than its normal speed in that medium, causing it to emit a flare of blinding Cherenkov radiation (which is blue, hence my use of Blue Lantern Flash for the image), or clapping at supersonic speeds to create shock waves that deafen and stagger those around him.

     One potent combat trick to remember: a Hero Point can be used to double your Dodge bonus to Defense, so his Defense of 22 can become 32!

     His INT-based skills make him a go-to science guy (not as good as a dedicated Gadgeteer, but far from a slouch) and Craft guy (you can't use Quickness on the Construction check for Inventing, but it can be used for the Design check, and for using Craft to make repairs). (There's another idea for an origin: a mechanic who caught Hephaestus/Vulcan's eye, and he arranged for Hermes/Mercury to bestow him some boon. But why would Hephaestus do that? Ah, therein is the mystery!) His Notice and Search also make him a fine scout -- zip in, look around, zip out, report back to the team!

     (My feelings on DC's Flash's are mixed. Barry Allen should be one of my favorite comic book characters -- smart [forensic scientist! Invented his costume-storing ring and his Cosmic Treadmill!] & superpowered, written by sci-fi authors [i loved the random facts/trivia the writers peppered through his and The Atom's comics], well-liked by his fellow heroes [though, in his day, most every hero actually liked & got along with one another], had a good & noble death [like Marvel's Colossus, another favorite character], and named in honor of influential radio personality Barry Gray and legendary TV personality Steve Allen; I never saw him as any more bland than everyone else [Golden Age/early Silver Age chars weren't that multidimensional]. But Barry's young sidekick-turned-replacement was the one I actually read more of -- I didn't start regularly reading comics until after DC's Crisis -- and I initially didn't care for him b/c West was a less powerful second-stringer replacement with a big heap of "brash youth" [which I haaate], a trait exacerbated when he won a lottery and became a wealthy playboy. However, I did see and applaud the work done on making West a mature [mostly] and respected hero, and have really disliked the Flanderized/Mary Sue milquetoast "everyone looooves him. because." version of Allen we've been seeing/hearing about these past several years, and I wish he'd stayed dead.)

     Should his powers get nixed, he's still PL 7 defensively, but only punches as a PL 3 (so hurry up and jury-rig something!).

     Lots of was you could develop him: saves, of course, or Charisma & Interaction skills if you want him to be the type of person people would want to genuinely be around. Assorted Devices (sense-enhancing goggles [like what Thevshi's Velocity and Shaen's Zephyr have] or a speed-suit that helps him better harness his speed, giving him more power stunts [like the wand of Ecal's Equinox or the staff of my Zorran the Artificer]) would also work, or even the Gadgets power (oodles of pieces & parts carried with which he quickly assembles some useful widget).  Lots of options for Complications: rival speedsters, Labyrinth-backed laboratories that want to discover the secret of your speed, Speedster Metabolism (like what Wally West had), Speedster Impatience (a la Marvel's Quicksilver), claustrophobia ("I've got to run freeeeee!"), and so on. A Speedster's accelerated metabolism could be represented by Regeneration (or Personal Tiring Total Healing, to represent a burst of accelerated metabolic activity, with Restoration to cover purging disease- and drug-descriptor'd Drains faster), or by a Vulnerability to diseases & poisons (as his speed makes them spread through his system that much faster!). Another idea is to take a page from Slipstream, the alien speedster from Silver Age Sentinels, who was permanently in fast-time, and required a suit to slow him down enough to interact with Earthlings; you could add the Uncontrolled Flaw to assorted Speedster powers, and have a Hard to Lose Device that buys off the Flaw.

     Below is a PL 7 version, suitable for a scientist who just gained his superspeed and is still experimenting with it, or a Claremont student in need of guidance. PL 7 (105P) Version

Spoiler

Trade-Offs: +1 Defense / -1 Toughness

 

Abilities: 0 + 6 + 4 + 14 + 6 + 2 = 32PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 16 (+3)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative: +23

Attack: +4, +7 melee

Grapple: +4

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

Knockback: -3, -1 flat-footed

 

Saving Throws: 2 + 4 + 3 = 9PP

Toughness: +6 (+2 Con, +4 Defensive Roll), +2 flat-footed

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

Reflex: +7 (+3 Dex, +4), Evasion 2

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

 

Skills: 44R = 11PP

Computers 3 (+10)

Craft (chemical) 3 (+10)

Craft (electronics) 3 (+10)

Craft (mechanical) 3 (+10)

Disable Device 3 (+10)

Investigate 3 (+10)

Knowledge (civics) 3 (+10)

Knowledge (earth science) 3 (+10)

Knowledge (life science) 3 (+10)

Knowledge (physical science) 3 (+10)

Knowledge (technology) 3 (+10)

Notice 8 (+10)

Search 3 (+10)

 

Feats: 3PP Eidetic Memory Improvised Tools Inventor

 

Powers: 22 + 1 + 1 + 9 + 1 = 34PP

Enhanced Feats 22 (Attack Focus [Melee] 3, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Instant Up, Move-By Action, Redirect) [22PP]

Quickness 1 (x2) [1PP]

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

Speedster Array 4 (8 points; PFs: Alternate Power) [9PP]

BE: Enhanced Quickness 4 (to Quickness 5 [x50]) {4} + Enhanced Speed 4 (to Speed 5 [250 MPH / 2,500 feet per Move action]) {4} {4+4=8/8}
AP: Strike 7 (velocity punch; PFs: Mighty) {8/8}

Super-Movement 1 (water walking; Flaw: Limited [Only when running]) [1PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:


Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Velocity Punch Touch DC 22 Toughness (Staged) Damage (Physical); Autofire
 

Totals:

Abilities (32) + Combat (16) + Saving Throws (9) + Skills (11) + Feats (3) + Powers (34) - Drawbacks (0) = 105/105 Power Points

Edited by Dr Archeville

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Character Name: Psychic Ninja

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

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

Strength: 18/12 (+4/+1)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 14 + 12 = 26PP

Initiative: +4

Attack: +10 Melee, +12 Ranged, +14 Unarmed Melee; +7, +11 Unarmed w/out Powers

Grapple: +14/+8, +6 w/ Move Object

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

Knockback: -5, -1 flat-footed

 

Saving Throws: 3 + 4 + 5 = 12PP

Toughness: +10/+2 (+2 Con, +4 Defensive Roll, +4 Force Field), +2 flat-footed

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

Reflex: +8 (+4 Dex, +4), Evasion 2

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

 

Skills: 80R = 20PP

Acrobatics 8 (+12) SM

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

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

Disable Device 8 (+8, +10 w/ MW Tools)

Drive 4 (+8)

Escape Artist 8 (+12)

Intimidate 12 (+15) SM

Notice 8 (+11)

Search 8 (+8)

Stealth 8 (+12)

 

Feats: 27PP

Accurate Attack

Acrobatic Bluff

All-out Attack

Attack Specialization (Unarmed) 2

Attractive

Defensive Roll 2

Dodge Focus 2

Elusive Target

Equipment 7

Evasion 2

Hide In Plain Sight

Power Attack

Skill Mastery (Acrobatics, Bluff, Diplomacy, Intimidate)

Sneak Attack

Startle

Taunt

Uncanny Dodge (auditory)

Equipment 35 EP

Armory Utility Belt Array 10.5 (21 points; PFs: Alternate Power 8) [29EP]

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21}

AP: Blast 4 (twin heavy pistols; Extra: Autofire [6]; PFs: Split Attack, Variable Descriptor [bludgeoning or ballistic, any material]) {16/21}

AP: Blast 2 (single large thrown projectile; PFs: Improved Critical 2, Improved Disarm, Improve Range 3 [1 200-ft. Increment], Improved Ranged Disarm, Indirect 2, Mighty, Ricochet 3, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]) {19/21}

AP: Blast 2 (single large thrown projectile ricocheting off multiple targets; Extra: Area [10-ft. Burst, Targeted], Selective Attack; PFs: Improved Critical 2, Improved Disarm, Improve Range 2 [2 100-ft. increments], Improved Ranged Disarm, Indirect 2, Mighty, Progression [Area] 2 [50-ft. Burst], Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawback: Reduced Range [5 20-ft. increments, 100 ft. Max Range]) {20/21}

AP: Blast 2 (multiple small projectiles, thrown in rapid succession; Extras: Autofire [8]; PFs: Improved Critical 2, Improved Disarm, Improved Range 2 [2 100-ft. increments], Improved Ranged Disarm, Mighty, Ranged Pin, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawbacks: Reduced Range [5 20-ft. increments, 100-ft. Max Range]) {21/21}

AP: Obscure 4 (malodorous smoke pellets w/ chaff; olfactory, radio and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {20/21}

AP: Paralyze 5 (paralytic dart volley; Extras: Alternate Save [Fort], Autofire, Range [Ranged], Secondary Effect; Flaws: Unreliable 2 [1 Use]; PFs: Accurate [+14 Ranged, +9 w/out Powers], Improved Critical 2, Improved Range 2 [2 250-ft. increments], Subtle; Drawbacks: Full Power, Reduced Range 1 [5 50-ft. Increments, 250-ft. Max Range]) {19/21}

AP: Snare 4 (bolas; Extras: Autofire, Linked [Trip]; Flaw: Unreliable [5 Uses]; PFs: Improved Critical 2, Improved Range 2 [2 200-ft. increments], Indirect 2, Subtle; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {14} + Trip 4 (Extras: Autofire, Linked [snare]; Flaw: Unreliable [5 Uses]; PF: Improved Throw) {5} {14+5=19/21}

AP: Strike 4 (a veritable armory of melee weapons; PFs: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing, any material]) {13/24}

Binoculars [1EP]

Masterwork Disable Device Tools [1EP]

Mini-Tracer [1EP]

Night Vision Goggles [1EP]

Parabolic Microphone [1EP]

Rebreather [1EP]

29 + 1 + 1 + 1 + 1 + 1 + 1 = 35/35

 

Powers: 10 + 4 + 7 + 16 + 2 = 39PP

Concealment 6 (all auditory and visual; Extra: Linked [Mental Concealment]; Flaw: Phantasm) [6PP] + Concealment 2 (all mental; Extra: Linked [Audiovisual Concealment]) [4PP] [6+4=10PP]

Flight 1 (telekinesis-enhanced movement; 10 mph / 100 feet per Move action; PFs: Move-by Action, Subtle) [4PP]

Force Field 4 (Extra: Linked [shield]; Flaw: Limited [Dodge Bonus]) {2PP} + Shield 2 (Extras: Linked [Force Field]; PFs: Selective, Subtle, Variable Descriptor [Dodge, Parry, Precognition, Telekinesis, Telepathy]) {5PP} [2+5=7PP]

Psionics 6 (12PP Array, PFs: Alternate Power 4) [16PP]

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

AP: Enhanced Feats 6 (Attack Focus [Melee] 3 [to +10, Unarmed +14], Improved Crit [unarmed], Takedown Attack 2) {6PP} + Enhanced Strength 6 (telekinesis-enhanced strength; to 18/+4) {6PP} {6+6=12/12}

AP: Enhanced Feats 12 (Attack Focus [Ranged] 5 [to +12], Improved Aim, Improved Ranged Disarm, Precise Shot 2, Throwing Mastery 3) {12/12}

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

AP: Move Object 3 (telekinesis/pyrokinesis; Lifting STR 15 [Heavy Load: 200 lbs.]; Extras: Damaging, Range [Perception]; PFs: Precise, Subtle, Variable Descriptor [bludgeoning/piercing/slashing/fire]) {12/12}

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK                   RANGE        SAVE                              EFFECT

Unarmed                  Touch        DC 16 (18*) Toughness (Staged)    Damage (Physical)

Unarmed, TK Enhanced     Touch        DC 19 (21*) Toughness (Staged)    Damage (Physical);

                                                                         Crit 19-20

Bolas                    Ranged       DC 14 Reflex                      Snared; Autofire

                         Ranged       Contested +4 vs. Str or Dex       Tripped;

                                                                         uses worst of 

                                                                         target's Str or Dex

Melee Weapons            Touch        DC 20 (22*) Toughness (Staged)    Damage (Physical);

                                                                         Crit 18-20

Melee Weapons, TK'd      Touch        DC 23 (25*) Toughness (Staged)    Damage (Physical);

                                                                         Crit 18-20

Mind Reading             Perception   Contested +10 vs. Will            Mind Reading

Move Object              Perception   Grapple                           Pinned/Bound

Move Object (Thrown)     Perception   DC 18 (20*) Toughness (Staged)    Damage (Physical)

Paralytic Dart Volley    Ranged       DC 18 (20*) Toughness (Staged)    Damage (Physical) w/

                                                                         Throwing Mastery

                                      DC 15 Fortitude (Staged)          Slowed/Paralyzed; 

                                                                         Crit 18-20, 

                                                                         Autofire, Secondary Effect

Thrown Weapons           Ranged       DC 21 (23*) Toughness (Staged)    Damage (Physical),

                                                                         Crit 18-20

Thrown Objects, Random   Ranged       DC 19 (21*) Toughness (Staged)    Damage (Physical)

Twin Heavy Pistols       Ranged       DC 19 (21*) Toughness (Staged)    Damage (Variable);

                                                                         Autofire


* Sneak Attack

Totals:

Abilities (26) + Combat (26) + Saving Throws (12) + Skills (20) + Feats (27) + Powers (39) - Drawbacks (0) = 150/150 Power Points

 


 

     Here's a Psychic Ninja, in the fine tradition of folks like Marvel's Psylocke and Typhoid Mary/Mutant Zero, Sorus' Sage, AA's Psychic Martial Artist and Psi-Knight, or Alice, Queen of Hearts from Silver Age Sentinels (whose pic is used above). She's a low-level omni-psychic, taught to augment her (considerable) physical prowess with her powers; even if they are nullified, she's still a PL 7 combatant. Perhaps, like Alice, she was recruited by some secret government agency at an early age for some less-than-public work, trained in martial arts, marksmanship, and seduction, only to strike out on her own once it was discovered the organization was not acting for Queen & Country but instead solely for the man who'd organized it. Or perhaps she herself found out about its terrible works, and struck out on her own; she could even be the one who blew the whistle on them! This could also be a martial artist who unlocked certain mystic techniques in the course of her training, harnessing her ki in ways her masters had not expected (or maybe they did, explaining why they took her in in the first place), or a Farsider or Lor Mentat who took up martial arts (Lunar or Terran) in order to best use her abilities.

     The subtle Flight represents all manner of telekinetically-assisted leaps and ground skimming, allowing her to move unimpeded over any surface and making her Acrobatic Bluff all the more spectacular (and leaving no trace of her passing)! The Move Object is for telekinesis and pyrokinesis; once she picks something up, she can crush it, pierce it, slash it open, or set it alight. With her Acrobatics, Interactions skills, Acrobatic Bluff, Startle and Taunt, she can easily keep foes off their game, opening them up to her Sneak Attack; her Accurate, All-out, and Power Attack feats give her great leeway in customizing her attack. Her Throwing Mastery represent a telekinetic enhancement to the damage of any thrown object, whether it's designed to be a weapon or not. Speaking of weapons, she's got oodles of them concealed on her person, in a wide variety of both forms and materials. Vampires and werewolves mucking about? No problem! She's a potent character, whose only real big weakness is her sub-par Fort save and lack of Knowledges (the latter is what teammates are for!).

     Lots of room for customization. You could play down the Seductive Femme Fatale aspect (i.e., drop Attractive and some Bluff & Diplomacy) and focus on her organizational ties (which works well for alien monasteries, not so much for government black ops groups) and take some Gather Information, Contacts and Well-Informed. You could focus more on her psychic aspects -- some more Super-Senses, more psionic powers in her Array -- or her ninja aspects (Disable Device, Stealth, combat feats, moving combat feats out of her Psionic Array, a Mighty Strike for a purely Telekinetic Blade, or an Alt Save/Will Strike for a Telepathic one, and maybe some Craft skills so she can maintain & build new Equipment herself).

Edited by Dr Archeville

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Character Name: ZigZag

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 4 + 14 + 6 + 0 + 2 + 4 = 30PP

Strength: 14 (+2)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 14 (+2)

 

Combat: 12 + 12 = 24PP

Initiative: +7

Attack: +6 ranged, +10 melee

Grapple: +17, up to +37 w/ Elongation (+21 @ default)

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

Knockback: -10 vs. Physical, -5 vs. Energy

 

Saving Throws: 2 + 2 + 4 = 8PP

Toughness: +10 [imp 10 vs. Physical] (+3 Con, +7 Protection)

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

Reflex: +9 (+7 Dex, +2), Evasion

Will: +5 (+1 Wis, +4)

 

Skills: 40r = 10PP

Acrobatics 8 (+15)

Bluff 13 (+15)

Craft (Chemical) 5 (+5)

Disguise 0 (+2, up to +32 w/ Morph)

Escape Artist 0 (+7, up to +27 w/ Elongation)

Knowledge (Physical Sciences) 5 (+5)

Notice 4 (+5)

Stealth 5 (+12)

 

Feats: 18PP

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 4

Dodge Focus 4

Evasion

Improved Grab

Jack-of-all-Trades

Grappling Finesse

Move-By Action

Power Attack

Taunt

Uncanny Dodge (auditory)

 

Powers: 29 + 9 + 10 + 5 + 7 + 4 = 64PP

Elastic Body Array 10 (20 points; PFs: Dynamic, Alternate Power [Dynamic] 4) [29PP]

DBE: Elongation 1-20 (5 - 10 million feet [1,893 miles] max; can elongate 1,000 feet per move action) {1-20, 0-19 left}

DAP: Morph 1-6 (any form, +5 - +30 Disguise; PFs: Precise, Voice Mimicry) {5-20, 0-15 left}

DAP: Leaping 1-20 (x2 - x5 million, 16 rounds) {1-20, 0-19 left}

DAP: Strike 1-8 (malleable striking surfaces; Extra: Penetrating 5; PFs: Improved Crit 2, Mighty, Subtle, Takedown Attack 2, Variable Descriptor [bludgeoning, piercing, and/or slashing]) {1-20, 0-19 left}

DAP: Strike 1-5 (spiky body; Extras: Aura, Duration 2 [sustained]) {4-20, 0-16 left}

  • Default Setting: Elongation 6 (250 feet max, range increment 60 ft.) {6} + Leaping 4 (x25, move action) {4} + Strike 8 (PFs: Mighty, Takedown Attack) {10} {6+4+10=20/20}


Immunity 9 (life support) [9PP]

Impervious Toughness 10 (resilient plastic body; Extra: Reflective [ranged]; Flaw: Limited [only vs. Physical]) [10PP]

Insubstantial 1 (fluid) [5PP]

Protection 7 (resilient plastic body) [7PP]

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


Drawbacks: (-4) = -4PP
Vulnerability (cold [common], major [x2 DC modifier]) [-4PP]


DC Block:

 

 

 

ATTACK      RANGE     SAVE                        EFFECT

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

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

Totals: Abilities (30) + Combat (24) + Saving Throws (8) + Skills (10) + Feats (18) + Powers (64) - Drawbacks (4) = 150/150PP


     Here's ZigZag, a villain from the Champions RPG book Conquerors, Killer, and Crooks, who just barely slithers into the last category. Harvey Pepper was a chemical technician working who was often a lot more interested in flirting with his female co-workers than with actually getting his job done. One day, while he was chatting with a woman from Sales, he accidentally mixed together two chemicals he shouldn't have. The resulting explosion wasn't strong enough to seriously hurt him, but it did douse him with both chemicals and knocked him flat on his back. It also weakened the supports holding up a nearby vat of semi-liquid plastic compound, which broke free and spilled its contents all over Harvey. He was rushed to the hospital, where he soon seemed to make a full recovery. But a few weeks later, when he was at home and trying to grab something on the other side of the kitchen table, his arm actually elongated! He was so surprised he fainted dead away, waking up a few minutes later to find that his entire body had changed to some sort of stretched-out, plasticine form. It took him a little while and a lot of concentration, but he gradually forced his body back into its normal shape and consistency. Over the long weekend, a little experimentation taught him how to control his body's new property of malleability. He could squeeze underneath closed doors, reach out and grab objects far away, and do lots of other things. With powers like this, who needed those jerks at the plant? Now he could make some real money! Pepper has never exactly taken life very seriously, and being transformed into ZigZag has only made his lackadaisical attitude even worse. He'd much rather joke around, play pranks on people, and mock other peoples' efforts than actually do anything constructive. Only his desire to become rich has gotten him involved in supercrime at all. In combat he often keeps up a non-stop routine of (often crude) jibes and insults, which often prompts his foes to hit him with high-powered attacks just to shut him up.

     ZigZag has the power to stretch and contort his entire body, which allows him to do many things. Besides the abilities mentioned above, he can make his hand into a big, spike-covered fist to smash heroes with, cover his entire body with spikes so that it's not safe to grab him, or wrap enemies up in his own body (though the latter power sometimes exposes him to injury, so he's careful about when he uses it). Because he's so flexible, it's hard to hurt him; he can even "bounce" physical projectiles back at the person who threw them. ZigZag's most effective attack is Grappling, so he usually tries to support his teammates by "wrapping up" a gadgeteer, martial artist, or someone else who probably can't break free easily. Then he'll use his Elongation to trip other opponents and the like. His one weakness (aside from his numerous psychological issues) is his plasticine body's vulnerability to extreme cold.

     ZigZag is not a potent villain; the PL 7 version below is closest to a straight conversion, and the PL 10 version could be a far more savvy and powerful version. (Doused in more chemicals? Made a deal with Mr. Infamy?) (Another note for those curious about the original is that he'd have lots of Touch-range Snares -- using his own pliable body to wrap up others -- but since Elongation gives a bonus to Grapple, he doesn't really need that!)

     More importantly, though, is that these sheets work great for a Stretchy Hero. Like AA's Stretchy Guy, he's a grappling monster (if you play this fellow, be sure to familiarize yourself with our House Rules on grapple!), who can augment his acrobatic footwork with strings of off-putting banter (a tactic seemingly favored by Stretchy/Acrobatic Peoples). Like AA's Stretchy Dude, he can take on the appearance of anyone or anything; he can alter his voice by changing the shape of his vocal cords. Unlike AA's Stretchy Guy, I gave this one a Mighty Strike (as his hand-weapons are muscle [or whatever]-powered), with Variable Descriptor so he can morph his hands (or feet, or face!) into hammers or axe heads or what have you. It's a free action to reconfigure a Dynamic Array, so take advantage of that: Leaping one round, Elongation + Mighty Takedown Strike the next!

     There's opportunity a-plenty for power stunts/added APs: Additional Limbs (pseudopods), Dazzle Visual (poke in the eye!), Flight/Gliding (form of... a parasail!), Immovability (impact absorption), Selective Area Strike (bouncing around the room), Super-Movement/Swinging (arms like vines!), and more. Some Skill Mastery and Challenge (Fast Task) feats would serve him well. Should his powers get nixed, he's a solid PL 6 combatant.


PL 7 (105PP) Version

Spoiler

Trade-Offs: None

 

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

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 14 (+2)

 

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +4 ranged, +7 melee

Grapple: +9, up to +21 w/ Elongation (+12 @ default)

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

Knockback: -7 vs. Physical, -3 vs. Energy

 

Saving Throws: 2 + 3 + 4 = 9PP

Toughness: +7 [imp 7 vs. Physical] (+3 Con, +4 Protection)

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

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

Will: +5 (+1 Wis, +4)

 

Skills: 32r = 8PP

Acrobatics 8 (+10)

Bluff 8 (+10) Craft (Chemical) 4 (+4)

Escape Artist 0 (+2, up to +14 w/ Elongation)

Knowledge (Physical Sciences) 5 (+5)

Sense Motive 4 (+5)

Stealth 3 (+5)

 

Feats: 14PP

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 3

Dodge Focus 3

Evasion

Improved Grab

Grappling Finesse

Move-By Action

Taunt

Uncanny Dodge (auditory)

 

Powers: 19 + 9 + 7 + 5 + 4 = 44PP

Elastic Body Array 6 (12 points; PFs: Dynamic, Dynamic Alternate Power 3) [19PP]

DBE: Elongation 1-12 (5-25,000 feet [4.7 miles] max; can elongate 600 feet per move action) {1-12, 0-11 left}
DAP: Leaping 1-12 (x2 - x10,000,000, 8 rounds) {1-12, 0-11 left}
DAP: Strike 1-6 (malleable striking surfaces; PFs: Improved Crit, Mighty, Subtle, Takedown Attack 2, Variable Descriptor [bludgeoning, piercing, and/or slashing]) {1-12, 0-11 left}
DAP: Strike 1-3 (spiky body; Extras: Aura, Duration 2 [sustained]) {4-12, 0-8 left}
  • Default Setting: Elongation 3 (25 feet max) {3} + Leaping 2 (x5, move action) {2} + Strike 6 (PFs: Mighty) {7} {3+2+7 = 12/12}

Immunity 9 (life support) [9PP]

Impervious Toughness 7 (resilient plastic body; Extra: Reflective [ranged]; Flaw: Limited [only vs. Physical]) [7PP]

Insubstantial 1 (fluid) [5PP]

Protection 4 (resilient plastic body) [4PP]

 

Drawbacks: (-4) = -4PP Vulnerability (cold [common], major [x2 DC modifier]) [-4PP]

 

DC Block:


Unarmed Touch DC 16 Toughness (Staged) Damage (Physical)
Strike Touch DC 22 Toughness (Staged) Damage (Physical)

ATTACK      RANGE     SAVE                        EFFECT

Totals:

Abilities (18) + Combat (16) + Saving Throws (9) + Skills (8) + Feats (14) + Powers (44) - Drawbacks (4) = 105/105pp

Edited by Dr Archeville

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Quote
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Character Name: Lazer

Power Level: 10 (150/150PP)

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

 


 

Abilities: 6 + 10 + 8 + 2 + 4 + 4 = 34PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

Combat: 12 + 12 = 24PP

Initiative: +13

Attack: +6, +8 Laser Rifle

Grapple: +9

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

Knockback: -10, -2 out of armor

 

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +12 (+4 Con, +8 Protection [impervious 8])

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

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

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

 

Skills: 92R = 23PP

Acrobatics 10 (+15)

Computers 9 (+10)

Disable Device 9 (+10)

Craft (Electronics) 9 (+10)

Gather Information 8 (+10)

Knowledge (Current Events) 9 (+10)

Knowledge (Tactics) 9 (+10)

Knowledge (Technology) 9 (+10)

Medicine 8 (+10)

Notice 7 (+9)

Stealth 5 (+10)

 

Feats: 15PP

Acrobatic Bluff

Attack Focus (Laser Rifle)

Benefit (Can use Knowledge [Tactics] for Master Plan checks)

Dodge Focus 2

Improved Aim

Improved Initiative 2

Jack-of-All-Trades

Master Plan

Power Attack

Precise Shot

Quick Draw 2

Ultimate Aim

 

Powers: 18 + 6 + 20 + 1 = 45PP

Device 6 (Laser Rifle, 30 points; Flaw: Easy to Lose) [18PP]

Laser Rifle 12 (24 points; PFs: Alternate Power 6) [30DP]
BE: Blast 12 (primary laser [10 120-ft. increments, 1,200 ft. max range]) {24/24}

AP: Blast 11 (x-ray laser [10 110-ft. increments, 1,100 ft. max range]; PF: Subtle [beam invisible to normal vision]) {23/24}

AP: Blast 10 (sniping laser; PFs: Improved Range 3 [one 1,000 ft. range increment, 1,000 ft. max range], Precise) {24/24}

note: Precise 2 with the Precise feat Lazer has

AP: Blast 8 (focused laser [10 80-ft. increments, 800 ft. max range]; Extra: Penetrating [as DMG 16]) {24/24}

AP: Blast 8 (pulse laser [10 80-ft. increments, 800 ft. max range]; Extra: Autofire) {24/24}

AP: Blast 8 (modulated laser [10 80-ft. increments, 800 ft. max range]; Extra: Alt Save [Fort]) {24/24}

AP: Dazzle Visual 12 (wide-beam laser [10 120-ft. increments, 1,200 ft. max range]) {24/24}

Device 2 (Laser Pistol, 10 points; Flaw: Easy to Lose) [6PP]

Blast 6 (laser pistol [10 60-ft. increments, 600 ft. max range]; Extra: Penetrating [as DMG 12]; Flaw: Unreliable [5 charges]; Drawbacks: Full Power, Lethal Only) {10DP}

Device 5 (Armor & Jetpack, 25 points; Flaw: Hard to Lose) [20PP]

Flight 2 (25 mph / 250 feet per Move action) [4PP]

Protection 8 (Extra: Impervious) [16PP]

Super-Senses 5 (darkvision, infravision, radio, ultravision) [5PP]

4+16+5 = 25/25

Speed 1 (fleet-footed; 10 mph / 100 feet per Move action) [1PP]

 

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

 

DC Block:


ATTACK             RANGE    SAVE                        EFFECT

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

Focused Laser      Ranged   DC 23 Toughness (Staged)    Damage (Energy); Penetrating [16]

Laser Pistol       Ranged   DC 21 Toughness (Staged)    Damage (Energy); Full Power, Lethal

Modulated Laser    Ranged   DC 23 Fortitude (Staged)    Damage (Energy)

Primary Laser      Ranged   DC 27 Toughness (Staged)    Damage (Energy)

Pulse Laser        Ranged   DC 23 Toughness (Staged)    Damage (Energy); Autofire

Sniping Laser      Ranged   DC 26 Toughness (Staged)    Damage (Energy)

Wide-Beam Laser    Ranged   DC 22 Reflex/Fort           Blinded

X-Ray Laser        Ranged   DC 23 Toughness (Staged)    Damage (Energy)

Totals:

Abilities (34) + Combat (24) + Saving Throws (9) + Skills (23) + Feats (15) + Powers (45) - Drawbacks (0) = 150/150 Power Points

 


 

     Emil Nelson always had done thing on his mind: what's in it for me? His life of crime started at an early age, first running numbers for a local gang, and gradually working his way up to more serious crimes. Eventually he drew heat from the cops, but evaded them by joining the Army. This turned out to be a great move, as he not only learned about weapons and combat, he found there was a good deal of corruption he could get in on; soon he was supplementing his salary by dealing drugs, arranging for shipments of guns to "fall off the backs of trucks," and selling stolen Army gear on the black market. When his hitch was up, he put his experiences and skills to work by becoming first a supplier of mercenaries and mercenary companies, and later a merc himself, finding that as fun as running his 'extralegal' empire was, he really came alive on the battlefield. One day his contacts gave him a hot tip about an experimental laser weapon DARPA was about to test; sensing profit to be made, he snuck onto the base, bluffed his was onto the control center, and stole the weapon, along with an experimental jetpack and suit of body armor. At first he planned to sell the whole thing, but the more he studied them, the more he realized he could use them to make a real name for himself as a "Super-Merc." Which he did, though over the years he's actually proven too good: not only does he have a lethal rivalry going on with fellow Super-Mercs Mechassassin and Steel Commando, Overshadow himself issued a "join SHADOW or die" ultimatum. So far Lazer's managed to stay one step ahead, and he knows he can't rest if he wants to keep it that way.

     Lazer's a supervillain from Champions, and one that would fit in perfectly here, either as a master villain's henchman or as a member of a team of villains assembled to pull off a particular crime (perhaps as a distraction while their mysterious organizer pulls off a less-flashy but much more important caper). Equally importantly, this sheet works perfectly for a tough & highly-trained combatant who happens to have a sophisticated laser rifle that's much more versatile than many would assume. (You may want to swap out that lethal laser sidearm for a laser-sword; Damage 8 [PFs: Improved Crit 2] in an Easy-to-Lose Device 2.) This sheet's skills and feats show someone with a lot of experiences as befits someone with the "interesting life" of a mercenary (and a particular gift for combat; even without the laser rifle he's a PL 5 fighter with a lot of skills & feats), but with a bit of rearranging (to add more Craft & Knowledge, and the Inventor feat) and you could make this a Gadgeteer who invented the rifle, jetpack and armor.

     Acrobatic Bluff is your friend -- keep mobile! Do note that the Focused Laser (Penetrating Blast), Modulated Laser (Alt Save/Fort Blast), and Pulse Laser (Autofire Blast) are all at a much lower rank due to the Extra, so when using them he's firing as a PL 8; one alternative would be to add the Action [Full] or Distracting Flaws to them to make up the cost difference and bring them back up to a higher rank.

Edited by Dr Archeville

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Character Name: Mechassassin
Power Level: 10 (150/150PP)
Trade-Offs: +1 Attack / -1 Damage, +/-2 Defense / -/+2 Toughness



Abilities: 6 + 6 + 6 + 6 + 6 + 6 = 36PP
Strength: 24/16 (+7/+3)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Combat: 18 + 12 = 30PP
Initiative: +3
Attack: +11, +9 out of armor
Grapple: +18/+14, +12 out of armor
Defense: +12/+8, +6 out of armor (+6 Base, +2 more Armor, +4 Shield from Shield), +4 Flat-Footed, +3 out of armor
Knockback: -8/-6, -1 out of Armor

Saving Throws: 3 + 3 + 3 = 9PP
Toughness: +12/+8 (+3 Con, +5 Armor, +4 Shield) [imp 5], +3 out of Armor
Fortitude: +6 (+3 Con, +3)
Reflex: +6 (+3 Dex, +3)
Will: +6 (+3 Wis, +3)

Skills: 52R = 13PP
Disable Device 2 (+5)
Drive 2 (+5)
Gather Information 7 (+10)
Intimidate 7 (+10)
Knowledge (Current Events) 7 (+10)
Knowledge (Streetwise) 2 (+5)
Knowledge (Tactics) 7 (+10)
Language 2 (English [native], French, German)
Notice 7 (+10)
Pilot 2 (+5)
Stealth 7 (+10)

Feats: 13PP
All-Out Attack
Benefit 2 (Wealth, Can use Knowledge [Tactics] for Master Plan checks)
Contacts
Improved Disarm
Improved Grab
Improved Grapple
Improved Throw
Improved Trip
Jack-of-All-Trades
Master Plan
Power Attack
Startle


Powers: 12 + 32 + 4 + 1 = 49PP

Device 4 (Electric Pistol, 20 points; Flaw: Easy to Lose) [12PP]

Electric Pistol 9 (18 points; PF: Alternate Power) [20DP]
BE: Blast 9 {18/18}

AP: Blast 9 (Extra: Penetrating [as DMG 18]; Flaw: Action [Full]) {18/18}


Device 8 (NATO Prototype Battlesuit, 40 points; Flaw: Hard to Lose) [32PP]

Enhanced Attack 2 [4PP]

Enhanced Defense 2 [4PP]

Immunity 2 (suffocation) [2PP]

Integrated Weapons Systems 6 (12 points; PFs: Alternate Power 4) [16PP]
BE: Enhanced Strength 8 (to 24/+7) {8} + Strike 2 (gauntlet slashers; PF: Improved Critical, Mighty) {4} {8+4=12/12}

AP: Blast 6 (concussor grenade; Extra: Area [30-ft. Burst, General]; Flaw: Unreliable [5 concussor grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12}

AP: Obscure Mental, Radio & Visual 4 (enhanced smoke grenades, 50-ft. radius; Extra: Independent; Flaw: Unreliable [5 enhanced smoke grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12}

AP: Snare 9 (tanglecoil; Flaw: Unreliable [5 tanglecoils]; PFs: Chokehold, Reversible, Tether) {12/12}

AP: Stun 4 (tranq gas grenade; Extras: Area [20-ft. Burst, General], Range [Ranged]; Flaw: Unreliable [5 tranq gas grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12}

Leaping 1 (springboots; x2 -- running long jump 34/26 feet, standing long jump 17/13 feet, high jump 8/6 feet) [1PP]

Protection 5 (Extra: Impervious) [10PP]

Super Senses 3 (infravision, radio, ultravision) [3PP]

4+4+2+16+1+10+3 = 40/40


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

Shield 4 (2 points; PF: Alternate Power)
BE: Protection 4 {4/4}

AP: Shield 4 {4/4}


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


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


DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 18/22 Toughness (Staged) Damage (Physical)
Gauntlet Slashers Touch DC 24 Toughness (Staged) Damage (Physical)
Electric Pistol Ranged DC 24 Toughness (Staged) Damage (Energy)
Tanglecoil Ranged DC 19 Reflex Snare


Totals: Abilities (36) + Combat (30) + Saving Throws (9) + Skills (13) + Feats (13) + Powers (49) - Drawbacks (0) = 150/150 Power Points

 

 



     Craig Vandersnoot was a major in the U.S. Army assigned as a liaison to NATO. His good looks, charming demeanor, master's degree in political science, and take-charge attitude made him popular and respected, and before long he was put in command of a NATO research project to develop a light battlesuit for use by the military and law enforcement. The project was going well under Vandersnoot's supervision when his "moonlighting" came to light: he'd been working as a security consultant and troubleshooter for several organized crime groups and terrorist organizations, accepting huge sums of money to keep them safe from the cops. He even helped plan and execute crimes, applying his tactical knowledge to make the "missions" go as smoothly as possible.
     Three MPs were sent to arrest Vandersnoot quietly, so the press wouldn't get wind of things. He killed all three of them, snuck back into the research complex, and put on the battlesuit. Then he murdered every project scientist and technician he could find, stole all the plans and specs, and trashed the lab. When he was done, he escaped from the facility with ease.
     Since then, Vandersnoot, operating under the codename "Mechassassin," has established an enviable reputation in the Mercenary World, with a (lethal) rivalry against other top-tier Super-Mercs like Lazer and Steel Commando. Known for his skill (proud but not stupid), power (ruthless, but not sadistic), discipline (without being a machine), and ability to get even the toughest jobs done, he's made millions as he loots and pillages his way across the globe. He also works as a security chief and military trainer for master villains.
     Mechassassin's suit of (modified and weaponized) light NATO battlearmor comes equipped with numerous options that give him enough of an edge in combat to stand up against superheroes. They include a powerful electric pistol with two settings (regular and crispy), a launcher in his right gauntlet that projects a strand of tanglecoil to trap opponents, blades that pop out from his gauntlets, and a selection of grenades with numerous tactical applications. He also carries a shield with which to deflect enemy attacks. The suit requires daily maintenance and parts replacement, or it soon begins to malfunction.
     But Mechassassin's greatest weapons are his mind and body. A soldier with years of experience in just about every sort of combat imaginable, he has a high degree of tactical awareness. He never fights stupidly, underestimates his opponents (especially superpowered ones), or takes foolish risks. He usually has at least two backup plans for every mission, and one standard and one alternate escape route.
     Mechassassin's choice of weapons and tactics depends on who he's facing. If he's confronting a group of foes, or enemies he can't hit with normal attacks, he'll use his Tranq Gas Grenades, or "pop smoke" and take advantage of the fact he can see through the stuff and they (hopefully) can't. Against "bricks" and energy projectors, he'll use his shield for protection and shoot with his Electric Pistol, often All-out Attacking (rapidly firing off multiple shots) if he can compensate for the reduced Defense. Gadgeteers, weaponmasters, and other characters using obvious Devices get the tanglecoil, followed by tranq gas.
     This is another Champions character, one the slots fairly well into the setting; I had to tone down his skills and fold some things into one Array (originally the Enhanced Str, Strike, and Tangelcoil were separate, and the three grenades were on a separate Hard to Lose grenade belt Device), but I think it works out well. The thing that stands out the most to me is his Shield: by having an Array of the Protection and Shield power, he can quickly go from Defense-shifted to Toughness-shifted, depending on who he's fighting (though in a majority of cases you'll want to go Toughness-shifted). Even without it he's PL 8 for defense; even out of his armor he's PL 6 offensively and PL 5 defensively, with a number of skills and feats that would see him win out over any routine police or even SWAT agents or low-powered supers. While Mechassassin is clearly a villain, his sheet can be used for a well-trained hero with an assortment of gadgets (though not a full-blown Gadgeteer, since the build lacks sufficient Craft and Knowledge skills or the Inventor feat); you might should change those gauntlet slashers into something less blade-y, like weighted forearm guards or some Science!-y kinetic enhancer.

 

 

Edited by Dr Archeville

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Character Name: Steel Commando

Power Level: 10 (150/150PP)

Trade-Offs: +1 Attack / -1 Damage

 


 

Abilities: 6 + 2 + 8 + 4 + 4 + 4 = 28PP

Strength: 24/16 (+7/+3)

Dexterity: 12 (+1)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

Combat: 14 + 12 = 26PP

Initiative: +5, +1 out of Armor

Attack: +9, +11 w/ Energy Rifle; +7, +9 w/ Energy Rifle out of Armor

Grapple: +16, +10 out of armor

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

Knockback: -8, -2 out of Armor

 

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +10 (+4 Con, +6 Protection) [imp 6]

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

Reflex: +4 (+1 Dex, +3)

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

 

Skills: 44R = 11PP

Drive 4 (+5)

Gather Information 4 (+6)

Intimidate 7 (+9)

Language 3 (English, French, German [native], Spanish)

Knowledge (Current Events) 3 (+5)

Knowledge (Tactics) 8 (+10)

Notice 8 (+10)

Medicine 3 (+5)

Stealth 4 (+5)

 

Feats: 14PP

Accurate Attack

All-Out Attack

Attack Specialization (Energy Rifle)

Benefit (Can use Knowledge [Tactics] for Master Plan checks)

Dodge Focus 4

Improved Disarm

Improved Grab

Improved Grapple

Jack-of-All-Trades

Master Plan

Power Attack

 

Powers: 12 + 40 + 9 + 1 = 62PP

Device 4 (Energy Rifle, 20 points; Flaw: Easy to Lose) [12PP]

Energy Rifle 9 (18 points; PFs: Alternate Power 2) [20PP]
BE: Blast 9 (direct fire mode) {18/18}

AP: Blast 9 (automatic fire mode; Extra: Autofire; Flaw: Distracting) {18/18}

AP: Blast 6 (underslung energy grenade launcher; Extra: Area [30-ft. Burst, General]) {18/18}

Device 11 (Steel Commando Armor, 55 points; Flaw: Hard to Lose; Drawback: Vulnerability [electrical attacks {common}, x2 DC modifier {major} {-4PP}]) [40PP]

Enhanced Attack 2 [4PP]

Enhanced Defense 2 [4PP]

Enhanced Feats 3 (Acrobatic Bluff, Improved Initiative, Startle) [3PP]

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

Movement Systems 2 (4 points: PF: Alternate Power) [5PP]

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

AP: Leaping 4 (x25; running long jump 425 feet, standing long jump 212 feet, high jump 106 feet) {4/4}

Protection 6 (Extra: Impervious) [12PP]

Strike 4 (energized gauntlets; PFs: Improved Knockback 9 [20 total], Mighty) [14PP]

Super-Senses 5 (darkvision, infravision, radio, ultravision) [5PP]

4+4+3+8+5+12+14+5 = 55/55

Feature 9 (training; mitigates Distracting Flaw for Autofire Blast 9) [9PP]

Speed 1 (fleet-footed; 10 MPH / 100 feet per Move action) [1PP]

 

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

 

DC Block:


ATTACK           RANGE     SAVE                           EFFECT

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

Gauntlet         Touch     DC 26 Toughness (Staged)       Damage (Physical), KB 20

Automatic Fire   Ranged    DC 24 Toughness (Staged)       Damage (Energy), Autofire

Direct Fire      Ranged    DC 24 Toughness (Staged)       Damage (Energy)

Grenade          Ranged    DC 16 Reflex                   Area

                           DC 21/18 Toughness (Staged)    Damage (Energy), Autofire

Totals:

Abilities (28) + Combat (26) + Saving Throws (9) + Skills (11) + Feats (14) + Powers (62) - Drawbacks (0) = 150/150 Power Points

 


 

     Heinrich Kappel's inability to see beyond his own needs and desires has gotten him into trouble on numerous occasions. Denied entrance into the German army due to "psychological problems," and tossed out of the French Foreign Legion after several episodes of "conduct unbecoming a soldier" resulting from those psychological problems (including nearly beating one of his commanding officers to death), he decided mercenary work was the best way for him to make use of his "talents." But he realized he needed an edge. In a world where superhumans existed, just being good with a rifle wasn't enough.

     After robbing a couple banks to raise working capital, Kappel got in contact with agents of the Foundry, who were well-known for their ability to supply advanced technology and weaponry to customers with enough cash. After receiving Kappel's down payment, scientists (unknowingly) working for the Foundry built him a suit of light powered armor and a multi-function energy rifle. After taking delivery of the equipment, Kappel skipped out on paying the rest of the money owed, causing Foundry agents to pursue him ever since to get his technology back. Christening himself "Steel Commando," Kappel soon made his mark in the mercenary world. Today, only Lazer and Mechassassin are considered his equals in most circles, and as far as he's concerned, all doubts will be dispelled when he next meets up with either of them.

     The Steel Commando's abilities result partly from training, and partly from the light grey and black battlesuit he wears; even without it, he's PL 5 offensively, PL 7 defensively, with lots of skills and feats. Although not as advanced as the armor worn by Lazer or Mechassassin, the Commando's menacing armor is nevertheless tough. Its energized gauntlets allow him to punch his foes with extra power, knocking them around like tenpins. However, the cybernetic leads and circuitry in the armor cause it to generate painful feedback if hit with an electrical attack. To move quickly around the battlefield, Steel Commando has Jumpjets that let him make long, compressed air-assisted leaps. He has separate omnidirectional jets for changing direction in midleap, so he can dodge obstacles or "leap around corners." (He's more mobile than Mechassassin, but Lazer still flies circles around him.)

     Most of the Steel Commando's offensive capabilities come from his Energy Rifle. He favors the Automatic Fire Mode (and has in fact trained with it so well he can use it without distraction), but switches to Direct Fire (or even the energy-intensive Power Blast, a non-statted Full Action Disintegrate 6 effect that requires Extra Effort to stunt) when facing particularly tough opponents. The rifle also has a system attached to the underside of the barrel that drains most of a shot's worth of energy into a tiny explosive capsule, then uses the rest of the energy to launch it, resulting in a grenade-like explosion.

     I wrote up Steel Commando (another Champions character) for two reasons. One, he's another character that could easily be slotted into the setting, particularly as muscle for other villain groups. Two, it gives me a chance to play with Flaws and ways around them. His Energy Rifle has Distracting Autofire Blast, but he's trained so much in using that function of the weapon that he can use it without Distracting him, hence the Feature. It's an inverse of the "needs a Device to control some Flawed power" thing, using superior training and familiarity with an unwieldy Device to use it more effectively. A similar trick could be used for a mage with several items that would be dangerous for inexperienced novices to attempt using, or a Gadgeteer with an assortment of not-quite-ready-for-mass-production devices.

Edited by Dr Archeville

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Quote
Our wills and fates do so contrary run

Character Name: Speedster Sorcerer

Power Level: 10 (150/150PP)

Trade-Offs: -2 Defense / +2 Toughness

 


 

Abilities: 0 + 6 + 4 + 14 + 6 + 2 = 32PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 16 (+3)

Charisma: 12 (+1)

 

Combat: 8 + 8 = 16PP

Initiative: +23

Attack: +6 [+4 w/out powers]; +10 w/ Hermeticism

Grapple: +7, +20 w/ Move Object

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

Knockback: -6, -4 flat-footed; -3, -1 flat-footed w/out Helmet/Force Field

 

Saving Throws: 2 + 4 + 3 = 9PP

Toughness: +12 (+2 Con, +4 Defensive Roll, +6 Force Field), +8 flat-footed; +6, +2 flat-footed w/out Helmet/Force Field

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

Reflex: +7 (+3 Dex, +4), Evasion 2

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

 

Skills: 48R = 12PP

Computers 3 (+10)

Concentration 4 (+7)

Craft (chemical) 3 (+10)

Craft (electronics) 3 (+10)

Craft (mechanical) 3 (+10)

Disable Device 3 (+10)

Investigate 3 (+10)

Knowledge (civics) 3 (+10)

Knowledge (earth science) 3 (+10)

Knowledge (life science) 3 (+10)

Knowledge (physical science) 3 (+10)

Knowledge (technology) 3 (+10)

Notice 8 (+10)

Search 3 (+10)

 

Feats: 3PP

Eidetic Memory

Improvised Tools

Inventor

 

Powers: 32 + 4 + 19 + 1 + 1 + 20 + 1 = 78PP

Device 8 (Helmet of Hermeticism, 40 points; Flaw: Hard to Lose) [32PP]

Enhanced Feats 2 (Artificer, Ritualist) [2PP]

Enhanced Skills 16 (Intimidate 8 [to +9], Knowledge [Arcane Lore] 8 [to +15]) [4PP]

Force Field 6 [6PP]

Hermeticism 15 (30 points; Flaw: Action [Full]; PFs: Accurate 2, Alternate Power 6; Drawback: Distracting to change configuration {-2PP}) [21 PP]

BE: Blast 10 (Wrath of Helios; Extras: Area [Cylinder, General]) {30/30}

AP: Drain Toughness 10 (Invoke the Ban of Zeus; Extras: Affects Objects, Area [50-ft. Burst, General], Linked , Selective Attack; Flaws: Limited [Objects], Limited [Electronics]) {20PP} + Strike 10 (Extras: Area [50-ft. Burst, General], Linked [Drain], Selective Attack; Flaws: Limited [Objects], Limited [Electronics]) {10PP} {20+10=30/30}

AP: Move Object 10 (Rejection of Gaia; Str 50, Hvy Load 12 tons; Extras: Area [50-ft. Burst, General], Damaging; Flaws: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {30/30}

AP: Obscure (Visual) 10 (Plague of Darkness; 1 mile radius; Extras: Selective) {30/30}

AP: Snare 10 (Twist the Gift of Hermes; Extras: Constricting) {30/30}

AP: Stun 10 (Lances of Heaven; Extras: Area [shapeable]) {30/30}

AP: Trip 10 (Unchaining Briareus; Extras: Area [50-ft. Burst], Duration [sustained]) {30/30}

Super-Senses 7 (acute analytical radius ranged detect magic 3 [mental]) [7PP]

2+4+6+21+7 = 40/40

Enhanced Attack 2 (to +6) [4PP]

Enhanced Feats 19 (Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Instant Up, Move-By Action, Redirect) [19PP]

Quickness 1 (x2) [1PP]

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

Speedster Array 9 (18 points; PFs: Alternate Power 2) [20PP]

BE: Enhanced Quickness 9 (to Quickness 10 [x2,500]) {9} + Enhanced Speed 9 (to Speed 10 [10,000 MPH / 100,000 feet per Move action]) {9} {9+9=18/18}

AP: Feature 17 (mitigates Action Flaw for Magic 15 and Distracting Drawback) {17/18}

AP: Strike 7 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Mighty, Progression [Area] 3 [70 5-ft. cubes]) {18/18}

Super-Movement 1 (water walking; Flaw: Limited [Only when running]) [1PP]

 

Drawbacks: (-0) = -0PP

 

DC Block:


ATTACK            RANGE   SAVE                          EFFECT

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

Goonsweeper       Area    DC 17 Reflex                  Area

                          DC 22/18 Toughness (Staged)   Damage (Physical)

Ban of Zeus       Area    DC 20 Reflex                  Area

                          DC 20/15 Reflex               Drain Toughness (for Constructs only)

                          DC 20 Reflex                  Area

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

Lances of Heaven  Area    DC 20 Reflex                  Area

                          DC 20/15 Fort (Staged)        Stun

Reject Gaia       Range   DC 20 Reflex                  Area

                          Grapple                       Pinned/Bound

Twisting Hemres   Range   DC 20 Reflex (Staged)         Snare

                          DC 20 Toughness (Staged)      Damage (Physical)

Unchaining        Area    DC 20 Reflex                  Area

                          1d20+10/+5 vs. STR or DEX     Trip

Wrath of Helios   Range   DC 20 Reflex                  Area

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

Totals:

Abilities (32) + Combat (16) + Saving Throws (9) + Skills (11) + Feats (3) + Powers (78) - Drawbacks (0) = 150/150 Power Points

 


 

     So once upon a time, a young speedster -- the former sidekick and later heir to the mantle of a Speedster Scientist -- happened upon a potent mystical artifact, a helmet with the collected arcane knowledge of generations of Hermetic wizards. He'd heard of the device, and of the heroes who'd worn it in the past, though his science-slanted background scoffed at the thought of "magic" and he kept trying to figure some more "logical" explanation for it. But when he found himself in a situation dire enough that he had to put it on, he found the stories were true -- it did contain the spirits of all those stodgy old wizards, whose considerable power was tied up in lengthy debates and ruminations! Fortunately, his speedster powers worked in conjunction with it, allowing him to mentally work with these spirits at superhuman speeds and use the power for flashy, immediate effects when it was needed most!

     You cannot run from fate! Without the Helmet, he's still a PL 7 Speedster with some decent skills, but with it he's a fully charged PL 10 Mystic (whose Array borrows heavily from trollthumper's excellent Hermetic Force-Bender; see that sheet for tips on how to use his Magic and how to tweak it). (Another idea: it's not a Helmet passed down through a bunch of Hermetics, it actually is the Helmet of Hermes [though that would need a Concealment spell], which he's loaned to a fellow speedster!) Anyone can use it -- it's not Restricted -- but anyone who tries who doesn't have a Speedster Array or similar (to stunt the Feature off from) will find themselves bogged down in debate and procedure with the stodgy mental gestalt within, and using the power of the Helmet is more akin to working a ritual (i.e., all the Hermetic powers take a Full action to use, and if they change the Array they're flat-footed for that entire round!).

Edited by Dr Archeville

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Character Name: Phosphoros

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 6 + 6 + 20 + 0 + 4 + 6 = 42PP

Strength: 16/30 (+3/+10), effective Str 55

Dexterity: 16 (+3)

Constitution: 30 (+10)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 12 + 12 = 24PP

Initiative: +3

Attack: +6 ranged, 10 melee

Grapple: +25

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

Knockback: -5

 

Saving Throws: 0 + 2 + 4 = 6PP

Toughness: +10 (+10 Con)

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

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

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

 

Skills: 56R = 14PP

Bluff 0 (+3, +7 w/ Attractive)

Craft (Mechanical) 5 (+5)

Diplomacy 0 (+3, +7 w/ Attractive)

Intimidate 15 (+18)

Knowledge (Tactics) 10 (+10)

Knowledge (Technology) 10 (+10)

Notice 8 (+10)

Search 5 (+5)

Sense Motive 3 (+5)

 

Feats: 25PP

All-Out Attack

Attack Focus (Melee) 4

Attractive

Benefit (Can use Knowledge [Tactics] for Master Plan checks)

Challenge (Fast Startle)

Dodge Focus 4

Fast Overrun

Fearless

Improved Critical (Unarmed)

Improved Initiative

Improved Overrun

Luck

Master Plan

Move-By Action

Power Attack

Startle

Takedown Attack

Ultimate Save (Toughness)

Uncanny Dodge (auditory)

 

Powers: 14 + 10 + 5 + 10 = 39PP

Enhanced Strength 14 (to 30/+10) [14PP]

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

Mighty Movement 2 (4 points; PF: Alternate Power) [5PP]

BE: Leaping 4 (x25 -- running long jump 500 feet, standing long jump 250 feet, high jump 125 feet) {4/4}

AP: Speed 4 (100 mph / 1,000 feet per Move action) {4/4}

Super-Strength 5 (effective Str 55, Hvy Load 24 tons) [10PP]

 

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

 

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

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

Totals:

Abilities (42) + Combat (24) + Saving Throws (6) + Skills (14) + Feats (25) + Powers (39) - Drawbacks (0) = 150/150 Power Points

 


 

     What If... Phoros the Alphian was separated from Omega, Lord of the Terminus, after his destruction, much as Capt. Elliot Spencer was separated from the Cenobite Pinhead? Then you might get this fellow, who fell to Freedom City, awoke naked in a crater with but the fuzziest of memories, and has a driving urge to preserve creation, which (after some council from other heroes) he expresses by fighting villainy and helping those around him. But for how long? How long before memories of what he did as Omega infiltrate his dreams, and then manifest as hallucinations in his waking hours? How long before others seek him out, either to make him pay for what he did as the Omnicidal Maniac, or to restore him to his former glory and lead them on their holy quest of Omniversal Annihilation? And what happens when the new Omega -- either an unfettered darkness, or manifesting inside some new host -- makes itself known? Would he have to sacrifice himself to recreate the old Omega, to prevent a greater evil -- one that had not even the shadow of a shred of compassion -- from running loose?

     The stats borrow heavily from AA's Furion, though I dropped the Flight Harness (he arrived naked!) and Impervious Toughness (which Omega lacks/lacked), and changed some of the pure Str into Enhanced Str so he'd have something to stunt off of. Like, say, a Blast of Cosmic Energy, unleashed in a moment of great emotional turmoil! The backstory lends itself to a fairly short-lived character (much as Capt. Spencer's freedom was not to last), but this build works fine for a juvenile Furion, or a Furion/Human hybrid. The name Phosphoros refers to both Omega's pre-Omega name, and Phosphorus, a Greek term for the Morning Star. The pic is of Mairon, the Maia of Aulë (and later of Melkor); you know him better as Sauron.

Edited by Dr Archeville

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Character Name: Doctor Silverback
Power Level: 10 (150/150PP)
Trade-Offs: -3 Attack / +3 Damage, -4 Defense / +4 Toughness



Abilities: 6 + 4 + 2 + 14 + 4 + 2 = 32PP
Strength: 24 (+7) [includes +8 from Growth]; effective lifting Str 32
Dexterity: 14 (+2)
Constitution: 16 (+3) [includes +4 from Growth]
Intelligence: 24 (+7)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Combat: 12 + 10 = 22PP
Initiative: +2
Attack: +5, +7 unarmed, +7 Tangleweb Rifle (includes -1 from Growth)
Grapple: +18
Defense: +6 (+5 Base, +2 Dodge Focus, -1 Size), +2 Flat-Footed
Knockback: -7, -5 flat-footed (-4, -2 flat-footed w/out Combat Jumpsuit)

Saving Throws: 2 + 3 + 5 = 10PP
Toughness: +14 (+3 Con, +7 Protection, +4 Defensive Roll), +10 flat-footed
+8 (+3 Con, +1 Protection, +4 Defensive Roll), +4 flat-footed w/out Combat Jumpsuit
Fortitude: +5 (+3 Con, +2)
Reflex: +5 (+2 Dex, +3)
Will: +7 (+2 Wis, +5)

Skills: 56R = 14PP
Acrobatics 3 (+5)
Computers 3 (+10)
Craft (chemical) 3 (+10)
Craft (electronic) 3 (+10)
Craft (mechanical) 3 (+10)
Disable Device 3 (+10)
Drive 3 (+5)
Handle Animal 4 (+5)
Intimidate 2 (+3, +5 w/ size)
Investigate 3 (+10)
Knowledge (life sciences) 3 (+10)
Knowledge (physical sciences) 3 (+10)
Knowledge (technology) 3 (+10)
Languages 2 (English [native], French, Swahili)
Medicine 3 (+5)
Notice 3 (+5)
Pilot 3 (+5)
Sense Motive 3 (+5)
Stealth 0 (-2)
Survival 3 (+5)


Feats: 12PP
Animal Empathy
Attack Specialization (Unarmed)
Defensive Roll 2
Dodge Focus 2
Eidetic Memory
Inventor
Jack-of-all-Trades
Move-By Action
Startle (roar)
Uncanny Dodge (auditory)

Powers: 2 + 9 + 28 + 13 + 1 + 1 + 1 + 1 + 2 + 2 = 60PP

Additional Limbs 2 (feet likes hands) [2PP]

Device 3 (Tangleweb Rifle, 15 points; Flaw: Easy to Lose) [9PP]

 

Snare 7 (PF: Accurate)


Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP]

 

Example Gadgets
Spoiler

Combat Jumpsuit
Protection 6 {6/20}

Shock Baton
Stun 15 {15/20}

Spectrum Goggles
Super-Senses 4 (darkvision, infravision, ultravision) {4/20}

Tangleweb Rifle Expansion Pack
Enhanced Snare 6 (to Snare 13) {12/20}


Growth 4 (Large size, +8 Str, +4 Con, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth, 10 ft. reach; Extras: Continuous; Flaws: Permanent; PFs: Innate) [13PP]

Leaping 1 (x2; running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP]

Protection 1 [1PP]

Quickness 2 (x5; Flaw: Mental Only) [1PP]

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

Super-Movement 1 (Swinging) [2PP]

Super-Senses 2 (Acute Scent, Low-Light Vision) [2PP]


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

DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 22 Toughness (Staged) Damage (Physical)
Tangleweb Rifle Range DC 17 Reflex Snare
Shock Baton Touch DC 25 Fort Dazed/Stunned/Unconscious
TW Rifle, Enhanced Range DC 23 Reflex Snare


Totals:

Abilities (32) + Combat (22) + Saving Throws (10) + Skills (14) + Feats (12) + Powers (60) - Drawbacks (0) = 150/150 Power Points

 

 



     Here's a PL 10 build for Doctor Silverback, the Simian Scientist who serves as a tech adviser to a number of heroes in the Champions universe. (A truer conversion would be around PL 8, but have even more points sunk into INT, CHA, and skills and feats; he's both super-intelligent and super-personable, a dynamo equally adept at giving lectures at Harvard, cheering for his favorite sports teams, or wining & dining a string of [human!] girlfriends... yes, fine, he's Doktor Archeville as a silverback gorilla.) He was an ordinary gorilla experimented on by a mad scientist who wanted to uplift animals so they could commit crimes and secure funding for even more experiments, but Silverback realized the man was a crook and aided the local heroes against him, then went on to join human society with great gusto. With the help of several superheroes he'd aided over the years, he won a landmark case establishing himself as legally equal to a human being and a naturalized citizen of the British Empire, a precedent that became a landmark in superhuman law cited repeatedly in cases involving robots, aliens, and the undead. He continued to work as a powerful advocate for superhuman rights and environmental protection, as well as whatever new hobby struck his interests. He later moved to America (where there were more superheroes to aid and more experiences to have), and quickly rose to celebrity status... and became a bigger target of speciesist hate groups. As the pic shows, in casual situations he favors tailored shorts and loud Hawaiian shirts.
     He's a fully grown mountain gorilla with great strength and agility -- though not as high as some other ape builds -- but his real asset is his mind and the many devices and gadgets he's made. Like AvengerAssembled's Ape with a Power Ring (which I borrowed from heavily), he's a solid PL 7 without his gear, but with it is a respectable PL 10. His skills aren't as high as a dedicated Gadgeteer (or even some of the Ape Scientists linked above), but he does have an impressive breadth of them (and like AA's Vampire Gadgeteer, he's got +7 on any INT skill he doesn't have ranks in, so he can chime in on most anything). His assortment of Gadgets -- not to mention his raw strength and speed -- help make up for it. Keep mobile, keep your friends close, and keep exploring!

 

 

Edited by Dr Archeville

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Quicker than a ray of light she's flying

Character Name: Photon

Power Level: 10 (150/150PP)

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

 


 

Abilities: -2 + 14 + 4 + 6 + 4 + 4 = 30PP

Strength: 8 (-1)

Dexterity: 24 (+7)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

Combat: 8 + 8 = 16PP

Initiative: +23

Attack: +4, +8 Lightfire

Grapple: +3

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

Knockback: -11, -1 w/out Force Field

 

Saving Throws: 3 + 1 + 4 = 8PP

Toughness: +12 [imp 10] (+2 Con, +10 Force Field [imp 10]), +2 w/out Force Field

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

Reflex: +8 (+7 Dex, +1)

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

 

Skills: 16R = 4PP

Bluff 0 (+2, +6 w/ Attractive)

Craft (Mechanical) 4 (+7)

Computers 4 (+7)

Concentration 4 (+6)

Diplomacy 0 (+2, +6 w/ Attractive)

Knowledge (Physical Sciences) 4 (+7)

 

Feats: 11PP

Attack Specialization (Lightfire) 2

Attractive

Dodge Focus 4

Improved Initiative 4

 

Powers: 29 + 12 + 20 + 7 + 15 + 1 = 84PP

Lightfire 12 (24 points; PFs: Alternate Power 5) [29PP]

BE: Blast 12 (lightblast) {24/24}

AP: Blast 8 (laser eyes; Extra: Penetrating [as DMG 16]) {24/24}

AP: Dazzle Visual 12 (brightblast) {24/24}

AP: Dazzle Visual 10 (brightcone; Extra: Area [100-ft. Cone, General]; Flaw: Range [Touch]) {20/24}

AP: Dazzle Visual 8 (brightfield; Extra: Area [40-ft. Burst, General]) {24/24}

AP: Teleport 10 (lightspeed I; 1,000 feet / 200,000 miles [Earth to Moon]) {20/24}

Flight 6 (lightflight; 500 mph / 5,000 feet per Move action) [12PP]

Force Field 10 (prism-field; Extra: Impervious) [20PP]

Immunity 12 (electromagnetic energy/radiation damage, visual dazzles; Flaw: Limited [half effect] for EM Radiation damage) [7PP]

Insubstantial 3 (light form) [15PP]

Space Travel 1 (lightspeed II; 1c) [1PP]

 

Drawbacks: (-3) = -3PP

Vulnerability (darkness effects [uncommon], x2 DC modifier [major]) [-3PP]

 

DC Block:


ATTACK        RANGE          SAVE                        EFFECT

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

Brightblast   Ranged         DC 22 Reflex/Fort           Dazzle (visual)

Brightcone    100 ft.        DC 20 Reflex                Area

                             DC 20/15 Ref/Fort           Dazzle (Visual)

Brightfield   Range/40 ft.   DC 18 Reflex                Area

                             DC 18/14 Ref/Fort           Dazzle (Visual)

Laser Eyes    Ranged         DC 23 Toughness (Staged)    Damage (Energy), Penetrating

Lightblast    Ranged         DC 27 Toughness (Staged)    Damage (Energy)

Totals:

Abilities (30) + Combat (16) + Saving Throws (8) + Skills (4) + Feats (11) + Powers (84) - Drawbacks (3) = 150/150 Power Points


     Colleen Dewey was a graduate student pursuing a Ph.D. in astronomy. To improve her ability to study the stars, she learned how to design new, improved lenses for her telescopes. Her peers scoffed at her, but she'd show them. She'd show them all! One night, as she scanned the skies with her newest lens, she saw a patch of light smack in the middle of Orion, right where there shouldn't be anything. She focused in, wondering if this would get her in all the journals, but then the light flared and she passed out. Several hours later she awoke, and found the dawning light wasn't the rising Sun, it was her! Something snapped in her mind then: where once she only cared about her studies, friends, and family, she was now a callous, amoral, arrogant, and greedy criminal. She saw herself as a freak who could not take part in normal society, so Photon would make a name in the Superhuman World!

     But just because Photon (another Champions character) snapped doesn't mean you have to! As I described here, light has long been a symbol of hope, goodness, truth, and all that is right, and so can your heroic character. Be a beacon of hope for others (a good reason for buying up her Charisma and some Inspire and Leadership), or focus on her speedy side and focus on dominating the battlefield with fast-flying Acrobatic Bluffs. She can project blasts of light in various forms (from deadly lasers to blinding flashes), protect herself with a force field of shifting prisms and planes of light, and even (like Living Laser) transform her body into a mostly-light form (her Insubstantial/Energy Form). With her Lightspeed I power (Teleport) she can go pretty much anywhere on Earth in the blink of an eye (though of course, if she hasn't been there before, she's going to have to slow down and search for her precise destination; she doesn't have any heightened/super senses that function with her Teleportation). With her Lightspeed II power (Space Travel), she could journey around the near regions of Earth's solar system easily -- but she hasn't yet developed a way to so wholly transform her body into light that she can survive in outer space (i.e., have Life Support), though this is something she could develop. Her Insubstantial and Immunity to provide a potent combination: the Insubstantial makes her immune to physical damage, and the Immunity protects her from half of all energy damage (though not non-Damage energy effects, like Drains, or non-electromagnetic energy Damage).

     Lots of room for powers to stunt off her Lightfire, as I've detailed here. (And there's a nasty Complication for you: her powers shift from the visible light region of the EM spectrum to the ultraviolet, then to x-rays and gamma rays!) Lots of potential for stories, too, foremost being what & where did that weird empowering light come from? Was it a stray blast from a Star Knight battle that triggered something in her? A rogue Star Knight who'd unleashed some weird force while trying to augment his armor? Something from the Light of Truth, seeking out new converts/enforcers? Or is the light itself some sort of sentient life form, now bonded to you like a symbiote, whispering alien secrets into your dreams?


PL 7 (105PP) Version

Spoiler

Trade-Offs: -1 Attack / +1 Damage, -1 Defense / +1 Toughness

 

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

Strength: 8 (-1)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 14 (+2)

 

Combat: 4 + 4 = 8PP

Initiative: +12

Attack: +2, +6 Lightfire

Grapple: +1

Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed

Knockback: -4, -1 w/out Force Field

 

Saving Throws: 2 + 2 + 2 = 6PP

Toughness: +8 (+2 Con, +6 Force Field), +2 w/out Force Field

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

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

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

 

Skills: 12R = 3PP

Bluff 0 (+2, +6 w/ Attractive)

Craft (Mechanical) 4 (+7)

Computers 4 (+7)

Diplomacy 0 (+2, +6 w/ Attractive)

Knowledge (Physical Sciences) 4 (+7)

 

Feats: 9PP

Attack Specialization (Lightfire) 2

Attractive

Dodge Focus 4

Improved Initiative 2

 

Powers: 21 + 8 + 6 + 7 + 15 + 1 = 58PP

Lightfire 8 (16 points; PFs: Alternate Power 5) [21PP]

BE: Blast 8 (lightblast) {16/16}
AP: Blast 5 (laser eyes; Extra: Penetrating [as DMG 10]) {15/16}
AP: Dazzle Visual 8 (brightblast) {16/16}
AP: Dazzle Visual 7 (brightcone; Extra: Area [70-ft. Cone, General]; Flaw: Range [Touch]) {14/16}
AP: Dazzle Visual 5 (brightfield; Extra: Area [25-ft. Burst, General]) {15/16}
AP: Teleport 8 (lightspeed I; 8000 feet / 2,000 miles [continental]) {16/16}

Flight 4 (lightflight; 100 mph / 1,000 feet per Move action) [8PP]

Force Field 6 (prism-field) [6PP]

Immunity 12 (electromagnetic energy/radiation damage, visual dazzles; Flaw: Limited [half effect] for EM Radiation damage) [7PP]

Insubstantial 3 (light form) [15PP]

Space Travel 1 (lightspeed II; 1c) [1PP]

 

Drawbacks: (-3) = -3PP

Vulnerability (darkness effects [uncommon], x2 DC modifier [major]) [-3PP]

 

DC Block:


ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 14 Toughness (Staged) Damage (Physical)
Brightblast Ranged DC 18 Reflex/Fort Dazzle (visual)
Brightcone 70 ft. DC 17 Reflex Area
DC 17/13 Ref/Fort Dazzle (Visual)
Brightfield Range/25 ft. DC 15 Reflex Area
DC 15/12 Ref/Fort Dazzle (Visual)
Laser Eyes Ranged DC 20 Toughness (Staged) Damage (Energy), Penetrating
Lightblast Ranged DC 23 Toughness (Staged) Damage (Energy)
 

Totals:

Abilities (24) + Combat (8) + Saving Throws (6) + Skills (3) + Feats (9) + Powers (58) - Drawbacks (3) = 105/105 Power Points

Edited by Dr Archeville

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Harder, Better, Faster, Stronger? Smarter!

Character Name: Transhuman Cyborg

Power Level: 10 (150/150PP)

Trade-Offs: None

 


 

Abilities: 4 + 6 + 4 + 14 + 0 + 0 = 28PP

Strength: 30/14 (+10/+2); effective lifting Str 55

Dexterity: 16 (+3)

Constitution: 30/14 (+10/+2)

Intelligence: 24 (+7)

Wisdom: 10 (+0)

Charisma: 10 (+0)

 

Combat: 12 + 12 = 24PP

Initiative: +7

Attack: +6, +10 melee

Grapple: +24, +12 without powers

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

Knockback: -10 vs. Physical, -5 vs. Energy or without "Armor"

 

Saving Throws: 0 + 2 + 5 = 7PP

Toughness: +10/+2 (+10/+2 Con) (Impervious 10 [vs. Physical only])

Fortitude: +10/+2 (+10/+4 Con, +0)

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

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

 

Skills: 28R = 7PP

Computers 3 (+10)

Craft (Chemical) 3 (+10)

Craft (Electronic) 3 (+10)

Craft Mechanical) 3 (+10)

Disable Device 3 (+10)

Knowledge (Life Sciences) 3 (+10)

Knowledge (Physical Sciences) 3 (+10)

Knowledge (Technology) 3 (+10)

Notice 4 (+4)

 

Feats: 14PP

Attack Focus (Melee) 4

Benefit 1 (Wealth 1)

Dodge Focus 4

Improvised Tools

Inventor

Move-by Action

Power Attack

Speed of Thought

 

Powers: 5 + 8 + 23 + 34 = 70PP

Digital Enhancement Implant 1 (5 points) [5PP]

Enhanced Feats 3 (Beginner's Luck, Eidetic Memory, Jack of all Trades) [3PP]

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

Implanted Radio 1.6 (8 points) [8PP]

Communication 6 (20 miles, radio; PF: Subtle) [7PP]

Super-Senses 1 (radio) [1PP]

Nanomeds 4.6 (23 points) [23PP]

Enhanced Constitution 16 (to 30/+10) [16PP]

Immunity 12 (aging, life support, sleep, starvation & thirst; Flaw: Limited [Half effect]) [6PP]

Regeneration 1 (disabled 1 [5 hours]) [1PP]

Retractable Armor 6.8 (34 points) [34PP]

Enhanced Strength 16 (to 30/+10) [16PP]

Impervious Toughness 10 (Flaw: Limited [Physical only]) [5PP]

Super-Strength 4 (effective Str 50, Hvy Load 12.5 tons) [8PP]

Super-Strong Legs 2 (4 points; PF: Alternate Power) [5PP]

BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4}

AP: Speed 4 (100 mph / 1,000 feet per move action) {4/4}

 

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

 

None

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

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

Totals: Abilities (28) + Combat (24) + Saving Throws (7) + Skills (7) + Feats (14) + Powers (70) - Drawbacks (0) = 150/150 Power Points

 


 

     Trollthumper's been doing a fine job of covering the Traditions from White Wolf's Mage: the Ascension over in his thread, but I thought I'd tackle the side most people would actually side with (for all that White Wolf tried to make them the soul-crushing baddies): the Technocracy. (In a world where the 'good guys' keep trying to give everyone Edge's "reality is what you make of it" powers, the side that's working to kill the dragons and vampires and other monsters, and introduce medical science and labor-saving devices, is the one I'd root for! Yes, yes, it's all very "Personal Freedom vs Safety," but in the crapsack World of Darkness, Safety is extremely welcome.) First up, the one that most easily slots into a superhero game (and the Technocratic Union's strong right arm), Iteration X, the Convention that's all about supporting and upgrading weak biology with superior machines, whether by waterwheels, windmills, and gunpowder or by cybernetic implants, powered armor, and robotic assistants.

     Of course, it helps that one of Marvel's top character, Tony "Iron Man" Stark, has become a transhuman cyborg over the past few years. (Though of course Marvel used the changes Extremis wrought as a scapegoat for his actions in Civil War, going with the Transhuman Treachery angle seen so often in things like the Borg and Cybermen. But that's a whole different rant.) Like Stark, this fellow has a number of devices (but not Devices) implanted in him (or, more accurately, grown within him by nanites that took assorted mineral and metal supplements -- and some extracted from his own body -- and did something useful with them), making him faster, stronger, and tougher than ever before, with a posthumasn biology that's far more efficient than (almost) anything else living. (Should they get shut off, he's still a solid PL 6, adequate to survive most encounters with non-powered opponents.) But it's not just the physical that's been enhanced: the implanted radio lets him send & receive radio transmission, while the DEI gives him both a huge, readily-accessible memory and the ability to temporarily download skills (i.e., the Beginner's Luck and Jack of all Trades feats) when needed.

     Loads of room for customization and upgrades: maybe swap out the Leaping/Speed for Flight 2, drop the Immunities and go with a full Impervious (or get both with earned points), a Blast 10 (PFs: Accurate 2, Indirect, Precise) AP off the Enhanced & Super-Str, and the like. More Tech skills would certainly be fitting; at +10, he's okay, but far from world-shaking. (Were the nanites he made a fluke success, or did he get help, knowingly or not, from another? Or perhaps he had no hand in making them, they were injected by someone else [aliens?], and his tech skills are a growing intuitive understanding of machines.) Do note he's no Tony Stark with the ladies; Charisma & Interaction Skills may be something you want to work on, or at least Intimidate for the flat, inhuman threats he makes. Not that he'd ever do that to his friends...

Edited by Dr Archeville

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Better living through chemistry.


Character Name: Pharmacopeist
Power Level: 10 (150/150PP)
Trade-Offs: -2 Attk/+2 Dmg & -2 Def/+2 Tough as Bruiser, -2 Def/+2 Tough as Blaster or Psychokinetic, +2 Attk/-2 Dmg as Speedster

 

 



Abilities: 2 + 4 + 6 + 6 + 4 + 4 = 26PP
Strength: 26/12 (+8/+1)34 (+12), effective Str 69 w/ Bruiser Cocktail

 

 

Dexterity: 14 (+2)
Constitution: 26/16 (+8/+3), 30 (+10) w/ Bruiser Cocktail

Intelligence: 16 (+3)

Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 12 + 8 = 20PP
Initiative: +2+14 w/ Speedster Cocktail

Attack: +8; +6 out of Armor, +12 melee, +8 range w/ Speedster Cocktail

Grapple: +16, +7 out of Armor+27 w/ Bruiser Cocktail, +20 w/ Psychokinetic Cocktail, +20 w/ Speedster Cocktail

Defense: +8/+5 (+4 Base, +4/+1 Dodge Focus), +2 Flat-Footed+10 (+4 Base, +6 Dodge focus), +2 Flat-Footed w/ Speedster Cocktail

Knockback: -4 without, -1 out of Armor-11 w/ Bruiser Cocktail, -11 vs. Energy, -6 vs. Physical (-4 w/out Force Field) w/ Blaster Cocktail, -6, -4 flat-footed w/ Psychokinetic Cocktail, -5, -4 Flat-Footed w/ Speedster Cocktail

 

Saving Throws: 3 + 5 + 5 = 13PP
Toughness: +8 (+8/+3 Con), +3 out of Armor

* +12 (+10 Con, +2 Protection; Imp 10) w/ Bruiser Cocktail, 

* +12 (+8 Con, +4 Force Field; Imp 10 vs. Energy) w/ Blaster Cocktail, 

* +12 (+8 Con, +4 Force Field), +8 flat-footed w/ Psychokinetic Cocktail, +10 (+8 Con, +2 Defensive Roll), +8 Flat-Footed w/ Speedster Cocktail

Fortitude: +11/+6 (+8/+3 Con, +3)

* +13 (+10 Con, +3) w/ Bruiser Cocktail

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

* Evasion w/ Speedster Cocktail

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

Skills: 76R = 19PP
Concentration 8 (+10)
Craft (chemical) 8 (+11)
Diplomacy 8 (+10)
Gather Information 8 (+10)
Intimidate 8 (+10) SM
Knowledge (life sciences) 12 (+15) SM
Medicine 8 (+10) SM
Notice 8 (+10) SM
Sense Motive 8 (+10)

Feats: 10PP
All-Out Attack
Challenge (Fast Demoralize, Fast Startle) 2
Dodge Focus
Inventor
Power Attack
Skill Mastery (Intimidate, Knowledge [life sciences], Medicine, Notice)
Startle
Uncanny Dodge (visual)
Well-Informed

Powers: 36 + 26 = 62PP
Device 9 (Armor, 45 points; Flaw: Hard-to-Lose) [36PP]

Enhanced Attack 2 (to +8) [4PP]

Enhanced Constitution 12 (to 26/+8) [12PP]

Enhanced Feats 3 (Dodge Focus 3) [3PP]

Enhanced Strength 14 (to 26/+8) [14PP]

Immunity 11 (life support, sleep, starvation & thirst; Flaw: Limited [Half effect] for sleep and starvation/thirst) [10PP]

Quickness 1 (x2) [1PP]

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


Device 8 (Drug Injector Harness, 40PP; Flaw: Easy to Lose; PFs: Restricted 2 [self only]) [26PP]

 

Drug Injection Array 19 (38 points; PFs: Alternate Power 4; Flaw: Action 2 [standard Action to switch powers]) [40PP]
BE: Enhanced Constitution 4 (to 30/+10) {4PP} + Enhanced Strength 8 (to 34/+12) {8PP} + Impervious Toughness 10 (note: Sustained Active effect) {10PP} + Protection 2 {2PP} + Super-Strength 7 (effective Str 69) {14PP} (4+8+10+2+14 = 38/38} (Bruiser Cocktail)

AP: Blast 12 (PFs: Precise, Variable Descriptor 2 [any Metabiologically-generated energy]) {27PP} + Flight 1 (10 mph / 100 feet per Move action) {2PP} + Force Field 4 (energy barrier) {4PP} + Impervious Toughness 10 (energy absorption; note: Sustained Active effect; Flaw: Limited [Not vs. Physical]) {5PP} (27+2+4+5=38/38} (Blaster Cocktail)

AP: Enhanced Feats 16 (Attack Focus [Melee] 4, Defensive Roll, Dodge Focus 2, Elusive Target, Evasion, Fast Overrun, Improved Initiative 3, Improved Overrun, Instant Up, Move-By Action) {16PP} + Enhanced Quickness 7 (to Quickness 8 {x500}) {7PP} + Enhanced Speed 7 (to Speed 8 {2,500 mph / 25,000 feet per Move action}) {8PP} + Enhanced Strength 0 (Extra: Autofire for Str +8) {8PP} (16+7+7+8 = 38/38} (Speedster Cocktail)

AP: Force Field 4 (psychokinetic barrier; Flaw: Limited [not while flat-footed]) {2PP} + Move Object 10 (Str 50; Extras: Range [Perception]; PF: Indirect 2, Precise, Subtle) {34} + Super-Senses 2 (tremorsense [tactile sense; enhancement: ranged]) {2PP} (2+34+2=38/38} (Psychokinetic Cocktail)

 


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


DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 23/16 Toughness (Staged) Damage (Physical)
Unarmed, Bruiser Touch DC 27 Toughness (Staged) Damage (Physical)
Unarmed, Speedster Touch DC 23 Toughness (Staged) Damage (Physical), Autofire
Blast Ranged DC 27 Toughness (Staged) Damage (Energy)
Psychokinesis Perception Grapple Pinned/Bound
PK, Thrown Object Ranged DC 25 Toughness (Staged) Damage (Physical)


Totals:

Abilities (26) + Combat (20) + Saving Throws (13) + Skills (19) + Feats (10) + Powers (62) - Drawbacks (0) = 150/150 Power Points

 

 



     Here's another character influenced by the Technocracy of Mage: The Ascension, specifically the Progenitors, whose developments of genetic manipulation, advanced surgical techniques, and sophisticated drugs constantly push the envelope of medicine. Medical professionals do have some presence in comics -- there was a brief "Golden Age" of Medical Comics, as well as more the more standard superhero (and supervillain) medical professionals. The Doctors Mid-Nite are probably the most famous, but there's also Cardiac, Green Lantern Soranik Natu, Cecilia Reyes, and... okay, a lot of them (Hush, Dr. Malus, Murmur) are villains, but that doesn't mean yours has to be! (More importantly, though, don't model them after anyone from Grey's Anatomy or Nip/Tuck or any other 'medical drama.' This is a superhero site.)
     I borrowed a lot from TT's excellent Combat Medic (a build which could also be used just fine for a Progenitor-esque char), and recycled bits from the drug-injecting armor my namesake character whipped up (based on equal parts the Juicers from Palladium's Rifts and the plasmids from the BioShock series), to create a char who has used their great medical and pharmacological knowledge to create a wearable drug injecting harness which grants superpowers. The Action drawback represents the time needed (still remarkably fast by real-world standards) to flush out the old cocktail when switching to a new one. I went with Enhanced Traits (Con, Str) rather than Boost (as in my old armor) because Boost is either not a very good or is too good a power.
     "But Doc, you mad, handsome man, you," you ask, "why is part of it done as an Easy to Lose Device?" Well, the char draws a lot from Batman's foe Bane (whose pic is used above), and in many of their encounters (especially in assorted animated incarnations), Batman beats Bane by yanking out the drug feeds. That could be treated as a Disarm check, which you cannot do with Hard to Lose Devices (unless the character is already helpless or unconscious), but you can do it mid-combat with Easy to Lose ones. Here, you pull out the tubes, and the character loses access to the Drug Injection Array, but they'd still have the smaller injectors throughout the suit (granting the assorted Enhanced Traits), allowing him to still fight as a PL 8. (And the opponent can't just slap the Drug Injector on, since it's keyed to your specific biochemical/genetic profile.) Out of the suit, he's a puny PL 4, so look out!
     Admittedly this build could be considered unbalanced; one easy way to bring it better in line it to drop the Immunities from the Armor, knocking 2 ranks off that Device, and use those points to make the Injector a Hard to Lose Device. More importantly, make sure you're not stepping on anyone's toes: you have a lot of different abilities, and (like a Mimic) can fill many roles, but that does not mean you get to hog the spotlight; support, don't overshadow. That aside, options for customization and development are many: you can have different powers with different drugs (and stunt them with a vial of an experimental serum you have on hand), or justify buying off the Device flaws completely by changing it to an implanted drug pump, or saying the lengthy exposures to the drugs has mutated him. Healing would fit in well -- Healing 15 (Extra: Total; Flaw: Personal) could easily fit into the Drug Injector Array -- but Healing can skew dramatic tension so it may be best to leave that as a Stunt (and you can easily explain the fatigue from stunting with some "metabolic overstress" technobabble). (Or go the Sylar route and take samples from your allies and the crooks you fight so you can duplicate their... no, wait, that's terrible.) Equipment for an HQ would be nice, too; as the sheet is now the character's probably kit-bashed his rig from components "borrowed" from whatever medical facility he works at.

 

 

Edited by Dr Archeville

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Character Name: Imaginaut

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Ever since there have been people, there have been explorers, looking in places where others hadn't been before. Not everyone does it, but we are part of a species where some members of the species do -- to the benefit of us all.
--Neil deGrasse Tyson


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

 



Abilities: 0 + 6 + 8 + 10 + 10 + 0 = 34PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 10 (+0)

Combat: 12 + 12 = 24PP
Initiative: +3
Attack: +6, +8 Explorer's Array
Grapple: +6
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -6, -5 flat-footed

Saving Throws: 4 + 5 + 3 = 12PP
Toughness: +12 (+4 Con, +2 Defensive Roll, Protection 6), +10 flat-footed
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5), Evasion 2
Will: +8 (+5 Wis, +3)

Skills: 60R = 15PP
Acrobatics 7 (+10)
Computers 5 (+10)
Craft (mechanical) 5 (+10)
Diplomacy 5 (+5)
Knowledge (current events) 5 (+10)
Knowledge (history) 5 (+10)
Knowledge (technology) 5 (+10)
Language 3 (choose 3, plus native)
Notice 5 (+10, +14 in Armor)
Search 5 (+10)
Sense Motive 5 (+10)
Swim 5 (+5)

Feats: 9PP
Defensive Roll
Dodge Focus 2
Evasion 2
Inventor
Move-by Action
Uncanny Dodge 2 (auditory, visual)

Powers: 56PP

Device 14 (70 points; Flaw: Hard to Lose) [56PP]

Enhanced Feat 1 (Eidetic Memory) [1PP]

Enhanced Skills 4 (+4 on all Notice checks) [1PP]

Explorer's Array 8 (16 points; PFs: Accurate 2, Alternate Power) [19PP]
BE: Blast 12 (air cannon; Flaw: Action [Full]; PFs: Knockback 4 [16 total]) {16/16}

AP: Blast 12 (dimensional fluxes; Flaw: Action [Full]; PFs: Indirect, Precise, Variable Descriptor 2 [any]) {16/16}

Immunity 9 (life-support) [9PP]

Movement Systems 3 (6 points; PFs: Alternate Power 3) [9PP]
BE: Flight 3 (50 mph / 500 feet per Move action) {6/6}

AP: Burrowing 6 (50 mph / 500 feet per Move action) {6/6}

AP: Speed 6 (500 mph / 5,000 feet per move action) {6/6}

AP: Super-Movement 3 (dimensional 3 [any]; Extra: Affects Others + Self; Flaw: Action [Full]) {6/6}


Protection 6 [6PP]

Super-Senses 25 (extended on hearing group [2], extended on sight group [2], microscopic 3 on sight group [3], radius on sight group [2]; direction sense [1], distance sense [1], infravision [enhancement: tracking] [2], low-light vision [1], radar [radio; enhancement: accurate] [3], radio [1], time sense [1], ultra-hearing [1], ultravision [1], x-ray vision [Flaw] [2]) [23PP]

1 + 1 + 9 + 9 + 6 + 25 = 51/70

 


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


DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
Blasts Ranged DC 27 Toughness (Staged) Damage (various)


Totals:

Abilities (34) + Combat (24) + Saving Throws (12) + Skills (15) + Feats (9) + Powers (56) - Drawbacks (0) = 150/150 Power Points

 

 



     My last build based on the Technocracy of Mage: The Ascension, here's one of the Void Engineers. (The other two Conventions, the New World Order [the folks behind the Men in Black conspiracies] and The Syndicate ["the Gnomes of Zurich are real, and you are their plaything"], are pretty much impossible to spin heroically.) The Void Engineers are explorers who push the boundaries in every direction conceivable, at the bottom of the ocean, amongst the highest mountain peaks, the heart of the densest jungles, the cold depths of space, and even other dimensions. But they do more than explore: the guard against potential invaders, and work to make sure the Things Out There don't come to bother the Masses.
     "Explorers?," you say? "How's that heroic?" To answer that, you need look no further than DC's Challengers of the Unknown, or Marvel's Fantastic Four. Being a hero doesn't mean just going out and punching out bad guys (though if you come across any in your travels, give them what for!), it can also be about being an embodiment of hope, and hope is strongly tied to the sense of adventure. Yes, exploring can (and too often has) be about finding new resources (both material and human) to exploit, but it can also be about striving for something more than what you have, something better for the present and the future. For SCIENCE DISCOVERY!
     This build presents an explorer who's pretty good on their own (defensively, he's PL 7, though a mere PL 3 offensively), but with their hyperadvanced suit, they really shine. The suit's not as combat-ready as most other battlesuits -- you're an explorer, not a fighter (though that can easily change in-play), so the focus is on getting to new places and observing them -- but like trollthumper's Aquatic Battlesuit it just so happens that many of your exploration-based powers can also double as combat powers. The fantastic energies that power your dimensional drive can open hazardous portals near your foes (and my Tesseract build gives other samples stunts), and the air jets you use to blow dust off ancient artifacts can knock foes far away! (Of course, if you want to play up the "explores to find threats to humanity, and prepares to beat them back," you could drop some of the Super-Senses and buy off the Action Flaw from the Blasts, or add some Impervious Toughness, perhaps as an Active Sustained 'force field' [which could have a Concealment 'cloaking field' as an AP]. Imaginauts focused on countering extradimensional threats would be perfectly justified in having a Nullify Dimensional Effects AP in their Explorer's Array.) Origins are many: he could be a human explorer seeking new life & new civilizations (and stopping those who would exploit them), or an extraterrestrial (or extradimensional) explorer come to see what all the hubbub is on this tiny blue world called Earth.

 

 

Edited by Dr Archeville

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"Chill out!"

Character Name: Thermovore

Power Level: 10 (150/150PP)

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

 


 

Abilities: 0 + 0 - 10 + 10 + 6 + 6 = 12PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: ---

Intelligence: 20 (+5)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 w/ Thermovore Array

Grapple: +4, +6 w/ Icy Armor

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

Knockback: -6, -11 w/ Icy Armor

  • -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver


Saving Throws: 6 + 5 = 11PP
Toughness: +12 (Imp 10 w/ Icy Armor)

 

 

  • +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver

Fortitude: ---

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

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

 

Skills: 36R = 9PP

Bluff 7 (+10)

Craft (Chemical) 5 (+10)

Craft (Electronic) 5 (+10)

Heal 2 (+5)

Intimidate 2 (+5)

Knowledge (Life Science) 5 (+10)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Technology) 5 (+10)

 

Feats: 6PP

Dodge Focus 4

Inventor

Startle

 

Powers: 1 + 2 + 1 + 5 + 11 + 30 + 8 + 4 + 1 + 4 + 29 = 96PP

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

Environmental Control 2 (cold 2 [extreme], 10 feet; Extra: Duration [Continuous]; Flaws: Permanent, Range [Touch]) [2PP]

Flight 1 (ice slides, 10 mph / 100 feet per Move action; Flaw: Platform) [1PP]

Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/HeatAttacks]) [5PP]

Icy Body 5 (10 points; PF: Alternate Power) [11PP]

BE: Insubstantial 2 (icy fog) {10/10}

AP: Impervious Toughness 6 (icy armor; note: Active Sustained effect) {6} + Super-Strength 2 (effective Str 20) {4} {6+4=10/10}

Immunity 30 (Fortitude effects) [30PP]

Protection 8 (icy flesh) [8PP]

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

Regeneration 2 (Recovery 1 [-4 total], Resurrection 1 [1 week]; Flaw: Source [blood or heat over 37oC/98oF]) [1PP]

Super-Senses 4 (infravision [enhancement: tracking 3]) [4PP]

Thermovore Array 12 (24 points; PFs: Accurate 2, Alternate Power 3) [29PP]

BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, range [Ranged]; Flaw: Limited [Objects Only]) {24/24}

AP: Snare 12 (ice bonds) {24/24}

AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24}

AP: Trip 5 (icy patch; Extras: Area [25 ft. Burst, General], Duration 2 [sustained], Independent; PF: Improved Trip) {21/24}

 

Drawbacks: -4PP

Vulnerable (Cold [common], major [x2]) [4PP]

 

DC Block:

ATTACK              RANGE    SAVE                            EFFECT

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

Brittle Cold        Ranged   DC 22 Fort (staged)             Drain Toughness

Ice Bonds           Ranged   DC 22 Reflex                    Snare

Icy Patch           Ranged   DC 15 Reflex                    Area Trip

                             Contested +5/+2 vs Dex or Str   Tripped

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

Totals:

Abilities (12) + Combat (16) + Saving Throws (11) + Skills (9) + Feats (6) + Powers (96) - Drawbacks (0) = 150/150 Power Points

 


 

     So here's a quick return to vampires, though not one associated with any particular White Wolf clan. This fellow plays up the "deathly, supernatural cold" aspects many undead have associated with them, making him something of a cryokinetic. (AvengerAssembled already made one, here, but there's more than one way to freeze a cat!) He constantly drains the heat from his immediate surroundings, but can also focus it for more useful applications, such as making objects so brittle they crack apart, creating slippery icy patches, or draining the heat from the air around a foe to freeze the surrounding air into an icy cocoon. The unexpected surprise is his weakness: unlike most vampires (and many cryokinetic), cold is an effective weapon against him, since it robs him of the heat he needs; attacking him with fire/heat is as effective as trying to drown Dracula in a vat of blood! Like many vampires, he's also vulnerable to blessed/holy, magical, and silver attack -- against them, he's defensively PL 8.

     But how did such a creature come to be? Perhaps he was a cryogenics researcher, involved in an accident that would have left him a cold-emanating corpse, but a passing vampire raised him and now he must get a handle on both his powers and terrible hungers (which I've left largely as a complication); the above build works with just such a background. Or maybe you're the child of a cryogenics researcher who'd been involved in an accident, which seemed to have no effect on them but resulted in you inheriting cryo powers, and later you got vamp'd. Perhaps he's one of Gela-Ziir's people, who was turned into a vampire and recently freed from his icy tomb (though this would indicate Glacier is not as demented as believed), or a member of some other cold-generating/heat-devouring race (like Polar Boy) that got vampirized while on furlough to Earth. His cold powers could be separate from his vampiric condition: he could have been an ice mage who got vamp'd, or a run-of-the-mill vampire who later took up studying cold & ice magics (perhaps in an attempt to learn how to survive by draining heat rather than blood). There could be dimensional ties, too: the shadowy, life-hungering Shattenwelt is the most obvious, but he could instead be channeling the icy wastes of Niflheim/Nifflehim, or one of the Winter Realms of Avalon, or Borea.

Edited by Dr Archeville

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"KLONO'S tungsten TEETH and CURVING CARBALLOY CLAWS!"

Character Name: Intergalactic Psi-Cop

Power Level: 10 (150/150PP)

Trade-Offs: -1 Defense / +1 Toughness

 


 

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

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 12 (+1)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4

Grapple: +4

Defense: +5/+7/+9 (+4 Base, +1/+3/+5 Dodge Focus), +2 Flat-Footed

Knockback: -1/-3/-5, -0 flat-footed

 

Saving Throws: 1 + 1 + 3 = 5PP

Toughness: +3/+7/+11 (+1 Con, +2/+6/+10 Defensive Roll); +1 flat-footed

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

Reflex: +1 (+0 Dex, +1)

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

 

Skills: 56R = 13PP

Concentrate 7 (+10)

Diplomacy 3 (+5)

Gather Information 3/8 (+5/+10)SM

Investigate 4 (+5)

Knowledge (civics) 4 (+5)

Knowledge (current events) 4 (+5)

Knowledge (streetwise) 4 (+5)

Notice 7/12 (+10/+15)SM

Search 9/14 (+10/+15)SM

Sense Motive 7/12 (+10/+15)SM

 

Feats: 6PP

Connected

Defensive Roll

Dodge Focus

Skill Mastery (Gather Information, Notice, Search, Sense Motive)

Trance

Ultimate Save (Will)

 

Powers: 44 + 4 + 27 + 8 + 13 = 96PP

Device 10 (Lens, 50 points; Flaw: Hard to Lose; PF: Indestructible, Restricted 3) [44 PP]

Comprehend 3 (codes, languages 2 [read all, understand all]) [6PP]

Enhanced Feats 5 (defensive roll 2, dodge focus 2, second chance [Concentrate checks]) [5PP]

Enhanced Skills 20 (Gather Information 5, Notice 5, Search 5, Sense Motive 5) [5PP]

Enhanced Super-Senses 2 (removes Uncontrolled from Postcognition) [2PP]

Enhanced Psi-Powers 9.5 (+18 points) [18PP]

Enhanced Telepathy 7 (14 points) [14PP]

6 + 5 + 5 + 2 + 18 + 14 = 50/50

Enhanced Feats 4 (precognitive defense; defensive roll 2, dodge focus 2) [4PP]

Psi-Powers Array 10.5 (21 points; PFs: Alternate Power 6) [27PP]

BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid [5 Minutes to search 1 mile diameter area]; Complication: Medium [living creatures]) {21/21}

AP: Emotion Control 7 (suggest; Extra: Mental; PF: Insidious, Mind Blank, Subtle) {17/21}

AP: ESP 6 (telescan; Mental Senses, 20 miles {citywide}, DC 24 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid 2 [Full Action to Search 1 mile diameter area, 5 Minutes to Search 20 mile diameter area {Freedom City}], Subtle) {21/21}

AP: Illusion 7 (all senses; Flaw: Phantasm) {21/21}

AP: Mental Blast 7 (mental blow; Flaw: Action [Full]) {21/21}

AP: Mind Control 7 (compulsion; Extra: Conscious; Flaw: Action [Full]; PFs: Mental Link, Subtle) {16/21}

AP: Stun 7 (subjugation; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full], Distracting; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {17/21}

Lens-Enhanced Psi Powers said:
Psi-Powers Array 20 (40 points; PFs: Alternate Power 6) [46PP]
BE: ESP 5 (Clairvoyance; Auditory + Visual Senses, 5 miles, DC 25 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Rapid 2 [Full Action to Search 1 mile diameter area, 1 minute to Search 5 mile diameter area], Subtle; Complication: Medium [living creatures]) {38/40}

AP: Emotion Control 10 (suggest; Extras: Mental, Secondary Effect; PFs: Insidious, Mind Blank, Subtle) {33/40}

AP: ESP 12 (telescan; Mental Senses, 20,000,000 miles {neighboring planets}, DC 32 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid 3 [Full Action to Search 20 mile diameter area {Freedom City}, 20 Minutes to Search 20k mile diameter area {surface of Earth-sized planet}, 1 Hour to Search Earth & satellites & Moon, 1 Day to Search full area], Subtle) {40/40}

AP: Illusion 10 (all senses; Extra: Duration [sustained]; Flaw: Phantasm) {40/40}

AP: Mental Blast 10 (mental stab) {40/40}

AP: Mind Control 10 (compulsion; Extra: Conscious; PFs: Mental Link, Subtle) {32/40}

AP: Stun 10 (subjugation; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {33/40}

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

Telepathy Array 6 (12 points; PF: Alternate Power) [13PP]

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: Drain WIS 1 (Extras: Alternate Save [Will], Linked [Mind Reading], Mental, Range 2 [Perception]) {3} + Mind Reading 7 (Extras: Linked [Drain WIS], Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle) {3+8=11/12}

Lens-Enhanced Telepathy said:
Telepathy Array 13 (26 points; PFs: Alternate Power) [27PP]
BE: Communication 16 (Mental, nearby star systems; PFs: Rapid 5 [x100,000], Subtle) {22} + 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) {22+2+2=26/26}

AP: Drain WIS 5 (Extras: Alternate Save [Will], Linked [Mind Reading], Mental, Range 2 [Perception]) {15} + Mind Reading 10 (Extras: Linked [Drain WIS], Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle) {11} {15+11=26/26}

 

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

 

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

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

Totals:

Abilities (14) + Combat (16) + Saving Throws (5) + Skills (13) + Feats (6) + Powers (96) - Drawbacks (0) = 150/150 Power Points

 


 

     History! The movie Lensman: Secret of the Lens was my first exposure to anime, back when the Sci-Fi Channel showed sci-fi, fantasy, and horror works from around the world. It was also a terrible adaptation of the source material, using pretty much only the names and barest descriptions to make a Star Wars ripoff.

E.E. "Doc" Smith's Lensman series was the first multi-volume science fiction novel ever published (the pseduo-prequel, Triplanetary, can be read for free here), is one of the (if not the) first Space Operas, and was a runner up for the 1966 Hugo Award for Best All-Time Series (losing to Asimov's Foundation series). Written in the 1930s and 40s, it's an epic tale of Good vs. Evil (and ridiculously over-the-top WMDs developed by both sides in a frighteningly short amount of time), with the wise and ancient Arisians guiding the development (both cultural and biological) of numerous races to form a grand Civilization, and to protect Civilization from the criminal Boskone and their patrons, the extradimensional tyrants the Eddore. (The Arisians ultimate plan was that, once the Eddorians were defeated, the races they've guided will be wise and powerful enough to govern themselves and no longer need them.) The Arisians arrange for the creation of a Galactic Patrol, a combination military force and interstellar law-enforcement agency charged with the defense and preservation of Civilization. The elite of the Patrol were the Lensman, beings bonded to a pseudo-living Lens, which acted as an unforgeable identification, universal translator (of codes & ciphers as well as languages), and enhanced whatever abilities were weakest in the wearer's mind, "concentrating, intensifying, and rendering available whatever powers are already possessed by its wearer." For Humans, whose Hat was "drive & indomitable will but feeble psionic ability," this meant granting telepathic powers (though with enough training some Human Lensman could retain their psionic abilities even when not wearing their Lens).

     (The series also had some... dated views on women, written by a man born in 1890 who, while clearly admiring strong, capable women, firmly believed that, during war, women should work on the "Home Front" while men fight the actual battles. This is the part of the series we shall choose to ignore.)

     Wise aliens granting exceptional sophonts a wearable device capable of great will-shaped power, fighting threats to the universe? Sounds familiar, yes? (John Broome, the man most responsible for creating the Corps, denied any connection, though later creators would introduce Green Lanterns named Arisia [pictured above] and Eddore as an homage; the Vorlons and Shadows of Babylon 5 also draw from the same well.) I think they could fit as-is fairly easily into the Freedom City setting: they could be the undercover branch of the Star Knights, a group of dedicated men and women (and other) using their subtle psychic abilities, boosted by their Lens, to ferret out criminals that the flashier Knights then go bust up.

     Without her Lens, the Psi-Cop is a respectable PL 7, a solid hero suitable for action on any world; stripped of her powers, she's PL 4 defensively and PL 2 with her fists, so try to avoid that. (And with no Equipment for a Vehicle, her spacecraft's either destroyed, or she got her via some teleportation accident.) She can communicate mind-to-mind (gently or tearing info out), cast her senses outward to scout remotely (Extended Search times calculated here), dominate the wills of others to make them do or feel or see/hear/sense whatever she desires, and kill you with her brain (though of course lethal damage is a rarity around here). (Many Lensman also had Mental Transform, to wipe criminal minds in cases where they didn't kill them, but heroes here really oughtn't be doing that.) Her ESP/Clairvoyance works through the senses of others, but since she can see through the eyes/ears of nearly anything -- humans, dogs, worms -- I put Medium as a Complication rather than a Flaw because not having something to sense through will be fairly rare; her ESP/"telescan" is my attempt at making a sensible version of the Telelocation power from chapter 4 Ultimate Power. With the Lens, she becomes a PL 10 psychic powerhouse, able to cast her thoughts across interstellar distances and tear nearly any secret from any mind. (Yes, there are similarities to my Vampire Psion build. I steal am inspired by many things, including myself.) I made the Lens itself an Indestructible Restricted 3 Devices: it killed anyone other than the wearer who touched it, and was "a philosophical construct, not a physical item," yet the wearer could remove it. The Lensmen were specifically telepathic, not telekinetic, so no Flight, Force Field, or Move Object for her, but I did give her some precognitive abilities (which the Arisians did exhibit, and is common enough for psions). The lack of telekinetic abilities does impair her ability to fight mindless foes (like robots), but that's what teammates are for! Her low saves are also a hindrance (though Ultimate Will does help some), so you should shore those up as soon as possible, with either earned points or by dropping some Psi-Power APs.

Edited by Dr Archeville

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"Blood calls out for blood."

 

Character Name: Vampire Costumed Detective/Necromancer

Power Level: 10 (150/150PP)

Trade-Offs: +1 Attack / -1 Damage; +2 Defense / -2 Toughness

 

 

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 melee, +9 ranged, +11 w/ crossbow

Grapple: +10

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

Knockback: -6, -4 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: 84R = 21PP

Acrobatics 6 (+11) SM

Bluff 6 (+9)

Climb 6 (+9)

Disable Device 6 (+8) SM

Drive 6 (+11)

Escape Artist 6 (+11)

Gather Information 6 (+9)

Intimidate 6 (+9) SM

Investigate 6 (+8)

Knowledge (streetwise) 6 (+8)

Languages 2 (Italian, Spanish; English is native)

Notice 6 (+9)

Search 6 (+8)

Sense Motive 4 (+7)

Stealth 6 (+11) SM

 
 

Feats: 23PP

Attack Focus (Ranged) 2

Attack Specialization (Crossbow)

Defensive Roll 2

Dodge Focus 8

Equipment 4

Evasion

Precise Shot 2

Skill Mastery (Acrobatics, Disable Device, Intimidate, Stealth)

Sneak Attack

Uncanny Dodge (visual)

 

EQUIPMENT (20 EP)

 

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

 

Crossbow: Blast 3 (PF: Improved Critical) [7EP]

 

Motorcycle: Str 15, Speed 5, Defense 10, Toughness 8, Size Medium, with Hidden Compartments and Navigation System [11EP]

 
 
 

Powers: 12 + 5 + 1 + 12 + 30 + 4 + 3 = 67PP

 

Compel the Living and the Dead 5 (10 points: PFs: Alternate Power 2) [12PP]

BE: Mind Control 10 (Flaw: Sense-Dependent [sight]) {10/10}

 

AP: Comprehend 4 (languages [speak any one at a time, understand all, read all], spirits) {8/10}

 

AP: Super-Senses 8 (postcognition, precognition; Flaw: Requires Corpse) {4/10}

 

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]

 

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)
Crossbow    Ranged       DC 18/20* Toughness (Staged)    Damage (Physical)
Mind Control   Perception   Contested +10 vs. Will           Controlled

* w/ Sneak Attack

 
 

Totals:

Abilities (22) + Combat (22) + Saving Throws (5) + Skills (21) + Feats (23) + Powers (67) - Drawbacks (10) = 150/150 Power Points

 
 
 

     Another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Giovanni clan (or, at least, their most common powers), and a bit of DC’s Huntress.

     This lady was a Costumed Detective/Cowl in life, though of a darker sort than my other Vampire Costumed Detective, out for vengeance rather than justice.   At an early age her parents had been murdered by criminals, but they were themselves criminals, members of one of Freedom’s mob families, and victims of a hit by a rival gang.  Surviving members of her family over in the Old Country took her in, and some cousins trained her in various lethal arts.  Eventually she came back to Freedom, and hunted down the gangsters who had slain her family.  She was good at striking fear into her targets, and had few qualms about allowing them to die, if not directly killing them herself.  Once she had proven herself to her family, some of the elders approached her, and offered to induct her into the deeper, darker mysteries of their clan -- they weren’t just a ruthless mafia dynasty, they also housed vampires and necromancers -- and didn’t really give her a choice in refusing their “gift.”
     Now she has the inhuman strength (a nice surprise for those who disarm her crossbow and think she’s helpless) and mind-controlling gaze of her vampiric creator, and a host of minor necromantic abilities, which have been a huge boon in gathering information about her targets.  But as she learns more and more about her family -- about just how horrific and monstrous they are -- she’s starting to realize that working for them isn’t what she wants for her (un)life, and begins to turn away from them.  Which will, of course, bring her a new host of enemies… but maybe she can find some other vigilantes with which to hook up (and “hook up”?).
     The only thing putting her at PL 10 is her Mind Control and her Defense/Toughness; in physical combat he’s PL 8 with her fists (PL 9 if she can get sneak attack), PL 7 with her crossbow (PL 8 if she can get sneak attack).  So despite her bloodlust, Leeroy Jenkins-ing into combat is a bad idea -- stick to the shadows, find out as much as you can about your foes, then call in your allies.  Or don’t -- complications get Hero Points!  (But stupidity doesn’t.)

 

 
Edited by Dr Archeville

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“Bleh, bleh-bleh!”  “Stop saying that!”

 

Character Name: Vampire Soldier of Fortune (Malkavian)

Power Level: 10 (150/150PP)

Trade-Offs: None

 

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

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: ---

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)


 

COMBAT: 14 + 12 = 26PP

Initiative: +6

Attack: +7, +9 ranged, +10 melee

Grapple: +8

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

Knockback: -7, -4 flat-footed

-4, -1 flat-footed vs. blessed/holy, fire, or magic


 

SAVING THROWS: 3 + 3 = 6PP

Toughness: +10 (+6 Defensive Roll, +4 Protection [Imp 4]), +4 [Imp 4] flat-footed

+9 (+6 Def Roll, +3 Costume), +3 flat-footed vs. blessed/holy, fire, or magic

Fortitude: ---

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

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


 

SKILLS: 76R = 19PP

Acrobatics 4 (+6)

Bluff 4 (+5)

Climb 4 (+6)

Concentration 4 (+6)

Disguise 0 (+30)

Disable Device 4 (+5)

Drive 4 (+6)

Intimidate 6 (+7)

Knowledge (tactics) 4 (+5)

Language 2 (choose any two)

Medicine 4 (+6)

Notice 6 (+8/+12)

Profession (mercenary) 6 (+8)

Search 4 (+5)

Sense Motive 4 (+6/+10)

Stealth 6 (+8)

Survival 6 (+8)

Swim 4 (+6)


 

FEATS: 24 PP

Attack Focus Melee (3)

Defensive Roll 3

Dodge Focus 4

Equipment 5

Evasion

Improved Initiative

Precise Shot

Quick Draw (draw)

Sneak Attack 4

Takedown Attack

 

EQUIPMENT (22/25 EP)

Armored Outfit:  Protection 3 (PF: Subtle) [4 EP] (remember: Equipment Toughness does not stack with Toughness from powers, but it would still protect against things his powers-derived Protection would not)

 

Cell Phone [1 EP]

 

Multi-Tool [1 EP]

 

Targeting Eyepiece: Enhanced Feats 2 (Attack Focus [Ranged] 2) [2 EP]

 

Weapons Array 6 (12 EPs; PFs: Alternate Power 5) [17EP]

BE: Blast 4 (submachine gun; Extras: Autofire) {12/12}

AP: Blast 4 (rifle w/ explosive rounds; PFs: Improved Critical 2) {10/12}

AP: Blast 4 (rifle w/ armor-piercing rounds; Extras: Penetrating) {12/12}

AP: Enhanced Feats 2 (garotte; Chokehold, Improved Pin) {2/12}

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

AP: Strike 3 (various blades; PFs: Improved Critical, Improved Disarm [sai], Mighty, Thrown [knife]) {7/12}

 

 

POWERS: 1 + 21 + 2 + 30 + 7 + 4 + 4 + 12 = 81 PP

 

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

 

Dementation 10 (20 points; PF: Alternate Power 2) [22PP]

BE: Emotion Control 10 {20/20}

 

AP: Confuse 10 (Extra: Range [Perception]) {20/20}

 

AP: Illusion 6 (all senses; Flaw: Phantasms; PFs: Progression 2 [25-ft. radius]) {20/20}

 

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

 

Immunity 30 (Fortitude effects) [30PP]

 

Obfuscation 3.5 (7 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [7PP]

BE: Concealment 6 (all visual & auditory; Flaw: Phantasm; PF: Close Range) {7/7}

 

AP: Morph 6 (any humanoid, +30 Disguise; Flaw: Phantasm; PF: Voice Mimicry) {7/7}

 

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]

 

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]


 

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 17/22* Toughness (Staged)    Damage (Physical)

Confuse                  Perception    DC 20 Will                                        Confuse

Emotions Control   Perception   DC 20 Will                                         Emotion Control

Firearms                  Ranged         DC 19/24* Toughness (Staged)    Damage (Physical)

Illusion                     Perception   DC 16 Will                                           Illusion

Knife                        Touch            DC 18/23* Toughness (Staged)    Damage (Physical)

Sword                     Touch            DC 20/25* Toughness (Staged)    Damage (Physical)

* w/ Sneak Attack


 

Totals:

Abilities (4) + Combat (26) + Saving Throws (6) + Skills (19) + Feats (24) + Powers (81) - Drawbacks (10) = 150/150 Power Points

 

 

     You were a special forces agent -- Jack Wolf of the Atom Family could probably vouch for you -- going through some terrorist’s cavern hq, but stumbled across something far more terrifying.  Or maybe your encounter didn’t happen in the field, but after you returned home, struggling with injuries both physiological and psychological, and a (clawed) hand was extended to you in aid.  The change certainly helped you -- free of most mortal concerns, with keener senses, an ability to fade into the night, to take on the appearance of anyone, and to amplify or dull the emotions of others and inflict all manner of hallucinations -- but your mind was not ready for so sudden a change. Or maybe it was too ready for a change.  Now you use your abilities to help others -- perhaps as a way to honor fallen comrades, or as a way to cope with other issues -- using some experimental nonlethal blasters (because FC PbP really does not like it when a PC’s main power is “they shoot people”) and an incongruously large array of melee weapons.

     Another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Malkavian clan (or, at least, their most common powers), and a bit of Marvel’s Deadpool.  (Though it could also be some odd type of Terminus Baby whose powers erode the mind rather than the body.)  Which comes with an important preface: mental health and mental illnesses (anxiety/PTSD, depression, DID/MPD, OCD, schizophrenia, and more) are serious issues, one too often lost on certain types of people who are drawn to play Malkavians (“fishmalks”) and on certain types of fans of Marvel’s Merc with a Mouth.  But the folks running FC PbP generally frown upon those types of players/fans.

     He hits his caps on several things -- his Defense/Toughness (he won’t stand still!), Confusion & Emotion Control, and his melee weapon attacks when using sneak attack (which he should be able to get with his Concealment and Obscure effects) -- but in physical combat he’s PL 7.5 with his assorted melee weapons without sneak attack, less if using firearms (PL 9 with sneak, 6.5 without), and less still is resorting to fisticuffs (7 with sneak, 4.5 without), so be aware of that.  His skills and saves could use some work, too, but as he is now he’s certainly a match for most mooks.  Other tricks for Dementation include more direct assaults on the mind (Drain Int/Wis/Cha, Drain Will, Mental Blast, Stun), and if you want to make him more Deadpool-y, buy up more Regeneration.

 

Edited by Dr Archeville

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"Having voice of GLORIOUS SOVIET MOTHERLAND is meaning Kaos is having best accent for being strong and powerful, and these are being very good things to be if you are large magic man."

Character Name: Muscle Mage (Powerhouse/Sorcerer Mashup)

Power Level: 10 (150/150PP)

Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness (same as a PL 7)

 

 

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

Strength: 34/28/16 (+12/+9/+3); effective lifting Str 69/48

Dexterity: 10 (+0)

Constitution: 34/28/16 (+12/+9/+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)


 

COMBAT: 8 + 8 = 18PP

Initiative: +0

Attack: +4, +8 melee (+4, +5 melee without Magic Enhancements)

Grapple: +27, +18 without Magic Enhancements, +8 unpowered; +10 w/ Move Object

Defense: +8 (+4 Base, +1 Dodge Focus, +3 Shield), +2 Flat-Footed

Knockback: -11, -4 without Magic Enhancements, -1 unpowered

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC 27 / 24 / 18 Toughness (Staged)

Damage (Physical)

Far Punching

Ranged

DC 27 Toughness(Staged)

Damage (Any "Magic")

Far Grabbing

Perception

Opposed Grapple vs +10

Pinned/Bound

 

SAVING THROWS: 0 + 4 + 5 = 9PP

Toughness: +12/+9/+3 (+12/+9/+3 Con; Impervious 10)

Fortitude: +12/+9/+3 (+12/+9/+3 Con)

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

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


 

SKILLS: 28R = 7PP

Concentration 4 (+6)

Intimidate 7 (+10)

Knowledge (Arcane Lore) 8 (+10)

Language (English, Russian [native])

Notice 4 (+6)

Survival 4 (+6)


 

FEATS: 7PP

All-out Attack

Attack Focus (Melee) 1

Dodge Focus

Power Attack

Ritualist

Startle

Takedown Attack


 

POWERS: 12 + 12 + 6 + 45 + 9 + 3 = 87PP

 

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

 

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

 

Immunity 12 (aging, life support [cold, disease, heat, poison, pressure, radiation, suffocation 2, vacuum], sleep, starvation & thirst; Flaw: Limited [half effect]) [6PP]

 

Magic Enhancements 9 (45 point Container) [45PP]

Enhanced Constitution 6 (to 34/+12) [6PP]

 

Enhanced Feats 7 (enhancements of speed; Attack Focus [Melee] 3, Challenge [Startle as Move action], Fast Overrun, Improved Overrun, Takedown Attack [to Takedown Attack 2]) [7PP]

 

Impervious Toughness 10 (magic shield; Active Sustained effect) {10} plus Linked Shield 3 {3} [10+3=13PP]

 

Muscle Magic 8 (16 point array; PFs: Alternate Power 3) [19PP]

BE: Enhanced Strength 6 (to 34/+12; PFs: Affects Insubstantial 2, Variable Descriptor 2 [any magic]) {10PP} plus Enhanced Super-Strength 3 (total effective Str 49, 69 w/ Powerhouse Array Super-Str [lt. load 14.9 tons, med. load 29.9 tons, hvy. load 44.8 tons]) {6PP} [10+6=16/16PP]

AP: Blast 12 (far punch; Flaw: Action [Full]; PFs: Accurate 2, Affects Insubstantial 2, Variable Effect 2 [any magic]; Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) {16/16}

AP: Move Object 5 (far grabbing; Str 25, hvy. load 800 lbs.; Extra: Range [Perception]; PF: Precise) {16/16}

AP: Transform 3 (alchemy; Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous/Lasting]; Flaw: Range [Touch]; PFs: Precise, Progression [Mass] 3 [50 lbs.]; Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) {16/16}

 

Powerhouse Array 4 (8 points; PF: Alternate Power 1) [9PP]

BE: Leaping 4 (strong legs; x25 -- running long jump 475 ft., standing long jump 237 ft., high/vertical jump 118 ft.) {4PP} + Speed 2 (strong legs; 25mph) {2PP} [4+2=6/8PP]

 

AP: Super-Strength 4 (effective Str 48; lt. load 3.2 tons, med. load 6.4 tons, hvy. load 9.6 tons) [8PP]

 

Super-Senses 3 (magic awareness [olfactory]) [3PP]


 

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


 

TOTALS:

Abilities (24) + Combat (16) + Saving Throws (9) + Skills (7) + Feats (7) + Powers (87) - Drawbacks (0) = 150/150 Power Points

 

 

 

Muscle Wizard casts FIST!

 

Perhaps, like Ygor Kaoz (the fellow pictured above), you gained your powers by stalking, killing, and consuming a magical beast.  Or perhaps you come from a long line of strong-armed mystics, practicing techniques passed down through generations. Or maybe you were a top-tier powerhouse but Something Happened to drain some of your power, and you sought to reinforce yourself with magic.  Or maybe you were a young child-wizard possessed by a wrath demon. Limitless possibilities!

 

Without the separate Magic Enhancements, this is a solid PL 7 powerhouse with a few extras in the mental ability score & skills department, and some magic senses (but no Impervious Toughness).  With their Magic Enhancements, they are an even mightier force, able to punch ghosts, wreathe their fists in or project blasts of various magical energies, move objects from afar with the power of their mind/spirit, and mold & transmute objects with their bare hands.  They’re very flashy -- nothing Subtle here!

 

Their Will save and Concentration skill aren’t as good as most dedicated Mystic, so that could be something to work on.  (Maybe get magic plate in head, da?) More spells are always good, like Super-Movement or Teleport -- punch through the walls of space & dimension!

Edited by Dr Archeville

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(Inspired by a discussion in the Discord chat)

 

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Nuclear weapons do lots of nasty, horrible things.

 

Short Version

Drain Constitution 20 (“immediate radiation”; Extras: Area [General, Burst, 100 ft. 5,000 radius], Linked [Damage], Linked [Drain Toughness], Linked [Transform]; PFs: Affects Insubstantial 2, Progression [Area] 5 [5 ft. to 250 ft.; 100 ft. radius to 5,000 ft. radius], Slow Fade 7 [regain 1 point of CON per week]; Drawback: Full Power)

plus Linked Transform 20 (“flash”; sighted person to blind person; Extras: Area [General, Burst, 5,000 ft. radius], Linked [Damage], Linked [Drain Constitution], Linked [Drain Toughness])

plus Linked Drain Toughness 20 (“EMP”; Extras: Affects Objects, Area [General, Burst, 5,000 ft. radius], Linked [Damage], Linked [Drain CON], Linked [Transform]; Flaws: Limited [Objects Only], Limited [Electrical Circuits Only])

plus Linked Damage 20 (“thermal blast & blast wave”; Extras: Area [General, Burst, 5,000 ft. radius], Linked [Drain CON], Linked [Drain Toughness], Linked [Transform], Secondary Effect [first is heat, second is wind + debris]).

Note: Linked Powers share power feats and drawbacks, though in this case the Affects Insubstantial should only apply to the Drain Constitution.


 

HOW NUCLEAR BOMBS WORK

     There are basically two types of nuclear bombs: fission bombs and fusion bombs.  Fission bombs work by splitting apart the large atoms of the elements uranium or plutonium.  On detonation, the bomb uses high explosives to force two chunks of the fissionable material together, thus splitting one atom, which causes a chain reaction of fissioning atoms and a tremendous release of energy.  Scientists refer to the smallest amount of uranium or plutonium needed to achieve this chain reaction as the “critical mass.”

     Fusion bombs are generally three to four times as powerful as fission bombs. They work by fusing two or more atoms together to form a diff erent element.  Usually they fuse deuterium atoms to form helium-3, or deuterium and tritium atoms to form helium-4. To cause this result, a fusion bomb uses a fission bomb as a “trigger.”

     For either type of bomb, the amount of material needed to produce the nuclear explosion is surprisingly small — approximately 25 kg (55 pounds) of enriched uranium, or a mere 8 kg (18 pounds) of plutonium, are all that’s needed to make a bomb as powerful as the one used on Hiroshima (the United States and Russia can make a miniature nuke out of as little as 2.7 kg [6 pounds] of plutonium, but terrorists and criminals do not have such resources).  This makes it easy for the GM to run all sorts of scenarios involving the theft or smuggling of uranium or plutonium (both of which are produced in certain types of nuclear reactors).

     The construction of the bomb mechanism itself is far easier than acquiring the uranium or plutonium — in the past, college undergraduates have designed workable nuclear devices using only declassified United States government documents and readily available materials.  It would certainly be possible for clever terrorists, unscrupulous scientists (including former Soviet nuclear scientists hired by criminals), or master villains to do the same. However, the machinery and technological parts needed to build the bomb may not be so easy to acquire; in many cases they are quite rare, and require highly specialized skills to build or use.

     Physicists rate the force of a nuclear explosion by comparing it to an equivalent amount of tons of TNT.  A kiloton (kt) equals a thousand (1,000) tons of TNT, and a megaton (Mt) equals a million (1,000,000) tons.  The smallest American nuclear explosive is .1 kiloton (100 tons), and various nations have bombs ranging into the tens of megatons or higher.  (The most powerful nuclear weapon ever created, the Soviet RDS-202 hydrogen bomb, aka “Tsar Bomba,” had a measured yield of 50 Mt, but some modifications could have given it a theoretical yield of 100 Mt.)  Nuclear warheads have been placed on every type of launch system, from relatively short-range artillery to intercontinental ballistic missiles (ICBMs).


 

THE EFFECTS OF A NUCLEAR EXPLOSION

      This section describes the effects of a one megaton (1 MT) nuclear bomb using the Mutants & Masterminds 2nd Edition rules.  The effects of a nuclear explosion can be roughly summarized as follows:

  • initial explosion (immediate release of radiation, thermal blast/flash, electromagnetic pulse [EMP])
  • blast wave and wind effects
  • fires, and
  • lingering radiation and fallout.

 

Ground Bursts And Air Bursts

     Many of a nuke’s effects vary substantially depending upon whether the attack was a “ground burst” or an “air burst.”

     In a ground burst, some or all of the nuclear fireball touches the ground.  A ground burst creates a large mushroom cloud, a crater, and tremors.  For example, a 1 MT bomb creates approximately a 200 meters (656 feet) crater 50-70 meters (164-229 ft.) deep (in ordinary soil), and its mushroom cloud may be as much as thirteen miles wide and ten miles high.

     In an air burst, the fireball does not touch ground.  For a 1 MT bomb, this means it would have to be detonated about 2,000 feet to half a mile above the ground).  An air burst nuclear explosion doesn’t create a crater or tremors, but has a greater EMP.


 

FIRST EFFECT: IMMEDIATE RADIATION

     First, a nuclear explosion releases tremendous amounts of radiation (in the form of neutrons and gamma rays).  The radiation doesn’t cover as large an area as the heat or blast effects, but is nonetheless deadly (particularly to Insubstantial characters who might otherwise survive the explosion).  Scientists measure the amount of radiation released in roentgens and Roentgen Absorbed Dose (rads), which describe the effects of radiation on humans. A 1 MT bomb irradiates about a 1 mile (1.6 km) radius area with over 19,000 rads, enough to kill humans instantly (if near the blast) or within minutes or hours (if slightly farther away).  However, by 2 miles this drops off to about 24 rads, which is not likely to have much effect on humans. People caught between one and two miles are likely to absorb enough radiation to cause them a slow and painful death in days or weeks. Humans lacking special equipment or senses cannot detect radiation, but survivors feel its effects for the rest of their lives (however short those lives may be).

 

Targets within 1 mile of Ground Zero are hit with a Drain Constitution 20 (“initial radiation”; Flaw: Limited [Gradual Effect - targets take half the CON damage immediately, and the other half at a rate of 1 point per day]; PFs: Affects Insubstantial 2, Slow Fade 7 [1 point per Week]) effect.

Targets more than 1 mile away but less than 2 miles away are hit with a Drain Constitution 10 (“initial radiation”; Flaw: Limited [Gradual Effect - targets take half the CON damage immediately, and the other half at a rate of 1 point per day]; PFs: Affects Insubstantial 2, Slow Fade 7 [1 point per Week]) effect.


 

SECOND EFFECT: FLASH

     When a nuclear bomb explodes, it immediately releases about one-third to one-half of its energy in the form of a blast of thermal energy.  The nuclear fireball formed by the explosion of a 1 MT bomb is as hot as the heart of the sun and is more than 300 feet wide less than a thousandth of a second after detonation.  It continues to grow (and to rise off the ground) until it’s about 2,000 feet to half a mile wide. The heat and light energy travel at just under the speed of light, and last for about two seconds.

     One of the effects from this release of energy is that persons looking in the direction of the blast suffer flash-blindness or permanent eye damage (retinal burns and possibly total blindness) because of the brightness of the light.  Estimates on the reach of this effect range from 13 miles to 27 miles (21 km to 43.2 km) during the day, and 53 miles to 70 miles (112 km) at night.

 

Those in the area of effect and who are able to see it are hit with a Transform 20 (sighted being to blind being; Extra: Duration [Continuous]; Flaw: Staged) effect.  Those who fail by 1-4 have their vision impaired (-2 penalty).  Those who fail by 5-9 have their vision disabled (-5 penalty). Those who fail by 10+ are rendered completely & permanently blind.


 

THIRD EFFECT: THERMAL BLAST

     All of the heat and light described above do more than just blind people.  The heat energy vaporizes metals, ignites tremendous fires (see below), and burns people.  The heat travels at just under the speed of light and lasts for about two seconds.

The accompanying chart (based primarily on one found in the book Weapons, by the Diagram Group) summarizes the exact effects and range of a 1 MT thermal blast. 

 

Nuclear Weapon Thermal Blast Radius

From 0 to 2.25 miles -- Damage 16-20 (metals vaporize)

From 1.8 to 3.5 miles -- Damage 10-15 (metals melt)

From 3.25 miles to 7.1 miles -- Damage 6-9 (rubber & plastic ignites and melts)

From 5.1 miles to 8.0 miles -- Damage 4-5 (wood and other flammables burst into flame or char)

From 7.5 miles to 10.2 miles -- Damage 3-4 (skin suffers 3rd-degree burns)

From 9.25 miles to 13.25 miles -- Damage 2-3 (skin suffers 2nd degree burns)
From 11.5 miles to 18.3 miles -- Damage 1 (skin suffers first-degree burns)
 

An object suffers lesser burns if it’s colored white (subtract 2 ranks of effect), and greater burns if it’s black (add 2 ranks of effect). The same applies to people, based on their clothing.  For notes on the possible effects of fires, see below.


 

FOURTH EFFECT: ELECTROMAGNETIC PULSE (EMP)

     When a nuclear bomb explodes, the radiation it emits ionizes atoms for many miles around (with some airbursts, for more than 50 miles!).  This takes mere fractions of a second, but can generate thousands of volts of radio wave-like energy. This energy doesn’t affect humans, but it disrupts or destroys electrical circuits.

 

All electrical circuits in the area of effect are hit with a Linked Drain Toughness 20 & Damage 20 effect.


 

FIFTH EFFECT: BLAST WAVE

     The blast wave is probably the most devastating part of a nuclear explosion.  The force of the explosion creates massive pressure that travels outward in a wave, accompanied by incredibly strong winds.  Sometimes this effect reflects off of the ground, thereby increasing its own power (a “mach wave”).  Scientists refer to the blast effect as “static overpressure” (SO), and measure it in pounds per square inch (psi) over the standard atmospheric pressure.  The extreme increase in pressure can destroy buildings miles away from the center of the blast because it affects all parts of the building and crushes the structure. Anybody inside when a building collapses is likely to die.  But SO has relatively little effect on soft, malleable objects like human beings — as little as 5 psi obliterates the average residential house, but a human can withstand 30 psi before suffering injury.  Unless the GM rules otherwise for some reason, the SO should not affect characters, unless the characters are unusually non-resilient (for example, they’re made of metal or the like).

     However, the intense winds, known as “dynamic pressure” (DP), do affect humans.  They pick up all of the rubble, shards of glass, bits of metal, and other debris created by the SO and throw it against everything in their path, such as people.  They also overturn cars, uproot trees, pull people out of buildings, and slam people against other objects with lethal force. As a result, one way or another a 1 MT blast kills or injures everyone within about five miles.

     The effects of the blast wave can last for several seconds, depending upon the size of the bomb; with a 1 MT bomb, they should last no more than one round.  The accompanying table, also adapted from Weapons, describes the effects of a 1 MT blast wave.

 

Blast Wave Table

Up to 1.4 miles -- Damage 16-20 (30 psi/670 mph winds. Total destruction.)

1.5 to 1.8 miles -- Damage 11-15 (20 psi/470 mph winds.  Massive structures & reinforced concrete destroyed.)

1.9 to 2.0 miles -- Damage 9-10 (15 psi/380 mph winds.  Multistory buildings damaged, sometimes destroyed.)

2.1 to 2.5 miles -- Damage 7-8 (10 psi/290 mph winds.  Factories and commercial structures destroyed.)

2.6 to 3.1 miles -- Damage 6 (7 psi/225 mph winds.  Residential structures destroyed.)

3.2 to 3.8 miles -- Damage 5 (5 psi/160 mph winds.  Residential and light commercial structures badly damaged or destroyed.)

3.9 to 4.8 miles -- Damage 4 (3 psi/116 mph winds.  Walls of steel-framed buildings blown away, vehicles overturned, persons in the open killed.)

4.9 to 5.9 miles -- Damage 2-3 (2 psi/70 mph winds. Wooden buildings and similar structures damaged.)

6.0 to 10.0 miles -- Damage 1-2 (1 psi/48 mph winds. Little appreciable affect.)

 

Blast Wave (Static Overpressure) does the Damage shown over the corresponding Area, listed above, but with the Flaw Limited (little or no effect on soft, malleable objects, including living creatures).

Blast Wave (Dynamic Pressure/Winds & Debris) does the Damage shown over the corresponding Area, listed above, without that Flaw, and with a number of ranks of the Knockback power feat equal to the rank of Damage (i.e., doing double knockback).


 

SIXTH EFFECT: NEGATIVE PRESSURE

     After the explosion creates a static overpressure and winds blowing outward, air has to rush back in to fill the vacuum left by the outrushing winds.  This negative pressure effect, though much gentler than dynamic pressure, can still cause damage due to blown objects and the like.

 

Damage 10 over a 5.5 mile (9 km) diameter Area.


 

SEVENTH EFFECT: FIRES

     The tremendous heat generated by a nuclear explosion ignites any flammable objects not destroyed outright.  This so-called "fire zone" within which this effect occurs covers a 5-10 mile radius for a 1 MT bomb. However, the bomb's blast wave may put out many fires (the GM decides whether this occurs, and to what extent it ameliorates the fire damage)

 

Damage 1, Contagious, keeps burning until extinguished or fuel is consumed.

 

     It's also possible for the fires to join together to cause even more damage.  First, there could be a conflagration: the fires spread out of control and devastate many square miles of still-standing architecture and plant life.  Second, or even worse, is the firestorm, in which the fires join together in a central area and begin to suck in oxygen.  The inrushing oxygen feeds the fire, turning it into a raging, self-sustaining inferno that only ends when it destroys everything flammable.  No one can accurately predict whether a firestorm will start; Hiroshima suffered one, but the hillier Nagasaki only experienced a conflagration.

 

A firestorm Boosts the “ignite flammable objects” effect from Damage 1 to Damage 5.


 

EIGHTH EFFECT: RADIATION, FALLOUT, AND NUCLEAR WINTER

     The lingering radiation created by a nuclear detonation can last weeks, months, or years.  It's been estimated that a 1 MT explosion would force the evacuation of all people in a 4,900 square mile area around the explosion for at least a week (and in the 1,400 square mile area immediately around the explosion for a month or more).  As a basic rule of thumb, GMs can use the seven-tenths rule: seven hours after the explosion, the radiation levels drop to one-tenth of what they were on hour after the explosion; 49 (7x7) hours afterwards, 1/100th, and so forth.

     In addition to the localized radiation, the radioactive debris kicked into the atmosphere by a nuclear explosion eventually descends to Earth as fallout.  The pattern of fallout from a given nuclear explosion depends mainly on how high it goes and what prevailing weather conditions (particularly the wind) are like.

     Lastly, some authorities believe a large nuclear exchange would kick so much dust and smoke into the air that it would blot out the sun, creating "nuclear winter".  In the worst-case scenario, this would mean the extinction of life on Earth as temperatures dropped below freezing and food production became impossible.  However, many experts question these doomsday predictions, and in any event it would require a major nuclear exchange to create this effect, something that's unlikely to happen in most gaming campaigns.

     Because the effects of lingering radiation, fallout, and nuclear winter are so unpredictable, their effects are really up to the GM to adjudicate.


 

[[ The preceding was taken/adapted from The HERO System Equipment Guide, a sourcebook for HERO System 5th Ed., written by Steven S. Long. ]]
 

Edited by Dr Archeville

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