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Grue Detective
John_Jones.png

 

Will you not listen to reason?
 
PL: 10 (150) 
 
Abilities: 2 + 2 + 2 + 2 + 4 + 4 = 16PP
STR: 34/22 [12] (+12/+6/+1) 
DEX: 22 [12] (+6/+1) 
CON: 22 [12] (+6/+1) 
INT: 12 (+1) 
WIS: 14 (+2) 
CHA: 14 (+2) 
 
Combat: 12 + 12 = 24PP 
ATK: +6 (+8 Unarmed/+12 Grue Vision) 
DEF: +8 (+2 Dodge Focus, +6 Base, +3 flat-footed) 
Init: +6/+1
Grapple: +12/+22 w/Martian Strength
Knockback: -11 vs physical/-6 vs energy/-3/-1
 
Saves: 2 + 2 + 6 = 10 pp
TOU: +12 (+1 Con, +5 Enhanced Con, +6 Protection) 
FORT: +8 (+1 Con, +5 Enhanced Con, +2)  
REF: +8 (+1 Dex, +5 Enhanced Dex, +2) 
WILL: +8 (+2 Wis, +6) 
 
Skills: 56 r=14 pp
Acrobatics 4 (+10) 
Climb 4 (+10) 
Concentration 4 (+6) 
Diplomacy 8 (+10) 
Disguise 0 (+2/+7/+52) 
Drive 4 (+10)
Investigate 4 (+5)  
Knowledge (Streetwise) 4 (+5) 
Medicine 3 (+5) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
Stealth 4 (+10) 
 
Feats: 9 pp
Acrobatic Bluff
Attack Specialization: Unarmed 
Dodge Focus 2 
Evasion
Leadership
Power Attack 
Takedown Attack
Uncanny Dodge (auditory)
 
Powers: 10 + 10 + 10 + 2 + 10 + 25 + 2 + 6 = 75 pp 
Enhanced CON 10 (to CON 22/+6) [10PP]
Enhanced DEX 10 (to DEX 22/+6) [10PP]
Enhanced STR 10 (to STR 22/+6) [10PP] 
Flight 1 (10 MPH/100 ft per move) [2PP] 
Immunity 10 (Aging, Life Support) [10PP] 
Metamorph Array 10.1 (21PP, PFs: Alternate Powers 4) [25PP] 
BE: Enhanced STR 12 (brick form; to STR 34/+12) {12} + Impervious TOU 10 (Flaw: Limited [Physical Only]) {5} + Super-Strength 2 (STR 49, Heavy Load: 10 tons) {4} {12+5+4=21/21}
AP: Blast 8 (Grue-vision; PFs: Accurate 3, Precise, Variable Descriptor 1 [any electromagnetic]) {21/21} 
AP: Concealment 10 (ghost form, all senses, Flaw: Phantasm, PF: Close Range) {11} + Mind Reading 10 {10} {11+10=21/21}  
AP: Enhanced Morph 9 (to Morph 10 [humanoids, +50 Disguise]) (PFs: Covers Scent, Precise) {20/21} 
AP: Insubstantial 4 (Extra: Progressive [+0], PF: Subtle) {21/21} 
Morph 1 (humanoids) [2PP] 
Protection 6 [6PP] 
 
costs 
abilities 16 + combat 24 + saves 10 + skills 14/56 + feats 9 + powers 75 = 150 pts 
-------------------------------------------------------------------------------------------------------
Design Notes: 
 
The misplaced alien who learns to live among humans is a common comic book storytelling trope; as is the alien invader who learns to love the people he came to destroy. I decided to do both by building this fellow, a Grue with formidable shapeshifting powers (rather like the Meta-Grue who has troubled both Earth's heroes and the Unity so often!) who has turned his mighty talents to good! In particular he's a detective, a physical paragon with a keen mind who backs up his training with impressive abilities. An array is really the best way to model an incredibly broad shapeshifter like this guy: he can be a flying brick, a mentalist, or a shapeshifter as needed for your team. This guy has the skills of a police detective, perhaps he was inspired to embrace humanity after touching, then absorbing, the mind of a dying police officer during an invasion. 
 
It occurs to me that this guy would make a fine Cowl, (albeit with Bluff or Intimidate in the place of that Diplomacy), using his shadowy costume and secret ID to cover a secret identity that is very very secret indeed. Note that the Progressive extra on his Insubstantial means that (unlike typical versions of the power at 4 ranks), he can be liquid, gas, energy, and wraith, but not at the same time; he has to spend the move action to spread himself thinner and thinner. Take 10 or 20 on his Rank 1 Morph to fool mooks and such - drop that massive Morph in scenes when he needs to fool characters at or above his PL. This works pretty well for a shapeshifter, I think, and keeps him being too costly or too powerful. I think he'd be pretty fun to play! 
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Full-Body Cyborg
Motoko_Outfits.JPG
 

 

I mean, have you ever actually seen your own brain?
 
PL: 10 (150)
 
Abilities: 6 + 0 - [10] + 12 + 4 + 0 = 12 pp 
STR 30/16 (+10/+3) 
DEX 10 (+0)
CON n/a (-)
INT 22 (+6) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+10 Melee) 
DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) 
Grapple: +7/+20 
Initiative +0
Knockback: -9
 
Saves: 0 + 5 + 5 = 10 pp
TOU +12 (+12 Protection, +5 Impervious) 
FORT n/a 
REF +5 (+0 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 9 pp=36 r
Computers 4 (+10, SM) 
Craft (Electronic) 4 (+10, SM) 
Craft (Mechanical) 4 (+10, SM) 
Knowledge (Life Sciences) 4 (+10) 
Knowledge (Technology) 4 (+10) 
Languages 2 (English, Korean, Base [Japanese]) 
Medicine 8 (+10, SM) 
Notice 3 (+5) 
Sense Motive 3 (+5) 
 
Feats: 13 pp 
Attack Focus (Melee) 6
Dodge Focus 4 
Improvised Tools
Inventor 
Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Medicine) 
 
Powers: 15 + 3 + 14 + 30 + 1 + 17 + 1 + 5 + 1 + 2 = 89 pp
 
Brain In A Jar Array 7 (14 pp, PF: Alternate Power 1) [15PP] 
BE: Comprehend 2 (machines) {4} + Datalink 9 (anywhere on Earth [mental], PF: Subtle) {10} {14/14}
AP: Communication 9 (anywhere on Earth [radio], PF: Subtle) {10/14} 
 
Enhanced Feats 3 (Beginner's Luck, Eidetic Memory, Jack of all Trades) [3PP]
Enhanced STR 14 (to STR 30/+10) [14PP] 
Immunity 30 (Fortitude Saves) [30PP]
Leaping 1 (x2, running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP]
Protection 12 (Extra: Impervious 5) [17PP]
Quickness 1 (x2) [1PP] 
Regeneration 5 (Recovery Bonus +0) [5PP] 
Speed 1 (10 MPH, 100 fpm) [1PP] 
Super-Senses 2 (Infravision, Radio) [2PP]
 
costs 
abilities 12 + combat 16 + saves 10 + skills 9/36 + feats 13 + powers 89 = 150 pts 
---------------------------------------------------------------------------------------------------------
Design Notes: 
 
Here's a full-body cyborg, loosely based on Major Kusanagi from Ghost in the Shell. The Braincase archetype from Instant Superheroes isn't very good, building the full-body cyborg as someone with a very high ranking Device without which they are a brain in a box. That means that either she's going to be paralyzed and helpless in a lot of adventures, which isn't very fun, or she's going to be getting way too many free abilities, which isn't very fun for anyone else! So instead I built the FBC as a construct, with a Complication that sometimes you can reach in there and just pop her brain out and put it in your duffelbag. I built her as a smart gadgeteer with medical training, somebody who potentially could pop out a human brain and stick it in a robot body! (Though she might have needed an assistant to do that for herself) 
 
She's got a nice little robot body there, as well as a cyberkinetic array that represents direct cybernetic augmentation to her brain - or maybe mutant powers! You could stunt a lot of useful powers off that array, perhaps enough to directly manipulate machines rather than just sending messages to them or exerting controls over them distantly. She's not bulletproof (just like the Major), but she's tough enough that she can take a lot of hits and keep going. I figure she has a library built into her robot body, explaining those Enhanced Feats that she has in her powerset. For a purely military build, perhaps a full-body soldier-cyborg like Victory, lower the INT and give her more combat feats. I think she'd be a pretty fun play! 
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Elastic Inventor 
ffour1.jpg
 

 

Am I a sociopath in every alternate universe?
 
PL: 10 (150) 
 
Abilities: 0 + 0 + 0 + 14 + 0 + 0 = 14 pp
STR: 10 (+0)
DEX: 10 (+0) 
CON: 10 (+0) 
INT: 30/24 (+10+7) 
WIS: 10 (+0) 
CHA: 10 (+0)  
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+10 Melee) 
DEF: +5 (+1 Dodge Focus, +4 Base, +2 flat-footed) 
Init: +0 
Grapple: +10/+17/max +27
Knockback: -12/-7/-0
 
Saves: 5 + 5 + 10 = 20 pp
TOU: +15 (+0 Con, +15 Protection [+10 Imp vs. Physical]) 
FORT: +5 (+0 Con, +5) 
REF: +5 (+0 Con, +5) 
WILL: +10 (+0 Wis, +10) 
 
Skills: 23 pp=92 r
Craft (Chemical) 5 (+12/+15)
Craft (Electronic) 10 (+17/+20, SM) 
Craft (Mechanical) 10 (+17/+20, SM) 
Knowledge (Life Sciences) 10 (+17/+20) 
Knowledge (Physical Sciences) 12 (+19/+22, SM) 
Knowledge (Technology) 10 (+17/+20, SM) 
Medicine 10 (+10) 
Notice 10 (+10) 
Pilot 5 (+5) 
Sense Motive 10 (+10) 
 
Feats: 15 pp
Attack Focus (Melee) 6 
Beginner's Luck 
Dodge Focus 1 
Eidetic Memory
Equipment 3  
Jack of all Trades
Inventor 
Skill Mastery (Craft [Electronic], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) 
 
Equipment

HQ: Corporate Skyscraper (Top 5 Floors)
Size: Large; Toughness: 10; Features: Communications, Computer, Defense System, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Power (Features), Power System, Security System,Workshop.
Cost: 2 + 1 + 15 = 15/15
Power: Dimensional Movement 3 (any dimension, Extra: Portal [+2]) {12/20}
 

 
Powers: 27 + 7 + 6 + 5 + 15 + 2 = 62 pp
 
Elastic Array 10 (20 pp, PFs: Dynamic, Dynamic Alternate Powers 3) [27PP]
DBE: Snare 1-10 (Extra: Engulf (+0)) {20/20}
DAP: Strike 1-10 (Extra: Penetrating) {20/20}
DAP: Leaping 1-20 (x2 - x5 million, 16 rounds) {20/20}
DAP: Super-Strength 1-10 (Effective STR 15/50, Heavy Load: 12 tons) {20/20}
 
Elongation 7 (350 ft per move, 500 ft maximum), [7PP] 
Enhanced INT 6 (to INT 30/+10) [6PP] 
Impervious Toughness 10 (Flaw: Limited [Physical Only]) [5PP] 
Protection 15 [15PP] 
Quickness 4 (x25, Flaw: Limited [Mental Tasks Only]) [2PP] 
 
cost
abilities 14 + combat 16 + saves 20 + skills 23/92 + feats 15 + powers 62 = 150 pts
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Design Notes: 
 
The elastic inventor, an archetype nearly fifty years old at this point. This is my attempt at a Mr. Fantastic-type, an elastic hero who has the smarts and the skills to be a great scientist. (I went with the idea that, though already a genius, his Intelligence was even further enhanced by whatever Event gave him his powers) He's even got a headquarters, several stories of a skyscraper. I built him to try and build an elastic hero with skills, and probably the most famous one of those is Mr. Fantastic. Unlike a lot of elastic heroes, he's not particularly dexterous, nor can he extend himself particularly far or shift his shape. But he's still an effective combatant, and can absorb some absolutely tremendous hits thanks to his rubbery, flexible body. He may not be the frontline fighter of a team with two energy controllers and a powerhouse, though, and should probably spend time in his lab so he can put together some inventions to help his team out in the field. 
 
He's a scientist first, not a gadgeteer, a way of separating him from other scientists. Most depictions of Mr. Fantastic, especially in other dimensions, show him as a sociopath barely holding it together and instantly going insane in a variety of ways the second his wife leaves him (seriously, even in the mainstream universe, what is up with that?), so you should avoid that here. Maybe he's a happily married man with no serious personal problems, how crazy would that be? As written he doesn't really get people with anything like the skill he gets machines and science, but that doesn't mean he has to be a closet crazy man. Or maybe he does! Maybe he's an ex-mad scientist who takes pills to stop the voices, and wants to help make sure no one else suffers the effects of Malign Hypercognition Syndrome the way he did...
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Elastic Sorcerer 
160px-Countdown_to_Mystery_1_textless.jp
 

 

 But I'm a detective, which means I'm like Plastic Man and Batman rolled into one.
 
Abilities: 2 + 2 + 2 + 10 + 0 + 2 = 18PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 12 (+1)
 
 
Combat: 8 + 8 = 16PP
Initiative: +1
Attack: +4/+6 Elastic Body/+10 Mystic Power 
Grapple: +5, +17 max, +8 default 
Defense: +8/+6 (+4 Base, +2 Dodge Focus, +2 Shield), +2 flat-footed
Knockback: -8/-6
 
 
Saving Throws: 4 + 4 + 6 = 14PP
Toughness: +12/+8/+1 (+1 Con, +7 Protection [+5 Impervious], +4 Protection) 
Fortitude: +5 (+1 Con, +4)
Reflex: +5 (+1 Dex, +4)
Will: +9/+7 (+1 Wis, +6)
 
 
Skills: 52R = 13PP
Diplomacy 5 (+6/+10 w/Attractive)
Knowledge (Streetwise) 5 (+10) 
Investigate 5 (+10, SM) 
Languages 3 (English [base], Italian, Russian, Spanish) 
Notice 10 (+10, SM) 
Search 5 (+10, SM) 
Sense Motive 10 (+10, SM) 
Stealth 9 (+10) 
 
Feats: 8PP
Attack Specialization (Elastic Body)
Attractive
Dodge Focus 2
Evasion
Grappling Finesse
Improved Grab
Skill Mastery (Investigate, Notice, Search, Sense Motive) 
 
Powers: 45 + 19 + 5 + 5 + 7 = 81PP
 
Device 11 (Helm of Order, Flaw: Hard to Lose, PF: Restricted [the just]) [45PP] 
Enhanced Feats 2 (Artificer, Ritualist) [2DP]
Enhanced Skills 12 (Knowledge [Arcane Lore] 8, Knowledge [Theology and Philosophy] 8) [4DP]
Enhanced Will Save 2 [2DP] 
Mystic Power Array 16 (32 pp, PFs: Accurate 3, Alternate Powers 3) [38DP]
BE: Blast 10 (Extra: Autofire, PFs: Indirect, Variable Descriptor 1 [electricity/light]) {32/32}
AP: ESP 6 (visual and auditory, 20 miles) (Extra: No Conduit, PFs: Fast Task 4 [Full Action to search 1 mile]) {28/32}
AP: Paralyze 10 (Extra: Range [Ranged], PFs: Improved Crit, Indirect) {32/32} 
AP: Snare 10 (Extra: Regenerating, PFs: Indirect, Reversible) {32/32}
Protection 4 [4DP] 
Shield 2 [2DP] 
Super-Senses 7 (Detect Magic 3 [visual], Precognition (Flaw: Uncontrolled)) [5DP]
 
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: Blast 8 (long-distance punch; Flaw: Action [Full]) {1-8, 4-12 left}
DAP: Leaping 1-12 (x2 - x10,000,000, 8 rounds) {1-12, 0-11 left}
DAP: Strike 1-7 (malleable striking surfaces; PFs: Improved Crit, Mighty, Subtle, Takedown Attack, Variable Descriptor [bludgeoning, piercing, and/or slashing]) {1-12, 0-11 left}
 
Default Setting: Elongation 3 (25 feet max) {3} + Leaping 1 (x2, move action) {2} + Strike 7 (PFs: Mighty) {8} {3+1+8 = 12/12}
 
Impervious Toughness 5 (resilient plastic body) [5PP] 
 
Insubstantial 1 (fluid) [5PP]
 
Protection 7 (resilient plastic body) [7PP]
 
Totals: Abilities (18) + Combat (16) + Saving Throws (14) + Skills (13) + Feats (8) + Powers (81) - Drawbacks (0) = 150/150 Power Points
----------------------------
Design Notes: 
 
Growing up in a small town, the young man dreamed of adventure, of solving the mysteries of the world through cleverness and skill, of bringing order to a world of chaos and mystery. He became a detective as he grew older, putting his keen mind to work ferreting out the secrets of criminals, cheating spouses, and others, but that wasn't enough for him. As a young man, he stumbled across a big secret - a chemical formula that transformed human flesh into something malleable and rubbery, and after drinking it (to prevent its capture by the criminals he'd been clandestinely observing for his employer), he found himself imbued with fantastic stretching abilities! Donning a disguise, albeit with an imperfectly applied secret identity, he became a superhero, using his problem-solving skills and keen analytic mind for some of the 'street-level' superteams of his home city. Not that long ago, his life changed again after he found a mystic helm imbued with the Platonic essence of the order and justice he had spent his life working towards - donning the helmet in a crisis, he found himself imbued with mystic power and thrust into a whole new world of adventure. The magical world is full of secrets a clever man can uncover, perhaps with a woman he loves at his side. 
 
Yes, it's Ralph Dibny in the Helmet of Fate, one of the many 52-related teases that I was disappointed they never followed up on. He's a perfectly competent PL 7 Elastic Detective without the Helm, with a powerful, flexible Elastic array. If his stretching powers are for some reason nullified, he's still PL 10 offensively with his magic and PL 6 defensively. He's an amiable guy, more suited to shooting the breeze with Booster Gold than taunting Omega, but he's still a fun guy to be around, and very good at crime-solving - maybe not as good as a real Cowl, but he's certainly better than almost anyone else is going to be. His magic is slanted towards order and stability, giving him the power to bind things, freeze them, spy on criminals, or just blast them with big, flashy Dr. Fate-style magic, he has enough points for you to push that theme further, perhaps towards Healing or Create Object, depending on your preference. One thing he could probably use is some sort of Teleport power. 
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Psionic Gadgeteer
Mento_BTBATB.png
 

 

The freshmaker!
 
PL: 10 (150)
 
Abilities: 0 + 4 + 6 + 14 + 4 + 6 = 34 PP  
STR 10 (+0)  
DEX 14 (+2) 
CON 16 (+3) 
INT 24 (+7) 
WIS 14 (+2) 
CHA 16 (+3) 
 
Combat: 16 PP 
ATK: +4 
DEF: +10 (+3 Dodge Focus, +3 Shield, +4 Base), +2 flat-footed
Init: +2
Grapple: +4/+20 w/TK 
Knockback: -5/-3/-1
 
Saves: 2 + 3 + 6 = 11pp  
TOU: +10/+7/+3 (+3 Con, +4 Defensive Roll, +3 Force Field) 
FORT: +5 (+3 Con, +2)  
REF: +5 (+2 Dex, +3) 
WILL: +8 (+2 Wis, +6) 
 
Skills: 84 r = 21PP 
Bluff 7 (+10/+14) 
Computers 3 (+10) 
Concentration 3 (+5) 
Craft (Electronic) 8 (+15) 
Craft (Mechanical) 8 (+15) 
Diplomacy 7 (+10/+14) 
Gather Information 7 (+10/+14)
Intimidate 7 (+10) 
Knowledge (Business) 8 (+15) 
Knowledge (Technology) 8 (+15) 
Notice 5 (+7)
Search 3 (+10)  
Sense Motive 8 (+10) 
 
Feats: 15 PP 
Attractive  
Benefit (Wealth 3) 
Defensive Roll 2 
Dodge Focus 3 
Eidetic Memory
Inventor
Second Chance (Concentration checks) 
Skill Mastery (Craft (Electronic), Gather Info, 
Ultimate Save (Will) 
Well-Informed
 
Powers: 53 PP 
Device 13 (Psi-Helmet, Flaw: Hard to Lose) [53PP] 
Datalink 1 (radio, 10 feet) [1DP] 
Feature 1 (Onboard Computer) [1DP] 
Flight 1 (10 MPH/100 fpmove) [2DP] 
Force Field 3 [3DP] 
Psionics 16.5 (33PP Array, PFs: Alternate Power 4) [37DP]
BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33}
AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Indirect, Knockback 10 [Total 20], Precise, Subtle) {33/33}
AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {32/33}
AP: Move Object 10 (Telekinesis; Str 50, Hvy Load 12 tons; Extra: Range [Perception]; PFs: Indirect, Precise, Subtle)) {33/33}
AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor) {33/33}
Shield 3 [3DP] 
Telepathy 6.5 (13PP Array; PFs: Alternate Power 1) [14DP]
BE: Communication 6 (Mental, 20 miles; Extras: Area; Two-Way [+0], PF:, Selective) {13/13}
AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/13}
Super-Senses 4 (Danger Sense [mental], Infravision, Radio, Uncanny Dodge [mental]) [4DP] 
 
 
costs 
abilities 34 + combat 16 + saves 11 + skills 21/84 + feats 15 + powers 53 = 150 pts 
--------------------------------
Design Notes: 
 
Here's Steve Dayton, mentalist, husband, genius, father, and ladies' man. I built him because I like the idea of the psionic gadgeteer and because I had misremembered his backstory - I had thought Mento was the wealthy husband of superheroine Elasti-Girl who used his genius and his money to build himself superpowers so he and his wife could spend more time together. Oh well, the real Steve met Elasti-Girl when they were both heroes and they met and fell in love. With his genius, wealth, and good looks, it's no wonder this guy was lucky indeed with the ladies! Steve is a pretty standard psychic with his helmet on - he doesn't have their sheer array of super-senses and versatility, but he can certainly do a whole heck of a lot. I figured a contemporary tech billionaire wouldn't be able to resist giving himself wi-fi access and some cyber-senses to go with his new mental powers, hence the Datalink, radio, and infravision. He's PL 7 defensively without his helmet, giving him time to evade that angry god chasing him so he can get his hands on his technology! 
 
One thing I like about this build is that this could convincingly stand-in for a Tony Stark-type, someone who is as skilled at social manipulation and running a business as he is at building and designing things. A lot of our gadgeteers tend to be very heavily INT-focused, relying on others (or mechanical aids, I'm looking at you, Miss A!) to do their socializing - this guy can do just fine at a party, in a boardroom, or blasting away at bad guys with his mind powers. I didn't give him a normal ID drawback, since I figure it's easy enough for him to fold his helmet down and carry it around, popping out when he needs it. How does he recreate psychic powers with technology? Lots of ways - cloned brain tissue (that one may be gross, though!), novel new energy waves that simulate thought processes, or maybe he stimulates his own brain into action by use of daka crystals! Better keep an eye on that helmet, though; anybody can use it...
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Size-Changing Gadgeteer
 
giantman.jpg
 

 

Having only one character moment people remember sucks.
 
 
PL: 10 (150) 
 
Abilities: 10 + 0 + 10 + 10 + 4 + 2 = 36 pp
STR 40/20 (+15/+5) 
DEX 10 (+0) 
CON 30/20 (+10/+5) 
INT 20 (+5) 
WIS 14 (+2) 
CHA 12 (+1) 
 
Combat: 12 + 12 = 24 pp
ATK: +6 (+7 melee) (+4/+5 Melee w/Growth; +14/+15 Melee w/Shrinking) 
DEF: +7 (+1 Dodge, +6 Base, +3 flat-footed) (+5 (+2 flat-footed) w/Growth; +15 (+7 flat-footed) w/Shrinking) 
Init: +0 
Grapple: +12 - +28 w/Growth - +0 w/Shrinking
Knockback: -2 - -20 w/Growth - +5 w/Shrinking
 
Saves: 0 + 5 + 5 = 10 pp
TOU +15/+5 (+5 Con, +1 Enhanced Con, +5 Protection, +4 Con from Growth) 
FORT +10/+10/+5 (+5 Con, +1 Enhanced Con, +4 Growth/+6 Shrinking) 
REF +15/+5 (+0 Dex, +5, +10 Shrinking) 
WILL +7 (+2 Wis, +5) 
 
Skills: 60 r=15 pp
Concentration 8 (+10)
Craft (Electronic) 5 (+10, SM) 
Craft (Mechanical) 5 (+10, SM) 
Disable Device 8 (+13, SM) 
Intimidate 0 (+1/+5 w/Growth/-9 w/Growth) 
Knowledge (Physical Sciences) 5 (+10, SM) 
Knowledge (Technology) 5 (+10) 
Medicine 5 (+7) 
Notice 3 (+5) 
Sense Motive 8 (+10)  
Stealth 8 (+8/+0 w/Growth/+28 w/Shrinking) 
 
Feats: 12 pp
Attack Focus (Melee) 1 
Dodge Focus 1 
Fearless
Hide in Plain Sight
Inventor 
Power Attack 
Second Chance 2 (Concentration checks, Disable Device checks) 
Skill Mastery (Craft [Electronic], Craft [Mechanical], Disable Device, Knowledge [Physical Sciences]) 
Takedown Attack 
Ultimate Skill (Concentration) 
Uncanny Dodge (auditory) 
 
Powers: 1 + 49 + 1 = 51PP
 
Feature 1 (Deep Pockets) [1PP] 
 
Size Changing Array 25 (50 PP, PF: Alternate Power 1, Drawback 2 [Full Power, -2]) [49PP] 
BE: Giant Form 10 (50 PP Container) {50/50}
Enhanced CON 2 (to CON 30/+10) [2] + Enhanced STR 4 (to STR 40/+15) [4] + Growth 8 [24] + Impervious TOU 10 (Flaw: Limited [Physical Only]) [5] + Protection 5 [5] + Super-Strength 5 (Effective STR 75 w/Growth; Heavy Load: 360 tons) [10]
{2+4+24+5+5+10=50/50}
AP: Tiny Form 10 (50PP Container) {50/50}
Enhanced Fortitude Save 5 (to +10) {5} + Enhanced Reflex Save 10 (to +15) (PFs: Evasion 2) {12} + Flight 3 (50 MPH/500 fpm) {6} + Immunity 9 (Life Support, PF: Atomic Size) {10} + Shrinking 20 (Extra: Normal Strength, PFs: Normal Movement, Normal Toughness) {33} - Drawback 16 (-ATK 4, -DEF 4) {-16}
{5+12+6+10+33-16=50/50} 
 
Speed 1 (10 MPH/100 fpm [110 fpm w/Growth]) [1PP]
 
costs 
abilities 36 + combat 24 + saves 12 + skills 15/60 + feats 12 + powers 51 = 150 pts 
-----------------------------------------------------------------------------------------------------------
Design Notes: 
 
Here's my build for a character like Marvel's Giant-Man, a super-genius with size-changing powers. He's smart and capable of pulling out some good inventions given time to work, and he can be either a powerhouse or martial artist/sneak, depending on whether he's twenty feet tall or two inches tall. I greatly simplified his build by making his size-changing powers an array, letting him get much more out of his powers than just a simple Growth-Shrinking array. I also simplified things a lot by giving him the Full Power drawback on both Growth and Shrinking. I did that because these guys don't spend a lot of time in intermediate forms in comics; they're usually either giant, normal, or teeny-tiny. When he's big, he's a giant who can throw cars around, shrug off machine gun fire, and throw gigantic punches that can hit a lot harder than a tank shell. (He has some vulnerabilities, and is less mobile, than most powerhouses, but most powerhouses aren't huge like the proverbial X-Box!) 
 
When he's teeny-tiny he's dodgy and fast, easily capable of avoiding big hits thank to his very small size. He can sneak into bombs and turn them off (hence his high Disable Device, my nod to Ray Palmer's excellent JLU appearance), make himself light enough to fly, and increase the density in his fists enough to throw a massive punch! I tied his Atomic Size to his Life Support; he can only go without breathing when he's smaller than air atoms! I kept his Concentration high and gave him a good Fort save in both forms to help avoid being stunned; he does not want to get stunned given his Sustained powers, especially not if he's using Shrinking somewhere very delicate - like the inside of somebody's head!
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Cyborg Illusionist 
1924185-sage___front_kneel.jpg
 

 

Your eyes are the last thing you should believe, darling.
 
Abilities: 4 + 0 + 4 + 4 + 0 + 6 = 18PP
STR: 24/14 (+7/+2) 
DEX: 10 (+0) 
CON: 24/14 (+7/+2)
INT: 14 (+2)
WIS: 10 (+0) 
CHA: 16 (+6)
 
Combat: 8 + 8 = 16PP
ATK: +4 (+7 Melee/+10 Illusion) 
DEF: +10 (+3 Dodge, +3 Shield, +4 Base, +2 flat-footed) 
Grapple: +15
Init: +0 
Knockback: -7/-1  
 
Saves: 0 + 5 + 7 = 12PP
TOU: +10/+7/+2 (+2 Con, +5 Enhanced Con, +3 Protection) 
FORT: +7/+2 (+2 Con, +5 Enhanced Con) 
REF: +5 (+0 Dex, +5) 
WILL: +7 (+0 Wis, +7) 
 
Skills: 52 r = 13PP
Bluff 7 (+10, SM) 
Concentration 5 (+5) 
Craft (Electronic) 3 (+5) 
Craft (Mechanical) 3 (+5) 
Diplomacy 7 (+10, SM) 
Gather Info 7 (+10, SM) 
Intimidate 7 (+10, SM) 
Knowledge (Technology) 3 (+5) 
Notice 5 (+5) 
Sense Motive 5 (+5) 
 
Feats: 12PP
Attack Focus (Melee) 3
Challenge (Fast Taunt)
Distract (Bluff) 
Dodge Focus 3 
Skill Mastery (Bluff, Diplomacy, Gather Info, Intimidate) 
Takedown Attack
Taunt
Well-Informed
 
Powers: 1 + 10 + 10 + 34 + 5 + 1 + 3 + 3 + 1 + 4 + 5 + 2 = 79PP
Datalink 1 (10 feet, radio) [1PP] 
Enhanced CON 10 (to CON 24/+7) [10PP]
Enhanced STR 10 (to STR 24/+7) [10PP] 
Illusion Array 16.5 (33 PP, PF: Alternate Powers 1) [34PP]
BE: Illusion 10 (Flaw: Phantasm, PFs: Precise, Progression 2 [25 by 25 ft]) {33/33} 
AP: Blast 10 (Extra: Alternate Save [Will], PFs: Accurate 3) {33/33} 
Impervious TOU 5 [5PP]
Leaping 1 (x2; running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP] 
Protection 3 [3PP] 
Shield 3 [3PP] 
Speed 1 (10 MPH / 100 feet per Move action) [1PP] 
Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP] 
Super-Senses 5 (Illusion Awareness 1 [mental, Enhancements: Acute, Radius, Ranged], Uncanny Dodge [mental]) [5PP] 
Super-Strength 1 (Effective STR 29, Heavy Load 1500 lbs) [2PP] 
 
18 + 16 + 12 + 13 + 12 + 79 = 150/150
----------------------------------------------------------------------------------------------------------------------
Design Notes: 
 
Here's Facade, one of my favorite characters from the Algernon Files Superlink supplement. Facade is an antagonist in the game, a member of the villain team the Black Knights. She used to be a heroine called Spellbinder before she realized she'd been lying to herself about what she really wanted (to screw with people rather than save them, and to use her fame to get rich) and switched sides right in the middle of a major superbattle. (The Black Knights were as surprised as anyone else!) Facade's former teammates took her defection quite badly, and one particular loose cannon who evidently had his own problems with heroic virtue injured her severely before the Black Knights made their escape with her along with them. Grateful for the help, the Knights repaired Facade's injuries with cybernetic upgrades, transforming her into a cyborg with significant psychic abilities, and together they rejoined their new career. (She's a very serious threat in-game, her PL 13 Illusions and mental powers making her among the most powerful members of her new team) 

I've tried to build Facade as basically as a merger of the Cyborg and Illusionist archetypes, taking advantage of Trollthumper's Ravnos build to make a streamlined, but still powerful Illusion array. She can project powerful illusions to fool any human eye, she can hurl illusionary bolts of fire or electricity (or pull out a gun) and has enough in her array to pull off some interesting tricks. I built her cybernetic implants with the idea that she has metal-reinforced bones and muscles and is tough enough to be invulnerable fighting normal people in hand-to-hand combat; with her super-senses, she's a pocket Steve Austin, with some formidable abilities on the side. 

She works just fine as a potential threat in-game with her background intact, making her a particularly odious bad guy. Her background works just fine for a hero if you flip her Face Heel Turn and say she's a villain who switched sides to the heroes in the middle of the battle, and the Freedom League repaired her injuries as best they could in gratitude for her coming to their assistance. Or you could ditch all that and even go the other way - maybe she was a cyborg whose implants triggered an eruption of mental power, and now she's balancing the science she knows so well with the power of the unleashed mind...
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Mystic Giant 
406px-ScarletWitch442.jpg
 

 

Ooh, burn!
 
 
Abilities: 4 + 6 + 6 + 0 + 10 + 0 = 26 pp  
STR 30/14 (+10/+2) 
DEX 16 (+3) 
CON 24/16 (+7/+3) 
INT 10 (+0) 
WIS 20 (+5) 
CHA 10 (+0) 
 
Combat: 16 + 16 = 32 pp 
ATK: +8 (+10 w/Magic) [+6 [+8 w/Magic] w/Growth]
DEF: +9 (+1 Dodge, +8 Base, +4 flat-footed) [+7 (+3 flat-footed) w/Growth]) 
Init: +3 
Grapple: +10, +24
Knockback: -11/-9/-1
 
Saves: 0 + 2 + 2 = 4 pp  
TOU: +13/+9/+3 (+3 Con, +4 Growth, +6 Force Field [+4 Impervious [Aura], +6 Impervious [Force Field]) 
FORT: +7 (3 Con, +4 Growth) 
REF: +5 (+3 Dex, +2) 
WILL: +7 (+5 Wis, +2) 
 
Skills: 44 r = 11 PP
Concentration 5 (+10) 
Intimidate 10 (+10/+14) 
Knowledge (Arcane Lore) 10 (+10)  
Knowledge (Theology and Philosophy) 5 (+5)  
Languages 4 (English, Icelandic, Norwegian, Swedish, Old Norse [base])
Notice 5 (+10) 
Sense Motive 5 (+10) 
Stealth 0 (+3/-5) 
 
Feats: 6 PP
Attack Specialization [Magic]  
Dodge Focus 
Second Chance (Concentration checks) 
Power Attack 
Ritualist 
Uncanny Dodge (auditory) 
 
Powers: 5 + 25 + 6 + 29 + 3 = 68 PP 
 
Force Field 6 (Extra: Impervious; Flaw: Limited [Dodge Bonus]; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [5PP]
 
Growth 8 (Extra: Duration [Default] (+0), PF: Innate) (Huge size) [25PP]
(-2 ATK/DEF, +8 Grapple, -8 Stealth, +4 Intimidate, 16 ft tall, 4K-32K lbs, 15 ft space, 10 ft reach, x2 carrying capacity [Effective STR 40, Heavy Load: 3 tons]) 
 
Immunity 6 (Aging, Fire Damage) [6PP] 
 
Magic 12 (24 points; PFs: Dynamic, Dynamic Alternate Powers 2) [29PP] 
DBE: Damage Aura 1-2 (Extras: Linked [impervious Toughness], Penetrating, Secondary Effect) {6-12} + Impervious Toughness 1-4 (Extras: Duration [sustained], Linked [Damage Aura]) {1-4} {12+4=16/24} 
DAP: Damage 1-12 (fiery breath, Extras: Area [Targeted, Shapeable], Penetrating 4) {2-24/24}   
DAPTeleport 7 (fiery step, 700 feet/200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Turnabout) {24/24}
 
 
Super-Senses 3 (Detect Magic 3 [visual]) [3PP] 
 
costs 
abilities 26 + combat 32 + saves 5 + skills 11/44 + feats 7 + powers 68 = 150 pts
--------------------------------------------------------------------------------------------------------
Design Notes: 
 
This build has been tugging at me since I first saw the above picture of the Scarlet Witch looming over her fellow heroes - a mystic character who just happens to be huuuge! Dividing her specialities does mean she's not as good a powerhouse as a real powerhouse, or as good a mystic as a real mystic, but as it is she's an interesting character with a lot of options. I've built this particular heroine as a daughter of Surtr, king of the fire giants of ancient Norse legend, one who has mastered her innately fiery nature and begun learning magical skills beyond that of her siblings. She can set herself on fire, hurl bolts of fire at her enemies, or take fiery steps that transport her hundreds of miles at one go! Perhaps her scholarly nature has driven her to walk the world of men for more knowledge; or perhaps she was left a foundling on Earth rather than growing up in Muspelheim, and is looking for a way to better understand and bring both worlds together. She's an OK blaster, but can easily benefit from using her formidable size to grapple smaller, weaker foes and set them on fire. 
 
As mentioned above, I get around the problem Growth causes with caps by just assuming her decreased Magic ranks at Medium-sized are a Complication. Note that her size is her default form; she can make herself medium-sized as a free action. This requires some concentration, which means she can't do it while stunned (unless she passes a Concentration check), unconscious, or asleep, . If she's going to spend a lot of time on Earth, she'd better find a place that can accommodate somebody sixteen feet tall! Note that if dropped in a magic-nullifying field, she's PL 8 offensively and PL 7 defensively, so she's pretty good to have on your magic team! If your headquarters has high roofs, anyway. She could easily have ice powers if you want to make her a daughter of Jotunheim, or something else entirely; there are a lot of giants out there in mythology! 
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Divine Teleporter
Nightcrawler_03.jpg
 

 

Reach out and touch faith!
 
PL: 10 (150)
 
Abilities: 4 + 6 + 6 + 0 + 4 + 6 = 26PP  
STR: 14 (+2) 
DEX: 22/16 (+6/+3) 
CON: 16 (+3) 
INT: 10 (+0) 
WIS: 14 (+2) 
CHA: 26/16 (+8/+3) 
 
Combat: 12 + 12 = 24PP 
ATK: +6 (+8 Expeditious Array) 
DEF: +12 (+6 Dodge, +3 Base), +3 flat-footed
Init: +6/+3
Grapple: +8
Knockback: -4
 
Saves: 2 + 5 + 6 =  pp  
TOU: +8 (+3 Con, +5 Protection) 
FORT: +5 (+3 Con, +2) 
REF: +11/+8 (+3 Dex, +3 Enhanced Dex, +5) 
WILL: +8 (+2 Wis, +6) 
 
Skills: 48 r = 12 PP 
Acrobatics 12 (+15/+18, SM) 
Concentration 4 (+6) 
Diplomacy 8 (+10/+16, SM) 
Intimidate 8 (+10/+16, SM) 
Knowledge (Theology and Philosophy) 10 (+10, SM) 
Notice 3 (+5) 
Sense Motive 3 (+5) 
 
Feats: 14PP 
Acrobatic Bluff 
Attack Specialization: Expeditious Powers  
Challenge 2 (Combat Diplomacy, Fast Acrobatic Bluff) 
Dodge Focus 6 
Evasion
Power Attack 
Skill Mastery (Acrobatics, Diplomacy, Intimidate, Knowledge [Theology and Philosophy]) 
Uncanny Dodge (auditory) 
 
Powers: 10 + 6 + 26 + 5 + 14 = 62PP 
Enhanced Charisma 10 (to CHA 26/+8) [10PP] 
 
Enhanced Dexterity 6 (to DEX 22/+6) [6PP] 
 
Expeditious Array 12 (24 PP, PFs: Alternate Powers 2) [26PP]
BE: Blast 12 {24/24} 
AP: Dazzle 12 (visual) {24/24} 
AP: Strike 12 (PFs: Critical Strike [demons], Extended Reach [5 feet], Improved Trip, Takedown Attack 2, Variable Descriptor 2 [any holy]) {21/24}
 
Protection 5 [5PP] 
 
Teleport 4 (400 ft/1 mile) (Extra: Accurate, PFs: Easy, Turnabout) [14PP]
 
costs 
abilities 26 + combat 24 + saves 13 + skills 12/48 + feats 14 + powers 61 = 150 pts 
-------------------------
Design Notes: 
 
Sometimes a vehicle for talking about faith in a superhero universe, sometimes used as a vehicle for cheap storytelling (exploding Communion wafers, yeah, that makes sense), the religious faith of Kurt Wagner, aka Nightcrawler, has always been something that set him apart from his fellow X-Men. I got to thinking about what a holy teleporter would look like, and came up with this fellow, inspired by Nightcrawler, his AU daughter Nocturne, and St. Expeditus of the Roman Catholic Church. This fellow can BAMF around from place to place in a puff of sweet-smelling incense, traveling through a dimension of blazing white holy fire that he can then manipulate - he can fire blasts to smite the wicked, blind them, or just pull out a heavenly sword and go to town fighting bad guys! His powers also make him faster and more agile, and give him a near supernatural charisma when dealing with other people. 
 
Mechanically this guy doesn't have Nightcrawler's ready wit; while a personable enough guy, he's more likely to try and play peacemaker than go in quipping. He's probably much more like Movie!Nightcrawler than the comic book version. St. Expeditus is a big player in syncretic religions like Voodoo and others in Africa and Asia, so if he is an embodiment of that Catholic saint turned voodoo god, this guy might be the native hero of New Orleans, Reunion Island, or some place more exotic than Kurt's weirdly peasant-raddled Germany. It's up to you whether or not this fellow's teleportation powers directly are associated with his divine abilities or not; perhaps he's an angel come to Earth, perhaps a short-range teleporter died and came back with powers tied to the Paradise that awaits us all. 
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Power Thief Paragon
Rogue2CoverByMikeWieringo.jpg.gif
 

Power is every stealing from the many to the few.
 
PL: 10 (150)
 
Abilities: 4 + 0 + 6 + 0 + 4 + 6 = 20 pp
STR 30 [14] (+10/+2) 
DEX 10 (+0)
CON 16 (+3)
INT 10 (+0) 
WIS 14 (+2) 
CHA 16 (+3) 
 
Combat: 12 + 8 = 20 pp
ATK: +6 (+10 Unarmed/+14 Mimic) 
DEF: +10 (+6 Dodge Focus, +2 Base, +2 Flat-Footed)
Init: +0
Grapple: +16-+19 
Knobkack: -8/-1
 
Saves: 5 + 5 + 6 = 16 pp
TOU +10/+3 (+3 Con, +7 Protection [+6 Imp]) 
FORT +8 (+3 Con, +5) 
REF +5 (+0 Dex, +5) 
WILL +8 (+2 Wis, +6) 
 
Skills: 28 r=7 pp
Bluff 3 (+6/+10) 
Gather Info 4 (+7) 
Intimidate 7 (+10)
Language 1 (English [base], Russian) 
Notice 6 (+8) 
Sense Motive 6 (+8) 
 
Feats: 11 pp
Attack Specialization [unarmed] 2,
Attractive,
Dodge Focus 6,
Takedown Attack,
Uncanny Dodge (auditory) 
 
Powers: 35 + 30 + 7 = 73 pp
Container 7 (Power Thief, PFs: Accurate 4, Power Attack) [35PP] 
Mimic 6 (all powers, Extra: Linked [stun], Flaw: Tainted) {18/18} + Stun 6 (Extra: Linked [Mimic]) {12/12} = [30/30]
 
Container 6 (Paragon Powers) [30PP]
Enhanced STR 16 (to STR 30/+10) {16}
Impervious TOU 6 {6} 
Paragon Array 6 (6PP, PFs: Dynamic, Dynamic Alternate Power) {9} 
DBE: Flight 0-3 (0-50 MPH/500 fpm) {6/6}
DAP: Super-Strength 0-3 (Effective STR 30-45, Heavy Load: 1.5-6 tons) {6/6} 
 
Protection 7 [7 pp] 
 
 
costs
abilities 20 + combat 20 + saves 16 + skills 7/28 + feats 11 + powers 73 = 150 pts 
--------------------------------------------------------------------------------------
Design Notes: 
 
Here's my build for Rogue, a power-stealer who has acquired paragon powers through mostly legitimate means. Yes, I grew up with the 90s animated X-Men, so I think of Rogue as the team's flying brick with a helpful additional power that kicks in when the team really needs it. She can fly fast and is bulletproof, at least if no one's packing anything bigger than a handgun. She's also strong enough to be a secondary brick, though probably not as strong as that Russian powerhouse her team has recruited! Her Mimic power has a linked Stun effect, forcing anyone whose power she copies to make a save against being dazed or stunned. She doesn't have the Aura effect that some Rogue conversions do; just treat her powers as an Uncontrolled complication that makes it very difficult for her to live a normal life. 
 
She has 30 pp to play with once she's successfully executed a Mimic, which just happens to be the exact same size as her Paragon Power container! What an interesting coincidence. (i.e., yes, she permanently imprinted those abilities on herself) Rogue's origin is probably a bit too dark for a PC on our site, but there's no reason she couldn't have gotten her powers from a villain - from Ultimen to rogue Grue, from Ubersoldaten to DNAscendents, there are plenty of bad guy paragons whose powers she could have stolen. Maybe that bad guy is in a coma, and a source of heavy guilt from the effects of a power overused to save a life, or maybe that bad guy is out for revenge! Or you could, I suppose, say a hero died as a result of using her powers - perhaps a mortally wounded teammate passed on her abilities to the team mimic, now giving her two heroic legacies to fight for! 
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Mystic Knight
2050852-ystin_3.jpg
 

 

I see why they call him 'dirty.' He besmirches his order.
 
PL: 10 (150) 
 
Abilities: 8 + 6 + 8 + 0 + 4 + 8 = 34 pp  
STR 18 (+4) 
DEX 16 (+3) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 18 (+4) 
 
Combat: 12 + 12 = 24 pp  
ATK: +6 (+10 Melee) 
DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) 
Init: +7
Grapple: +14
Knockback: -8/-2
 
Saves: 4 + 5 + 6 = 15 pp  
TOU +10 (+4 Con, +6 Protection [6 Impervious]) 
FORT +8 (+4 Con, +4)  
REF +8 (+3 Dex, +5) 
WILL +8 (+2 Wis, +6) 
 
Skills: 80 r = 20 pp
Climb 6 (+10) 
Diplomacy 11 (+15, SM) 
Intimidate 11 (+15, SM) 
Knowledge [Arcane Lore] 5 (+5) 
Knowledge [Theology and Philosophy]) 10 (+10, SM) 
Languages 3 (Arabic, English, Latin, Base: Celtic) 
Notice 8 (+10) 
Ride 12 (+15, SM) 
Sense Motive 8 (+10) 
Survival 3 (+5) 
Swim 6 (+10) 
 
Feats: 32 pp  
Accurate Attack 
All-Out Attack 
Attack Focus (Melee) 4 
Defensive Attack 
Dodge Focus 4 
Fearless 
Improved Disarm
Improved Initiative  
Minions 5 [Pegasus] (Extra: Heroic)  
Power Attack 
Quick Draw [draw]
Skill Mastery (Diplomacy, Intimidate, Knowledge [theology and philosophy], Ride) 
Startle
Takedown Attack 2
Ultimate Skill (Diplomacy) 
Uncanny Dodge (auditory) 
 
Powers: 25 pp 
Device 2 (Magic Sword, Flaw: Easy to Lose, PF: Restricted [those pure of heart]) [7PP]
Strike 6 (PFs: Affects Insubstantial 2, Improved Crit, Mighty) {10/10}
 
Device 4 (Magic Armor, Flaw: Hard to Lose, PF: Restricted [those pure of heart]) [17PP]
Immunity 8 (disease, environmental cold, heat, poison, sleep, starvation and thirst, suffocation, Flaw: Limited [Half-Effect]) {4/4} 
Protection 6 (Extra: Impervious 6) {12/12} 
Super-Senses 3 (Detect Evil [2] visual, Enhancement: Analytical) {3} 
 
Super-Senses 1 (Communications Link (Pegasus [mental]) [1PP] 
 
Minion: Pegasus 

PL: 5 (75) 
 
Abilities: 10 + 0 + 10 + 0 + 0 + 0 = 20 pp
STR 28 [20] (+9/+5) 
DEX 10 (+0) 
CON 24 [20] (+7/+5) 
INT 10 (+0) 
WIS 10 (+0) 
CHA 10 (+0) 
 
Combat: 6 + 6 = 12 pp
ATK: +3 [+5 Melee] (+2 [+4 melee] +w/Growth) 
DEF: +5 (+2 Dodge Focus, +1 Flat-footed, +3 Base) (+4 (+2 Dodge Focus, +1 Flat-Footed, +2 Base) w/Growth) 
Init: +0
Grapple: +15
Knockback: -5
 
Saves: 0 + 5 + 5 = 10 pp 
TOU +9/+7/+5 (+5 Con, +2 Growth, +2 Protection)  
FORT +7 (+5 Con, +2 Growth) 
REF +5 (+0 Dex, +5) 
WILL +5 (+0 Wis, +5) 
 
Skills: 16 r=4 pp 
Language 1 (Celtic) 
Notice 5 (+5)  
Sense Motive 5 (+5) 
Survival 5 (+5) 
 
Feats: 7 pp
Attack Focus: Melee 2 
Dodge Focus 2 
Power Attack
Takedown Attack
Uncanny Dodge (olfactory) 
 
Powers: 1 + 8 + 13 + 2 + 1 + 3 + 2 = 30 pp
Comprehend 2 (speak to and understand animals, Flaw: Limited 2 [Horses]) [1PP] 
Flight 4 (100 MPH/1000 fpm, PF: Subtle, Drawback: Restrainable) [8PP] 
Growth 4 (Large size) (Extra: Duration [Permanent], PF: Innate) [13PP]
[Combat -1, Grapple +4, Stealth -4, Intimidation +2, 8 ft tall, 1000 lbs, 10 ft space, 10 ft reach, +5 STR for Lifting]
Protection 2 [2PP] 
Speed 1 (10 MPH/100 fpm) [1PP] 
Super-Senses 3 (Acute Scent, Low-Light Vision, Ultrahearing) [3PP] 
Super-Strength 1 (Effective STR 38, Heavy Load 2.5 tons) [2PP] 
 
Drawbacks: -8 pp
Mute [-4PP]
No Hands [-4PP]  
 
costs 
abilities 20 + combat 12 + saves 10 + skills 4/16 + feats 7 + powers 30 - drawbacks 8 = 75 pts 

 

abilities 34 + combat 24 + saves 15 + skills 20/80 + feats 32 + powers 25 = 150 pts 

=====================================================================================

Design Notes: 

 

Just as there have been plenty of Camelots in our fiction, there have been plenty of versions of this character - the armored knight on the flying horse, ambassador of truth and justice from a long-gone past. I've built this version as something of a Wonder Woman expy - a fearless warrior who is a skilled fighter and experienced adventurer even without her magic sword and magic armor. Her sword lets her cut unholy spectres in half, her armor lets her shrug off small arms fire and detect infernalists and wicked demons. She's scary enough to make an infernalist flinch, but diplomatic enough to talk down a dragon. And charismatic enough to be the life of the party with flagon in hand! Her flying horse makes her mobile enough to do just fine in a big super-battle. 

 

Lots of Complications for a build like this, depending on whether she's from a Romano-Celtic Camelot clinging desperately to civilization as the Dark Ages close in, a Medieval Fantasy Catholic Morte d'Arthur style society, or a Grant Morrison-style Celtic-infused Camelot. A knightly code of honor would very much be applicable whatever her origins, and whether she came here by being frozen in a block of ice (alongside her trusty steed!) or traveling through a fae spaceship from the far future (sure, Grant Morrison, sure). Not being a big fan of dog-Celtism, I like the idea of drawing more heavily from the 'original' Arthurian stories and giving her origin a medieval fantasy flare. Green Ronin's own Medieval Player's Guide might be worth consulting here! 

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Divine Weather Controller
ku-medium.jpg
 

Some people thought I was a god even before I found this thing!
 
PL: 10 (150) 
 
Abilities: 0 + 0 + 4 + 2 + 4 + 2 = 12 PP  
STR 10 (+0) 
DEX 10 (+0) 
CON 24/14 (+7/+2) 
INT 12 (+1) 
WIS 14 (+2) 
CHA 12 (+1) 
 
Combat: 8 + 8 = 16 PP  
ATK: +4 (+6 Weather) 
DEF: +8/+7 (+3 Dodge, +1 Shield, +4 Base, +2 flat-footed) 
Init: +0 
Grapple: +4, +2+16-+20 w/Move Object
Knockback: -11/-3/-1
 
Saves: 3 + 5 + 4 = 12 PP 
TOU +12/+7/+2 (+2 Con, +5 Force Field, +5 Enhanced Con, [+10 Imp]) 
FORT +10/+5 (+2 Con, +5 Enhanced Con, +3)  
REF +5 (+0 Dex, +5)  
WILL +6 (+2 Wis, +4)  
 
Skills: 40 r = 10 PP 
Bluff 4 (+5)
Concentration 8 (+10)
Language 2 (Arabic, English, Swahili [base])
Notice 6 (+8)
Sense Motive 4 (+5) 
Sleight of Hand 8 (+10)
Stealth 8 (+10)
 
Feats: 7 PP  
Attack Specialization (Weather) 
Dodge Focus 3 
Environmental Adaptation (Stormy Weather) 
Power Attack 
Second Chance (Concentration checks) 
 
Powers: 45 + 1 + 6 + 5 + 2 + 34 = 94 PP
 
Device 11 (Divine Weapon, Flaw: Hard to Lose, PF: Restricted [Those Worthy]) [45PP] 
Divinely Enhanced Weather Control 4 (+8 points; PFs: DAP 3 [Obscure, Selective Environmental Control, Stun]) [14DP]

Enhanced Weather Control 16 (32 points; PFs: Dynamic, Dynamic Alternate Power 7, Variable Descriptor) [48PP]
DBE: Environmental Control 1-8 (4 points worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Reduced Visibility (Rain/Sleet/Snow), Wind] in a 5 to 1,000 ft. radius) {4-32, 0-28 left}
DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Reduced Visibility (Rain/Sleet/Snow), Wind] in a 5 to 250 ft. radius; Extra: Selective Attack; PF: Precise) {6-31, 1-26 left}
DAP: Blast 1-14 (lightning or other weather; PFs: Indirect 2) {4-28, 4-28 left}
DAP: Blast 1-10 (mini-blizzard or other weather; Extra: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}
DAP: Dazzle 1-10 (thunderstroke or other weather, auditory & visual; Extras: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}
DAP: Feature 0 or 7 (mitigates sunlight weakness) {0 or 7, 25 or 32 left}
DAP: Move Object 1-10 ('Air Control,' Str 5-50, Hvy Load 50 lbs. - 12 tons; Extra: Range [Perception]) {3-30, 2-29 left}
DAP: Obscure 1-8 (intense thunderstorm or other weather; auditory, olfactory and visual, 5-1,000 ft.) {4-32, 0-28 left}
DAP: Stun 1-14 (heatstroke or other weather; Extras: Alt Save [Fort], Range [Ranged]) {3-32, 0-29 left}

Enhanced Constitution 10 (to 24/+7) [10DP] 
Impervious TOU 10 [10DP] 
Shield 1 [1DP] 
Strike 14 (PF: Takedown Attack) [15DP] 
10 + 14 + 10 + 1 + 15 = 55/55
 
Feature 1 (Weather Sense) [1PP] 
Flight 3 (50 MPH/500 fpm) [6PP] 
Force Field 5 [5PP] 
Immunity 2 (environmental cold, heat) [2PP] 
Weather Control 12 (24 PP, PFs: Dynamic, Dynamic Alternate Powers 4, Variable Descriptor 1 [any weather]) [34PP]
DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (icy/wet surfaces), Heat, Light [ball lightning], Reduced Visibility (rain/sleet/snow), Wind] in a 5 to 250 ft. radius) {4-24, 0-20 left}
DAP: Blast 1-8 (lightning or other weather; PFs: Indirect 2) {4-18, 6-20 left}
DAP: Blast 1-7 (mini-blizzard or other weather; Extra: Area [5-35-ft. Burst, General]) {3-21, 3-21 left}
DAP: Dazzle 1-7 (thunderstroke or other weather, auditory & visual; Extras: Area [5-35-ft. Burst, General]) {3-21, 3-21 left}
DAP: Move Object 1-8 ('Air Control,' Str 5-40, Hvy Load 50 lbs. - 3 tons; Extra: Range [Perception]) {3-24, 0-21 left}
 
costs 
abilities 12 + combat 16 + saves 12 + skills 10/40 + feats 7 + powers 94 = 150 pts 
 
-------------------------------------------------------------------
Design Notes: 
 
Born in East Africa, her weather-manipulating powers made her first a local celebrity, then a hero. She defended her community, and those around it, from terrorists, criminals, and poachers while at the same time helping keep the crops growing in the middle of a desert community. But she knew there was bigger game out there; bigger problems, bigger villains, and bigger heroes. She got her chance to enter that world when she found a greatclub outside her small town, a mighty weapon lodged in the ground as if fallen from the sky. When she hefted the weapon, it turned out to be the greatclub of Mulungu, skyfather of the Kikuyu and other East African pantheons. Empowered by divine energies as well as her own mutant heritage, now she defends her homeland from enemies great and small. 
 
Yes, it's Storm wielding Thor's hammer! She's a very effective weather controller who becomes a mighty powerhouse when carrying her divine weapon, able to hurl mighty lightning bolts, summon tremendous storms and divide and conquer her foes by manipulating the environment around them - she can also just pull back and hit them with massive blows! I've given her an East African theme, but you could easily make this a weather controller wielding the weapon of any storm god - one natural angle might be to have her carrying the symbol of a divine parent, having inherited some portion of their power, and trying to solve the challenge of living in both worlds. Interesting fact, if you like the African theme; Set of Egypt was their god of storms...
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Loose Cannon Psychic 
carrie-white-86-image.jpg
 

 

 It has nothing to do with Satan, Mama. It's me. Me. If I concentrate hard enough, I can move things. 
 
PL: 10 (150) 
 
Abilities: 0 + 2 + 2 + 4 + 6 + 6 = 24 pp
STR 10 (+0) 
DEX 14 (+2) 
CON 14 (+2) 
INT 14 (+2) 
WIS 16 (+3) 
CHA 16 (+3) 
 
Combat: 8 + 12 = 20 pp
ATK: +4 (+6 Vengeance) 
DEF: +10 (+4 Dodge Focus, +6 Base, +3 flat-footed) 
Init: +2
Grapple: +4/+20 w/Move Object
Knockback: -5 
 
Saves: 5 + 3 + 9 = 17 pp
TOU +10 (+2 Con, +8 Protection) 
FORT +7 (+2 Con, +5) 
REF +5 (+2 Dex, +3) 
WILL +12 (+3 Wis, +9) 
 
Skills: 15 pp=60 r
Concentration 8 (+11) 
Diplomacy 7 (+10) 
Intimidate 12 (+15) 
Knowledge (Theology and Philosophy) 13 (+15) 
Language 2 (Greek, Hebrew, Base [English]) 
Medicine 2 (+5) 
Notice 7 (+10, SM) 
Sense Motive 7 (+10)  
 
 
Feats: 10 pp
Attack Specialization (Vengeance) 
Dodge Focus 4 
Move-By Action 
Luck 
Startle
Power Attack
Ultimate Save [Will] 
 
Powers: 3 + 48 + 8 + 4 = 64 pp
Flight 1 (air-walking, 10 MPH/100 fps, PF: Subtle) [3PP] 
 
Vengeance Array 16 (32 points; PFs: Alternate Power, Dynamic, Dynamic Alternate Power 6, Variable Descriptor 1 [bludgeoning/piercing/slashing], Subtle) [48PP]
DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (Obstacle Course), Heat, Reduced Visibility (Cracked Pipes/Dimmed Lights/Sandstorm), Wind] in a 5 to 250 ft. radius; Extra: Selective Attack; PF: Precise) {6-31, 1-26 left}
AP: Drain WIS 7 (Extras: Alternate Save [Will], Linked [Mind Reading], Mental, Range 2 [Perception]) {21} + Mind Reading 10 (Extras: Linked [Drain WIS], Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle) {11} {21+11=32/32}
DAP: Damage 1-14 (internal destruction; Extras: Alt Save [Fort], Range [Ranged]) {3-32, 0-29 left}
DAP: Blast 1-14 (psionic force; PFs: Indirect, Subtle) {4-28, 4-28 left}
DAP: Blast 1-10 (telekinetic storm; Extra: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}
DAP: Dazzle 1-10 (explosion, auditory & visual; Extras: Area [5-50-ft. Burst, General]) {3-30, 2-29 left}
DAP: Move Object 1-10 ('Dodge this,' Str 5-50, Hvy Load 50 lbs. - 12 tons; Extra: Range [Perception]) {3-30, 2-29 left}
DAP: Damage 10 (pyrokinesis; Extra: Range 2 [Perception], PFs: Indirect, Precise) {4-32, 0-28 left}
 
Protection 8 [8 PP] 
 
Super-Senses 4 (Danger Sense [mental], Mental Awareness 2, Uncanny Dodge [mental]) [4PP] 
 
cost
abilities 24 + combat 20 + saves 17 + skills 15/60 + feats 10 + powers 64 = 150 pts
---------------------------------------------------------------------------------------------------------------
Design Notes:

In honor of the forthcoming Carrie remake, here's my build for a loose cannon psychic like Carrie White of Stephen King's Carrie, or the firestarting Charlie McGee of Stephen King's Firestarter...there were other works of similar vintage, but Stephen King wrote the most famous ones! While some psychics are sharp blades like Psylocke or the Blue Fox, or powerhouses like the Scarab, this lady is sheer, raw power: she can whip up a telekinetic storm around herself, start fires just by concentrating, throw heavy objects, or just induce ministrokes by a glance. She can also read minds, but it's a little too refined for her to do without some serious concentration (hence why it's an AP, and not a DAP, of her big array). She could easily wreck a town full of bystanders and PL 3 policemen, and as written might be the most powerful person on Earth >H-Isolate-White. You should kick her up a notch if you want her to be a threat to a PL 10 team, maybe 2 or 3 notches, but I think as written she'd be very challenging to a small team of PL7s if played right.
 
Carrie's story may seem too dark for FCPBP, but OTOH she's probably not that different from how Jean Grey's life would have gone down in a world where she was the only superhero (and if she had psychotically abusive parents). Maybe the superheroes showed up at the last minute and rescued the girl before she could do too much damage to her hometown, and now she's a Claremont student (or perhaps Project Freedom prisoner, depending on just how much bad stuff she did...) looking to escape the trauma of her past and carve out a better life for herself. This version has enough control that maybe she was recruited as a psy-agent out of high school (like an older version of Charlie); perhaps now she's offering guidance to a new generation of young, powerful people to make sure they can avoid the mistakes she did. (Carrie White would turn fifty years old this year...) Given her dangerous powers and the contempt her community held her, in the hero-friendly world of Freedom City she might well be a Terminus Baby. 
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  • 1 month later...

The Omega Mob 

Omegadrone.png

 

The Australian Federal Police, and many Australian superheroes, know all too well about the criminal activities of Leigh Newman, one of the most infamous Australian crime bosses. From his spacious office in Darwin, overlooking the beautiful Timor Sea, Newman has a finger in every pie in Australian vice - the Italians, the Serbs, the biker gangs, the tongs and the triads, all of them owe a little something to this suspected footsoldier turned drug lord. He's been behind bars a few times, but it's never stuck. Unlike many crime lords, he's not a racist - though he openly despises the "stinking bloody sewer" of Darwin and the "worthless sodding scum" around him, he'll gladly work with anybody to make a profit. Of course, he's also not afraid to sell out his criminal allies-turned-rivals to cops or northern Australia's vigilantes, then move in and take over the newly-decapitated operation once his rival is safely behind bars. The self-described "Omega of Crime" is a short, hairless man covered in brutal-looking scars, and when he smiles his teeth are yellowed with drink and tobacco. Everyone knows he's bent, but general consensus among those who've dealt with him is that the bloody gang war that would result from taking him out would be worse than letting this crude little man run his empire. 

 

Despite his crude manner and shocking personal style, peppered with obscenities vile even for an Australian, he's surprisingly charismatic. He's also very fond of references to the Terminus, peppering his speech with gloating talk about how his enemies will all rot in the fires of the Terminus, and adopting the last letter of the Greek alphabet as his personal seal - he's even branded it on his forehead! But Newman is a canny man, particularly when it comes to dealing with American superheroes. He knows they're much more sensitive to talk of the Terminus than Australian heroes, isolated by distance from the invasions were, so he plays "the bit" down when they're around. His footsoldiers, many of whom actually tattoo themselves with the Greek letter Omega, are primarily young thugs addicted to the drugs he supplies them, while his super-agents are heartless mercenaries willing to work for a grotty little man in an ill-fitting suit who happens to be rich. 

 

He's currently behind bars after what seemed to be a rare misstep - local Australian hero Larrakite caught Newman after he and his gang kidnapped American 'talking head' Harold Harbing to 'teach him a lesson' about "loving superheroes too bloody much." Newman surrendered to the authorities and confessed everything at his trial; now he runs his empire from behind bars while his loyal lieutenants keep the faith in his absence. He has loudly insisted that the world hasn't seen the last of the Omega of Crime, but frankly Australia's heroes seem to have bigger priorities to worry about. 

 

They are wrong. 

 

 

The thing that calls itself Leigh Newman was born on the streets of Nihilor many, many years ago. The man he was grew up as part of one of the many Annihilist cults on the dread streets of the Black Ghetto, and when he was delivered to unto the doomforges at the age of 18 it was as a sacrifice to his dread lord Omega. And then he was a mindless servant of entropy, and the blood ran in the streets of a thousand worlds, and the screams of uncounted billions dead were a hymn in Omega's name. And it was good. 

 

But then he came to Earth in 1993 as part of the last great invasion by the Terminus. In the last stages of the invasion, he was trapped in the basement of a Freedom City College science lab, where the super-science metals in the debris around him transformed him into that freak of multiversal life - a free-willed Omegadrone. He had to work his way out of his armor to escape, and so when he was dug out of the debris a couple of days after the invasion, he looked like any other victim.

 

He roamed the world after that, his armor stowed and worn only when necessary to maintain his cybernetic body, and was disgusted by what he saw - the easy living, the mindless drive for gain, the chaos of life without Omega's guiding hand. He killed for food and for gain, just as he had on the streets of Nihilor, and eventually found himself in the company of other beings with an equal disdain for human life and greed for personal power. Australia was far enough away from Freedom City that nobody looked too closely at his scars, and his occasional appearances in 'modified' armor let him seem like the scary assassin he wanted to present himself as - no wonder he rose so quickly from dockworker to boss of the docks, then boss of all of Darwin, and beyond! 

 

He has continued his worship of the Terminus in private, in particular funding a secret branch of the Omega cult that preaches the glories of entropic cybernetic transhumanism, and (through cut-outs and charismatic dupes) amassed a surprising number of nihilistic followers eager to embrace the singularity of cold steel and perfect, rational thought brought by machines. He has been found out a couple of times by police officers and low-level vigilantes who are now dead, but has survived because nobody thinks an unpleasant, cowardly little man could be a bloody-handed cyborg from another dimension. 

 

His kidnapping of Harold Harbing in 2011 was quite a surprise - when the Voice of Omega spoke in the Black Speech of the Terminus, Newman fell to his knees in homage: his sacrifices in this vile little place were finally being rewarded! Though the temporary loss of his empire was regrettable, Newman has used his prison time to consolidate his ties across the criminal underworld, particularly in Freedom City where many people appreciate an attempt to humiliate a superhero. Harbing has provided him with dimensional technology undetectable by the mundane prison that holds him, allowing him to actually leave his cell at will, and help organize deliveries of certain devices, and formulas, and chemicals, from the world of Newman's birth. From a cell infinitely more luxurious than his hovel in Nihilor, he has quietly become a lynchpin of crime who is a far greater threat than he appears.

 

For stats for Newman, use the Crime Boss from page 80 of Iron Age, equipped with the weaponry and armor of

an Omegadrone

from the Freedom City book. 

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Witch from the Future 

artworks-000039311929-053y93-crop.jpg?16

 

 

 

“We do not need magic to transform our world. We carry all of the power we need inside ourselves already.”

-JK Rowling

 

PL: 10 (150) 
 
Abilities: 0 + 0 + 10 + 20 + 10 + 0 = 40 pp
STR 10 (+0) 
DEX 10 (+0) 
CON 20 (+5) 
INT 30 (+10) 
WIS 20 (+5) 
CHA 10 (+0) 
 
Combat: 8 + 8 = 16 pp 
ATK: +4 (+10 Magic) 
DEF: +8 (+4 Dodge Focus, +4 Base, +2 flat-footed) 
Init: +10 
Grapple: +4
Knockback: -6/-3/-2
 
Saves: 0 + 5 + 5 = 10 pp 
TOU +12/+6/+5 (+5 Con, +1 Protection, +6 Force Field)  
FORT +5 (+5 Con) 
REF +5 (+0 Dex, +5) 
WILL +10 (+5 Wis, +5)  
 
Skills: 56 r = 14 pp  
Concentration 5 (+10)  
Knowledge (Arcane Lore) 15 (+25, SM) 
Knowledge (Theology and Philosophy) 15 (+25, SM) 
Language 1 (English, Future English [base]) 
Notice 10 (+15, SM) 
Sense Motive 10 (+15, SM) 
 
Feats: 13 pp 
Attack Specialization (Magic) 3 
Environmental Adaptation (Zero-G) 
Dodge Focus 4 
Eidetic Memory 
Jack of all Trades
Ritualist
Skill Mastery (Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Notice, Sense Motive)
Speed of Thought 
 
Powers: 12 + 2 + 39 + 1 + 3 = 57 pp 
 
Device 3 (Flight Suit, Flaw: Hard to Lose) [12PP] 
Flight 1 (10 MPH/100 fpm) [2DP] 
Force Field 6 [6DP] 
Immunity 7 (all environmental conditions, suffocation) [7DP]
 
Immunity 2 (disease, poison) [2PP] 
 
Master Mage 2525 Array 16 (32 pp, PFs: Alternate Powers 7) [39PP] 
BE: Blast 10 (Extra: Autofire, PFs: Variable Descriptor 2 [any magic]) {32/32}
AP: Communication 15 (entire solar system, visual and auditory, Extra: Two-Way [+0], PFs: Rapid [x10], Subtle) {32/32} 
AP: ESP 15 (entire solar system, visual and auditory, Flaw: Feedback, PFs: Rapid 2 [x100]) {32/32}
AP: Immunity 9 (Life Support) (Extras: Affects Others 9 and Area [burst] 9) {27/32} 
AP: Nullify 10 (any one magic effect, Extra: Duration [Concentration], PFs: Improved Crit 2) {32/32}
APNullify 10 (any one technological effect, Extra: Duration [Concentration], PFs: Improved Crit 2) {32/32}
AP: Teleport 15 (1500 ft/entire solar system: Extra: Affects Others, Flaw: Long-Range Only) {32/32} 
AP: Transform 10 (1000 lbs, inanimate to inanimate, Flaw: Action [Full], PFs: Innate, Subtle) {32/32}
 
Protection 1 [1PP] 
 
Super-Senses 3 (Detect Magic 3 [visual]) [3PP] 
 
 
costs 
abilities 40 + combat 16 + saves 10 + skills 14/56 + feats 13 + powers 57 = 150 pts 
 
----------------------
Design Notes: 
 
Mysa Nal, aka Xola Aq, aka the White Witch, is one of my favorite characters from the Legion of Superheroes. Denied her planet's natural psychic gifts by an accident of birth, she became that rarity in the sci-fi future of the Legion - a sorcerer! Trained on the Sorcerer's World, the last refuge of most Earthly magics in the 30th/31st century, she's been hero, villain, victim and victimizer, and one of the few reliable sources for magic in a world where science has largely triumphed over superstition. So I looked through a few old comics online to get some ideas for the kinds of tricks the White Witch has pulled, and then went from there to think about how a magic user in the far future would operate. 
 
First of all, she's smart - much smarter than most contemporary mystics, with a vast understanding of the magical and divine history of the world. This is a product of 26th century educational practices, which have advanced just as much as various other practices. With her high INT and WIS, she can at least try her hand at almost anything. She's a product of far-future medical science, and her enhanced physiology can pretty easily shrug off contemporary diseases or toxins - for a trip back to these primitive times, she had to get her shots! (She's not bulletproof, though, a legacy of mostly fighting big bads like Mordru rather than low-level thugs). One thing she lacks is Comprehend; a downside of popping back to an era when most people don't have access to translators!
 
She has access to super-tech like the flight suit that protects her from harm and lets her fly (without which she is PL 7 defensively), but her primary skill is her incredible magical knowledge. She's designed to operate at a solar system level, augmenting her Teleport, ESP, and Communication with Enhanced Magic earned from frequent use of the Ritualist feat. Her magic is a little generic, but enough to let her fill many niches - she should be able to do _something_ in most situations, particularly against high-tech opponents armed with battlesuits and other far-future gear. It may seem odd that she's good at fighting other mystics, but she's probably one of the few mystic heroes in the galaxy when she's from! Keeps a girl busy. 
 
Why is she back in the 21st century? Maybe there's a threat in the future that she's trying to stave off in the _now_ before it becomes a cosmic crisis in the future, or maybe she wants to learn about Earthly magic in an age when it's much stronger than the world she left behind. Her knowledge of the future may be both a blessing and a curse, depending on just how much she knows about our history outside the world of magical affairs. The early 21st century is a good time for Freedom City, but other things are coming. If you don't like the time traveler angle, this works just fine as a Lor mystic come to Earth to investigate what may well be the source of her people's magic...
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Paragon
 
slater.jpg
 

 

"Up, up, and away!"
 
PL: 10 (150) 
 
Abilities: 10 + 2 + 10 + 0 + 2 + 4 = 28 pp
STR 40 [20] (+15/+5) 
DEX 12 (+1) 
CON 40 [20] (+15/+5) 
INT 10 (+0) 
WIS 12 (+1) 
CHA 14 (+2) 
 
Combat: 10 + 10 = 20 pp
ATK: +5 
DEF: +5 (+2 flat-footed) 
Init: +1
Grapple: +20-+26
Knockback: -12/-2
 
Saves: 0 + 4 + 6 = 10 pp 
TOU +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious]
FORT +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious]  
REF +5 (+1 Dex, +4) 
WILL +7 (+1 Wis, +6) 
 
Skills: 24 r=6 pp
Craft (Artistic) 8 (+8) 
Diplomacy 8 (+10) 
Notice 4 (+5) 
Sense Motive 4 (+5) 
 
Feats: 6 pp
Fearless
Interpose 
Leadership
Luck 
Quick Change
Takedown Attack 
 
Powers: 10 + 1 + 10 + 2 + 10 + 10 + 17  = 80 pp
Enhanced CON 20 (to CON 40/+15) [20PP] 
Enhanced Feats 1 (Ultimate Save [Toughness]) [1PP]
Enhanced STR 20 (to STR 40/+15) [20PP]
Flight 1 (10 MPH/100 feet per move) [2PP]
Immunity 10 (Life Support, Starvation and Thirst) [10PP] 
Impervious TOU 10 [10PP] 
Paragon Array 6 (12 pp, PFs: Dynamic, Dynamic Alternate Powers 2) [17PP] 
DBE: Flight 0-7 (0-1000 MPH/0-10000 feet per move) {1-12}
DAP: Quickness 0-6 (0-x100) {6} + Speed 0-6 (0-500 MPH/0-5000 feet per move) {6} {6+6=12/12}
DAP: Super-Strength 1-6 (Effective STR 45-70, Heavy Load: 6 tons-360 tons) {1-12}
 
costs 
abilities 28 + combat 20 + saves 10 + skills 6/24 + feats 6 + powers 80 = 150 pts
--------------------------------
Design Notes: 
 
Here's the paragon - a nice, straightforward flying brick who can fly faster than a speeding bullet, lift even the heaviest locomotives, bend steel in her bare hands, etc, etc. She's tough and fearless, able to shrug off massive punishment, and has the force of personality to lead her team from the front. I've deliberately built her as bare-bones generic as possible - no Super-Senses, pretty generic skills, and without much in the way of knowledges or languages and the like. (am I planning some specific paragon builds later to model how flexible one of comics' classic archetypes is? Maybe!) She also doesn't have any of those vulnerabilities you hear so much about, which would probably be the easiest way to get more points for her build. One thing she lacks is a headquarters, though at least with her Quick Change she can slip into costume and fly into action as a free action. I figure that yes, she _is_ a mild-mannered reporter for a major metropolitan newspaper, her fantastic writing speed letting her do lots of work and so fill a lot of niches in a declining market. 
 
She's got Interpose because every paragon should have Interpose, and she's got Takedown Attack because everybody who's going to fight in melee should have Takedown Attack - especially flying bricks! She can fly in space just fine, but may want to cultivate some Space Travel if she doesn't want to spend her time in near-Earth orbit. Lots of classic paragons out there - the magic girl with the powers of an entire pantheon, the alien and last survivor of her home planet, the super-agent imbued with the powers of a passing alien ally that...OK, Ms. Marvel had a weird backstory, not gonna lie. You could buy up her INT to represent a science-oriented paragon, Comprehend or more languages to represent a recently-arrived alien, and the like. Her powers may be a little bland, but these are characters where it's the backstory and the challenges of being the World's Mightiest Mortal that really matter. 
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Agent Paragon 
Carol_Danvers_(Earth-1610).jpg
 

 

"For truth, justice, and the way of an undisclosed nation!"
 
PL: 10 (150) 
 
Abilities: 8 + 6 + 8 + 4 + 4 + 4 = 34 pp  
STR 30/18 (+10/+4) 
DEX 16 (+3) 
CON 18 (+4) 
INT 12 (+1) 
WIS 14 (+2) 
CHA 16 (+3) 
 
Combat: 12 + 12 = 24 pp  
ATK: +6 (+10 Melee) 
DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) 
Init: +3
Grapple: +14/+25
Knockback: -10/-2
 
Saves: 3 + 5 + 5 = 13 pp  
TOU +10/+4 (+4 Con, +6 Protection) 
FORT +7 (+4 Con, +3)  
REF +7 (+3 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 72 r = 18 pp  
Bluff 12 (+15, SM) 
Diplomacy 7 (+10) 
Disable Device 14 (+15, SM) 
Gather Info 5 (+7) 
Investigate 4 (+5) 
Languages 2 (French, German, Base: [English]) 
Notice 13 (+15, SM) 
Pilot 7 (+10, SM)   
Sense Motive 8 (+10) 
 
Feats: 17 pp  
Attack Focus: Melee 4
Challenge (Fast Feint) 
Dodge Focus 4 
Improved Crit (Unarmed) 
Move-By Action 
Power Attack
Second Chance (Disable Device checks) 
Set-Up
Skill Mastery (Bluff, Disable Device, Notice, Pilot) 
Takedown Attack 
Uncanny Dodge (auditory)  
 
Powers: 23 + 6 + 10 + 6 = 45 pp 
 
Empowerment Array 11 (22 PP, PF: Alternate Power 1) [23PP] 
BE: Enhanced STR 12 (to STR 30/+10) {12} + Super-Strength 5 (Effective STR 55, Heavy Load: 24 tons) {10} {12+10=22/22} 
AP: Blast 10 (PFs: Accurate 2) {22/22}
 
Flight 3 (50 MPH/500 feet per move) [6PP] 
 
Impervious TOU 10 [10PP] 
 
Protection 6 [6PP] 
 
costs 
abilities 34 + combat 24 + saves 12 + skills 18/72 + feats 17 + powers 45 = 150 pts 
-----------------------------------------------------------------------------------------------------------
Design Notes: 
 
Continuing my current theme of paragons, here's an Agent Paragon - a badass secret agent imbued with powers and abilities far beyond those of mortal men! As the picture shows, she's modeled off the Carol Danvers Captain Marvel/Ms. Marvel, a flying brick blaster who's also a great pilot and secret agent. She doesn't have some of the utility powers of some paragons; she can't fly particularly fast or fly in space, but she's a really good fighter and team player, and between her high Charisma and Disable Device can be everything from the "femme fatale"-style spy to the bomb defuser who stops the doomsday device at the last minute and saves the day. Feel free to adjust her skills to give her a particular role on the super-agent team she was probably on before she became, well, Super-Agent! Her Pilot's not that high, despite her Skill Mastery, largely because she hasn't needed to fly airplanes herself much once she learned how to fly!
 
I left her Blast vague; maybe she's a laser blaster? She could be a mutant, or maybe somebody who merged with a Lor artifact or Preserver weapon like the (now-adult!) hero Megastar. Perhaps she went in to defuse one of those doomsday devices, only to find it was interested in empowering people rather than blowing themselves up. As built, she's not still working for her old agency, but she could easily justify a Security Clearance benefit or a Connected/Contacts feat or two if you want to play up her old roots. Maybe she's a government-sponsored patriotic hero, one dealing with the complications such a person would have in the World of Freedom. More immunities could let her be spaceborne, ready to fly out and be part of some alien super-team on Earth's behalf if she has to. (Maybe get a teleporting friend for that one, though!) 
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Armored Time Traveler 
movies_eric_bana.jpg
 

 


Time may change me; but I can't change time.


 
PL: 10 (150)
 
Abilities: 0 + 4 + 6 + 14 + 4 + 6 = 34 PP  
STR 10 (+0)  
DEX 14 (+2) 
CON 16 (+3) 
INT 24 (+7) 
WIS 14 (+2) 
CHA 16 (+3) 
 
Combat: 8 + 8 = 16 PP 
ATK: +4 (+8 Suit Array) 
DEF: +10 (+3 Dodge Focus, +3 Shield, +4 Base), +2 flat-footed
Init: +2
Grapple: +4
Knockback: -5/-3/-1
 
Saves: 5 + 6 + 6 = 17pp  
TOU: +10/+7/+3 (+3 Con, +4 Defensive Roll, +3 Force Field) 
FORT: +8 (+3 Con, +5)  
REF: +8 (+2 Dex, +6) 
WILL: +8 (+2 Wis, +6) 
 
Skills: 60 r = 15PP 
Bluff 7 (+10) 
Climb 5 (+5)
Computers 3 (+10) 
Craft [Electronic] 3 (+10, SM) 
Craft [Mechanical] 3 (+10, SM) 
Diplomacy 8 (+11) 
Disguise 0 (+3/+13) 
Knowledge [History] 3 (+10, SM) 
Knowledge [Technology] 3 (+10, SM) 
Languages 2 (Algonquin, English [base], Future English) 
Medicine 3 (+5) 
Notice 3 (+5) 
Sense Motive 8 (+10) 
Survival 3 (+5) 
Swim 5 (+5) 
 
Feats: 12 PP  
Benefit (Wealth) 
Defensive Roll 2 
Dodge Focus 3 
Eidetic Memory
Improvised Tools
Inventor
Second Chance (Survival checks) 
Skill Mastery (Craft [Electronic], Craft [Mechanical], Knowledge [History], Knowledge [Technology]) 
Uncanny Dodge (auditory) 
 
Powers: 49 + 1 + 6 = 56 PP 
 

Device 12 (Armor, 60PP, Flaw: Hard to Lose, PF: Restricted [DNA scan]) [49PP] 
Comprehend 3 (speak, read, and understand any one language at a time) [6DP] 
Concealment 4 (all visual, Flaw: Passive) [4DP] 
Immunity 9 (Life Support) [9DP] 
Morph 2 (any humanoid, PFs: Covers Scent, Precise) [6DP]
Movement Array 3 (6PP, PFs: Alternate Powers 3) [9DP]
BE: Flight 3 (50 MPH/500 feet per move) {6/6} 
AP: Burrowing 6 (50 MPH/500 feet per move) {6/6} 
AP: Swimming 6 (100 MPH/1000 feet per move) {6/6} 
AP: Super-Movement 0 (Extra: Portal [+2]) {6/6} 

Suit Array 6 (12 PP, PFs: Accurate 2, Precise, Variable Descriptor 1 [heat/light]) [16DP] 
BE: Strike 12 {12/12}
AP: Blast 12 (Flaw: Distracting) {12/12}

Protection 3 [3DP] 
Shield 3 [3DP] 
Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4DP]

 
 
Feature 1 (Temporal Inertia) [1PP]
 
Super-Movement 3 (Temporal, any era) [6PP] 
 
costs 
abilities 34 + combat 16 + saves 17 + skills 15/60 + feats 12 + powers 56 = 150 pts 
-------------------------------------------------------
Design Notes: 
 
Here's my build for a concept that I've been kicking around - the armored time traveler. The idea is that this young man was born with an innate ability to travel in time, an ability that manifested well before he had the power to control it. He spent a terrifying few years bouncing around through the history of Freedom City, ranging from an age when it was an isolated cropping of islands protruding above a Cretaceous sea to a far-distant future where man has long since left the Earth behind, before the heroes of his own era helped the young man learn to stabilize his powers. He became an engineer and scientist, using some of what he'd learned about both the past (like the location of buried treasure!) and the future (glimpses of even a little far-future technology) to become a scholarly businessman and entrepreneur. Still at risk of the occasional involuntary journey, he decided to build something to keep himself safe on his trips - a suit of armor designed more for survival than combat. With his armor, he can get around in the distant past and the far future, disguising himself as a local or just becoming invisible in eras when there are no humans around, and keep himself going until he makes his way back to his own era. His 'weapons' are more survival oriented than anything else, cutting torches and lasers that let him cut down trees and build shelters, or just start fires if he needs to. Gradually, though, as he saw more and more heroes across more and more ages, he decided to become a hero himself! 
 
Obviously this build's Super-Movement is potentially a problem in stories. I've gone ahead and given him the full Super-Movement power, but you could certainly justify buying it down with an Uncontrollable or Unreliable flaw. As it is, his inability to just pop back to the immediate past or into the near future "What, and meet myself? Do you know what that does?!?" is best-treated as a Complication, though not one you should abuse! The history of Freedom is pretty wide open, Freedom's 'future' doesn't go much beyond the 26th century, so the far future is yours to play with. As to the source of his power, maybe he's a Clockwatcher raised on Earth, or a parent was - perhaps he's a descendant of 60s groovy bad guy the Tick-Tock Doc? If you don't like the time traveler angle, this build would work just fine as someone with a Dimensional Movement power. The picture is of Eric Bana, who has played both superheroes and time travelers in his film career...
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  • 2 weeks later...
Infernal Ring-Bearer
daredevil_1.jpg
 

 

Time to give the Devil his due!
 
PL: 10 (150) 
 
Abilities: 10 + 6 + 10 + 0 + 4 + 0 = 30 pp
STR 32/20 (+11/+5) 
DEX 16 (+3) 
CON 20 (+5) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 16/10 (+3/+0) 
 
Combat: 16 + 8 = 24 pp
ATK: +8 (+9 Melee) 
DEF: +9 (+5 Dodge Focus, +4 Base, +2 Flat-Footed) 
Init: +7
Grapple: +14/+22 w/internal fires 
Knockback: -5/-2
 
Saves: 3 + 5 + 6 = 16 pp 
TOU +11 (+5 Con, +6 Protection) 
FORT +8 (+5 Con, +3) 
REF +8 (+3 Dex, +5) 
WILL +8 (+2 Wis, +5) 
 
Skills: 68 r = 17 pp 
Acrobatics 12 (+15, SM) 
[bluff 4 (+7)] 
Climb 5 (+10)  
Concentration 5 (+7)  
Diplomacy 5 (+5) [Diplomacy 9 (+12)]
[Gather Info 4 (+7)] 
[intimidate 4 (+7)]
Knowledge: Civics 4 (+4) 
Language 1 (Braille, English [base])
Notice 12 (+15, SM)  
Sense Motive 12 (+15, SM) 
Stealth 12 (+15, SM) 
 
Feats: 19 pp
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 
Challenge (Fast Acrobatic Bluff) 
Defensive Attack
Dodge Focus 5
Evasion
Fearless
Improved Initiative  
Move-By Action 
Power Attack 
Second Chance (Concentration checks) 
Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) 
Takedown Attack 2 
 
Powers: 45 + 5 = 50 pp 
Device 11 (Devil's Ring, 55 points; Flaw: Hard to Lose; PF: Restricted [Fearless]) [45PP]
 
Enhanced Charisma 6 (to 16/+3) [6DP]
 
Enhanced Skills 16 (diabolic enhancements; Bluff 4, Diplomacy 4, Gather Info 4, Intimidate 4) [4DP]
 
Feature 1 (Library) [1DP]
 
Flight 1 (10 MPH/100 feet per move, PF: Subtle) [3DP]
 
Force Field 6 [6DP]
 
Immunity 3 (environmental heat, sleep, starvation and thirst) [3DP]
 
Magic 13 (26 points; PFs: Alternate Power 3) [29DP]
BEBlast 10 (infernal blasts; PFs: Accurate, Indirect 3, Precise, Variable Descriptor 1 [flame/shadow]) {26/26}
APEnhanced STR 12 (internal fires, to 32/+11, Extra: Autofire [10]) {22} + Super-Strength 2 (Effective STR 36, Heavy Load 1.5 tons) {4} {22+4=26/26}
APStrike 6 (infernal weapons; Extra: Autofire [10], PFs: Extended Reach, Improved Crit 2, Improved Trip, Knockback 5 [as DMG 16], Variable Descriptor 1 [flame/shadow]) {26/26}
APTeleport 8 (infernal stride, 800 ft/2000 miles, Extra: Accurate, PFs: Easy, Turnabout) {26/26}
 
Super-Senses 4 (Buys off Blind Drawback) [4DP]
 
6+4+6+1+3+3+29+4 = 55/55
 
Super-Senses 5 (Danger Sense [auditory], Ultra-hearing; Enhancement: Accurate 2, Uncanny Dodge [auditory]) [5PP]
 
Drawbacks: -4 pp
Disability: Blind (common, major) [-4 pp]
 
costs 
abilities 30 + combat 24 + saves 13 + skills 17/68 + feats 19 + powers 50 - drawbacks 4 = 150 pts
-------------------------------------------------------------------------------------------------------------------------------
 
Design Notes: 
 
So once there was a young acrobat, blind as a result of a childhood accident, who was fortunate enough to manifest a mutant ability like the echolocation of bats - similar to the human echolocation that's a real thing even now, but even better! It wasn't much, but it was enough for him to pull off remarkable feats like continuing his gymnastics career and working his way through law school, all with the goal of being a superhero by night and a tough, crime-busting prosecutor by day! That way he could bust guys like the criminals who murdered his dad, and find the evidence against them in his costumed identity. One night, though, after an encounter with a hitman for the Irish mob that left him beaten and nearly dead, the hero was approached by a demon who offered the hero great power if he only signed away his soul - being a young man of excellent character (and immune to the demon's terrifying war-form appearance) the hero fought off his would-be tempter, and even stole from him a black ring forged in some unknown infernal furnace. Succumbing to temptation, the young hero put on the ring some days later - and found that he could see. Now he's a better lawyer than he ever was, and a far more powerful hero, gliding from rooftop to rooftop, summoning an infernal trident and hurling gouts of shadowy flame. The ring is full of useful advice and suggestions, particularly about magic, but the hero is smart enough to wonder when he hears that tempting voice. Did he really beat that demon after all? 
 
OK, so it's Matt Murdock with a power ring from Hell! Guardian devil indeed. He's a perfectly fine PL 7 Daredevil if you drop the ring, like many of mine (and other) builds like this. Note that he really is blind if you take the ring away; sure he can fight, but he can't read computer screens, recognize faces without a die roll, and otherwise is pretty legitimately impaired. His ring has a lot more depth to it than shown here, I figure he's deliberately not explored the more arcane aspects of his new toy to avoid temptation. In play he'll look a lot like a blind Jedi from Hell! I think he'd be pretty fun to play. 
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Magic Merc 
Deadpool_tuxedo.png
 

 

Whammy-shazammy!
 
PL: 10 (150)
 
Abilities: 8 + 4 + 8 + 0 + 4 + 2 = 26 pp 
STR 18 (+4) 
DEX 14 (+2) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 12 (+1) 
 
Combat: 8 + 8 = 16 pp 
ATK: +4 (+6 Strike, +8 Blast, +10 Gadgets/Unarmed) 
DEF: +8 (+4 Shield, +4 Base, +2 flat-footed) 
Init: +7
Grapple: +8
Knockback: -6/-4
 
Saves: 3 + 4 + 3 = 10 pp  
TOU: +12/+8/+4 (+4 Con, +4 Protection, +4 Force Field) 
FORT: +8/+7 (+4 Con, +3, +1 Tuxedo) 
REF: +7/+6 (+2 Dex, +4, +1 Tuxedo) 
WILL: +7/+5 (+2 Wis, +3, +2 Tuxedo) 
 
Skills: 40 r = 10 pp 
Bluff 9 (+10) 
Craft (Mechanical) 5 (+5)  
Languages 3 (Arabic, English [base], French) 
Notice 8 (+10) 
Sleight of Hand 8 (+10) 
Stealth 8 (+10) 
 
Feats: 12 pp 
Attack Specialization (Unarmed) 3 
Challenge (Fast Taunt) 
Fearless
Improved Initiative  
Luck 
Precise Shot 
Power Attack 
Takedown Attack 
Taunt 
Uncanny Dodge (auditory) 
 
Powers: 13 + 13 + 32 + 4 + 14 + 1 = 77 pp
Device 3 (Arsenal, Flaw: Hard to Lose, PF: Subtle) [13PP]
Arsenal Array 7 (14 PP, PF: Alternate Power 1) [15DP]
BE: Blast 6 (laser guns, PFs: Accurate 2) {14/14}
AP: Strike 4 (various melee weapons, Extra: Autofire [8], PFs: Accurate, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {14/14} 
 
Device 3 (Dapper Tuxedo, Flaw: Hard to Lose, PF: Subtle) [13PP]
Enhanced Feats 3 (Attack Specialization [Gadgets] 3) [3DP] 
Enhanced Fort Save 1 [1DP] 
Enhanced Reflex Save 1 [1DP]
Enhanced Will Save 2 [2DP]
Force Field 4 [4DP] 
Shield 4 [4DP]
 
Gadgets 4 (20 pp, Top Hat, Extra: [Move], Flaw: Hard to Lose) [32PP]

Sample Allocations: 
Down the Rabbit Hole: Teleport 6 (600 ft/20 miles, Extra: Accurate, PFs: Easy, Turnabout) {20/20}
Flaming Sword: Strike 10 (Extra: Penetrating 6, PFs: Affects Insubstantial 2, Improved Crit 2) {20/20}
Hypno Spinny Disk Thing: Mind Control 10 {20/20}
Linking Rings: Snare 10 {20/20}
Pick a Card!: Blast 10 {20/20}
Shiny Shield: Impervious Toughness 10 (Extra: Reflective [fast projectiles]) {20/20}

 
Protection 4 [4PP] 
 
Regeneration 14 (Recovery Bonus 3 [+7], Bruised 3 [No Action], Injured 6 [No Action], PFs: Persistent, Regrowth) [14 PP]
 
Super-Senses 1 (Danger Sense [Mental]) [1PP] 
 
costs 
abilities 26 + combat 16 + saves 10 + skills 10/40 + feats 12 + powers 77 = 150 pts
------------------------------------------------------------------------------------------------------------
Design Notes: 

Genetic testing abruptly ended Walt's hopes for a career as a professional athlete, but the discovery of his reinforced bone structure and regenerative capabilities made him a natural recruit for the Canadian Army's metahuman program. Sure, he wasn't as powerful as the guys in True North, but he was damn near invincible on anything close to a conventional battlefield. He fought in Afghanistan and as part of other Canadian UN troop deployments, fighting the good fight both on the books and as part of the occasional secret operation. But by a few years ago he was tired; psychological trauma from all his injuries had left him a little jittery, and the voice in his head that had saved his life so many times in the field had gotten him a reputation as a bit of a nut. Normal guys tended to get squished pretty hard when they fought alongside him, so he was usually deployed alone - and sometimes he even talked to himself! All that changed a few years ago, though, when on a mission he found a perfectly preserved gentleman's tuxedo and top hat inside a chest marked FOR THE MAGNIFICENT! Succumbing to temptation, he put the outfit on and found himself imbued with remarkable power - now he really was damn near bulletproof, and if he reached inside the hat he could pull out anything he wanted - ANYTHING. Hey, maybe life would be pretty fun after all! 
 
All right, inspired by the recent events in Thunderbolts where Deadpool wound up with a magic tuxedo, here's my build for Deadpool with magic stuff! I think this works fine as a build for Fate (Iron Age-style); a badass merc type who has acquired certain magical artifacts that have allowed him to make a rather significant career change! He's a lot more physically adept than most of his magically-plying peers, and has a lot more assets to bring to bear (and versatility) than your typical mystic guy. If he's still on the government payroll, he's probably one of the most powerful super-agents the government has available - of course if he's doing that, he may well be lying to his employers about how much magic he knows...(which is nothing!) 
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Bargainer 
mayor-wilkins.jpg
 

 

There's more than one way to skin a cat. And I happen to know that's factually true.
 
PL: 10 (150) 
 
Abilities: 0 + 0 + 0 + 8 + 4 + 0 = 12 pp  
STR 10 (+0) 
DEX 10 (+0) 
CON 20/10 (+5/+0) 
INT 18 (+4) 
WIS 14 (+2) 
CHA 16/10 (+3/+0) 
 
Combat: 12 + 10 = 22 pp  
ATK: +6 (+10 Magic) 
DEF: +5 (+2 Base, +2 flat-footed) 
Init: +0 
Grapple: +6/+16 w/Move Object 
Knockback: -12/-0 
 
Saves: 5 + 0 + 6 = 11 pp
TOU +15 (+5 Con, +10 Protection, [10 Imp]) 
FORT +10 (+5 Con, +5)  
REF +0 (+0 Dex, +0)  
WILL +8 (+2 Wis, +6)  
 
Skills 36 r = 9 pp
[bluff 4 (+7)]
Diplomacy 8 (+8/+15)
[Gather Info 4 (+7)]  
[intimidate 4 (+7)]
Knowledge (Arcane Lore) 6 (+10) 
Knowledge (Civics) 6 (+10) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
 
Feats: 9 pp 
Attack Specialization: Magic 2 
Benefit (Status) 
Challenge (Combat Diplomacy) 
Eidetic Memory
Master Plan
Ritualist
Ultimate Save (Toughness) 
 
Powers: 6 + 10 + 4 + 3 + 20 + 22 + 20 + 2 = 87 pp  
 
Enhanced CHA 6 (to CHA 16/+3) [6PP] 
 
Enhanced CON 10 (to CON 20/+5) [10PP] 
 
Enhanced Skills 16 (Bluff 4, Diplomacy 4, Gather Info 4, Intimidate 4) [4PP] 
 
Immunity 3 (aging, disease, poison) [3PP] 
 
Immunity 40 (all lethal damage, Flaw: Limited [Converts to Non-Lethal) [20PP] 
 
Magic Array 10 (20 PP, PFs: Alternate Powers 2) [22PP] 
BE: Blast 10 (mystic blast) 
AP: Move Object 10 (magic constructs; Effective STR 50, Heavy Load: 12 tons) {20/20} 
AP: Teleport 6 (600 ft/20 miles, Extra: Accurate, PFs: Easy, Turnabout) {20/20} 
 
Protection 10 (Extra: Impervious 10) [20PP] 
 
Regeneration 1 (Resurrection 1/week, PF: Regrowth) [2PP] 
 
costs 
abilities 12 + combat 22 + saves 11 + skills 9/36 + feats 9 + powers 87 = 150 pts 
-------------------------------------------------------------------------------------------------------------------
Design Notes: 
 
OK, here's a build inspired by Mayor Richard Wilkins III from Buffy the Vampire Slayer. The Mayor was my favorite Big Bad of the show, largely because of Harry Groener's cheerfully paternal wickedness. Wilkins is a man who has sold his soul (and much else) to demons for a chance at true immortality, but with the babies he's had to sacrifice and all and his plans to personally devour most of the main cast he's a natural antagonist for the series. This isn't a true conversion of Wilkins, who doesn't have much offensive muscle in the series (the generic mystic power build I gave him is modeled pretty heavily on Dok's super-Giles build), but I think all the right notes have been hit here - he's charismatic, friendly, and smart as a whip. Unlike a lot of mystics, he's a Diplomacy specialist, capable of talking down a troubled Living Weapon or of breaking apart the franchise's main couple with a few well-placed words. While not _quite_ invincible, in the PL 6-7 world of Buffy, this guy is the baddest dude alive, casually no-selling physical attacks and shrugging off many internal ones. Heroes will have to get very clever to hurt him, like taking advantage of that non-existent Reflex save with Snares, Dazzles, and other Reflex save targeting effects - or maybe just one big Area attack. He'd be a serious threat to even a low-level superteam as built. Too bad the show Wilkins traded in that big immunity for ranks in Growth...
 
Put that Diplomacy to good work for yourself and accumulate lots of magical favors, especially by spamming that Status feat (for whatever organization or body he's in, or maybe leader of!) He doesn't have the raw magical might of his fellow mystics, but on the other hand there's not much they can do to him in most encounters. How to model a weak spellcaster with a complete inability to die as a PC? Well, maybe he's an alchemist who finally cracked that Philosopher's Stone and transformed himself into a walking juggernaut - if so, give him powers more of an alchemical theme rather than straight magic-energy manipulation as above. Or maybe he's an infernalist who sold his soul for what seemed like good reasons at the time; perhaps he traded his soul for the power to clean up all the juvenile street gangs in his town, only to rather belatedly realize that they were as interested in saving his town as he was! There's no reason why an immortal can't be a cheerful, paternalistic mentor figure rather than a darkly brooding loner or a wacky omnisexual party boy. 
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Atlantean Mystic 
Tempest_Garth.jpg
 

 

Who needs a water hand?
 
PL: 10 (150) 
 
Abilities: 14 + 0 + 14 + 4 + 4 + 4 = 40 pp  
STR 24 (+7) 
DEX 10 (+0) 
CON 24 (+7) 
INT 14 (+2) 
WIS 14 (+2) 
CHA 14 (+2) 
 
Combat: 8 + 8 = 16 pp 
ATK: +4 (+7 Melee/+8 Theosophy/+12 Healing)  
DEF: +7 (+3 Dodge Focus, +4 Base, +2 flat-footed) 
Init: +0 
Grapple: +16 
Knockback: -7/-3 
 
Saves: 3 + 5 + 5 = 13 pp  
TOU +13/+7 (+7 Con, +6 Force Field) 
FORT +10 (+7 Con, +3) 
REF +5 (+0 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 44 r = 11 pp  
Concentration 10 (+12) 
Diplomacy 8 (+10) 
Knowledge (Arcane Lore) 8 (+10) 
Languages 2 (Atlantean [base], English, Spanish) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
 
Feats: 9 pp  
Attack Focus: Melee 3 
Dodge Focus 3 
Environmental Adaptation (Underwater)  
Ritualist 
Uncanny Dodge (auditory) 
 
Powers: 7 + 2 + 45 + 3 + 2 + 2 = 61 pp
Atlantean Movement 3 (6 points; PF: Alternate Power) [7PP]

BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6)
AP: Leaping 3 (x10, Running Long Jump 170 ft, Standing Long Jump 90 ft, Vertical Jump 42 feet) {3} + Speed 3 (50 mph / 500 feet per Move action) {3}
{3+3=6/6}
 
Comprehend 2 (speak to and comprehend animals; Flaw: Limited [sea Creatures]) [2PP]
 
Container 9 (Theosophist, Extra: Duration [sustained]) [45PP] 
Environmental Control 3 (light 2 [sunlight], 25 ft. radius; Flaw: Range [Touch]) [3PP]
Force Field 6 [6PP] 
Super-Senses 3 (Detect Magic 3 [visual]) [3PP] 
Theosophy Array 13 (26 pp, PFs: Accurate 2, Alternate Powers 5) [33PP] 
BE: Blast 12 (searing blasts; PFs: Indirect, Variable Descriptor 1 [any light]) {26/26}
AP: ESP 4 (clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {25/26}
AP: Healing 8 (healing light, Extra: Ranged, PFs: Accurate 2) {26/26} 
AP: Nullify 12 (all binding and imprisoning effects, PFs: Improved Crit 2) {26/26} 
AP: Nullify 12 (all concealment and illusion effects, PFs: Improved Crit 2) {26/26} 
AP: Nullify 12 (all summoning effects, PFs: Improved Crit 2) {26/26} 
 
Immunity 3 (breathe normally underwater, cold, high pressure) [3PP]
 
Super-Senses 2 (Acute Scent, Infravision) [2PP]
 
Super-Strength 1 (effective Str 29, Hvy Load 1,200 lbs.) [2PP]
 
costs 
abilities 40 + combat 16 + saves 11 + skills 11/44 + feats 9 + powers 61 = 150 pts
----------------------------------------------------------------------------------------------------------------
Design Notes: 
 
Atlanteans in comics are usually pretty generic Namor or Aquaman clones. Freedom City is a little unusual in Nereid and Siren, a water elemental and sonic controller, respectively. With that thought in mind, I've created this guy - an Atlantean mystic who is more of a spellcaster than powerhouse or summoner. I've built his magic with the idea that he's a mage who works as part of the Atlantean government/military. His magic is organized around supporting front-line warriors like the royal family, banishing summoned monsters, casting away treacherous illusionists, and freeing people brainwashed by evil cults. He can also blast away with holy Atlantean magic too, using light-based spells which are particularly threatening to the menacing creatures that rise from the lightless depths to manhandle Atlantean warriors. He can also turn a dim battlefield into daylight, perfect for impeding creatures that fight at a penalty in the day. Note that he's a bit squishier than many of my other Atlantean builds; he's something of a city boy and doesn't have Survival for getting along on the ocean floor. He might eat fish, but he's never had to catch one. 
 
He's a friendly sort, more like Superfriends Aquaman than the gruff, bearded pirate or his half-naked Marvel Comics double, and there's nothing wrong with that! One would think someone with experience in courtly politics would not be a raging jerk to everyone around him! (Admittedly, the surfacers do often push Namor and Aquaman, push them so hard...) What has led him to leave the decadent Atlantean court (royal courts are always decadent, even if run by heroes) and adventure on the surface? Maybe he wants a chance to learn more mystic lore and thinks this is the best place to do that, giving him an advantage over seabound Deep One casters, or maybe he's just gone to look for the adventure he's heard so much about up here in the sunshine. Or maybe he just wants to be the strongest guy in town for a little while. 
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Ice Princess

tumblr_muexn83y6t1s0h0fgo1_250.png

 

 

 

Abilities: 0 + 0 + 14 + 0 + 4 + 4 = 22 pp

STR 10 (+0)

DEX 10 (+0)

CON 24 (+7)

INT 10 (+0)

WIS 14 (+2)

CHA 14 (+2)

 

Combat:  6 + 6 = 12 pp

ATK: +3  (+5 Winter Array)

DEF: +13 (+8 Shield, +2 Dodge Focus, +3 Base, +1 flat-footed)

Init: +0

Grapple: +3

Knockback: -3

 

Saves: 0 + 5 + 5 = 10 pp

TOU +7 (+7 Con)

FORT +7 (+7 Con)

REF +5 (+0 Dex, +5)

WILL +7 (+2 Wis, +5)

 

Skills: 10 pp=40 r

Concentration 8 (+10)

Craft (Artistic) 10 (+10)

Knowledge (Civics) 5 (+5)

Language 1 (English, Swedish [base])

Notice 8 (+10)

Sense Motive 8 (+10)

 

Feats: 4 pp

Benefit (Status)

Dodge Focus 2

Uncanny Dodge (visual)

 

Powers: 2 + 8 + 8 + 73 = 92 pp

 

Flight 1 (10 MPH/100 fpm, Extra: Affects Others, Flaw: Platform) [2PP]

 

Immunity 8 (environmental cold, environmental heat, cold damage, own powers) [8 pp]

 

Shield 8 [8PP]

 

Winter Array 30 (60 PP, PFs: Dynamic, Dynamic Alternate Powers 6) [73PP]

DBE: Environmental Control 0-20 (cold [extreme], 0-2500 mile radius) {0-40, 60-20 remaining}

DAP: Blast 0-15 (Extra: Fortitude) {0-30, 60-30 remaining}

DAP: Blast 0-10 (Extra: Area [General, Burst], PFs: Knockback 1 [as DMG 11], Variable Descriptor 1 [bludgeoning/piercing/slashing]) {0-32, 60-28 remaining]

DAP: Corrosion 0-15 {0-30, 60-30 remaining}

DAP: Create Object 0-8 (Extras: Continuous, Moveable, PFs: Precise, Subtle) {0-34, 60-27 remaining}

DAP: Obscure 0-15 (visual, 0-50 mile radius) {0-30, 60-30 remaining}

DAP: Snare 0-15 (Extra: Constricting) {0-30, 60-30 remaining}

 

 

Typical Allocation {60/60}

Blast 10 (Extra: Area [burst], PFs: Knockback 1 [as DMG 11], Variable Descriptor 1 [bludgeoning/piercing/slashing]) {32}

Environmental Control 7 (500 ft radius, extreme cold) {14}

Obscure 7 (500 ft radius, visual) {14}

 

costs

abilities 22+ combat 12 + saves 10 + skills 10/40 + feats 6 + powers 92= 150 pts

----------------------------------------------------------------------------------------------------------

Design Notes: 

 

Here's my build for Elsa, the star of Disney's recent (very badly marketed) movie Frozen. Elsa is a socially stunted queen [the first Disney princess to actually _be_ Queen] of Arendelle, a far northern Scandanavian kingdom built on a fjord. She's pretty enough, but terrible with people - she also happens to be nigh-unto a god walking the Earth compared to the rest of the bystander-to-PL-5 cast. She's not a great fighter, and she is all too mortal (that Shield takes the form of gigantic ice walls raised before her in combat), but I think I've captured her tremendous power here. I'm deliberately avoiding spoilers for Frozen in this writeup (go see it), but I think this build captures the walking juggernaut that is the queen of Arendelle. Basically if not for the fact that Elsa is a Disney heroine (and had the kind of childhood Jean Grey might have had if her parents were Disney royalty), she could have disposed of her enemies in the movie (and most of the city around her) with a few well-placed icicles. I wrestled a bit before deciding to just give her a tremendous dynamic array; this is a version of her who lives in a society where people with superpowers can actually get some combat training. 

Outside of the powers she has (which have strengthened her health a bit), she is all too human - one thing she does not have is significant combat training. Her lack of Super-Senses comes up in the movie, and when we see her on the move she's faster than a horse - but not that much faster. (The basic idea with her power allocation is that I'm representing Queen Elsa, defending Arendelle from outside attack.) Treat her Summoned minions as powerstunts, particularly since she had no idea one of them was even there. I think she works fine as a Claremont student, a princess of a far away frozen kingdom, but if she's from a healthy family she should probably have more Charisma - as it is she's pretty enough but isolated so much that she has a lot of trouble dealing with others. She could be a princess of Nifleheim or Jotunheim (maybe with some Growth!) for that matter, or maybe just an ordinary person. You could tweak her descriptors and immunities as well, depending on what kind of powers you wanted her to have. 

 

Now go see Frozen. 

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  • 1 month later...

Psychic Werewolf

character_thumb_image.jpg

 

 

 

Smells like trouble!

 

PL: 10 (150)

 

Abilities: 6 + 6 + 12 + 2 + 6 + 2 = 34 pp 
STR 16 (+3)
DEX 16 (+3)
CON 22 (+6)
INT 12 (+1)
WIS 16 (+3)
CHA 12 (+1)

 

Combat: 10 + 10 = 20 pp 
ATK: +5 (+8 Melee)
DEF: +8 (+3 Dodge, +4 Base, +2 flat-footed)
Init: +7
Grapple: +12/+16 w/Move Object/+24 w/Tactile TK
Knockback: -6/-3

 

Saves: 1 + 3 + 4 = 8 pp 
TOU +12/+6 (+6 Force Field, +6 Con)
FORT +7 (+6 Con, +1)
REF +7 (+3 Dex, +3)
WILL +7 (+3 Wis, +4)

 

Skills: 40 r = 10 pp 
Concentration 4 (+5)
Perform (Folk Songs) 4 (+5)

Language 1 (English, French [base]) 
Notice 7 (+10, SM)
Search 4 (+5, SM)
Sense Motive 7 (+10, SM)
Stealth 6 (+9)
Survival 7 (+10, SM)

 

Feats: 12 pp 
Attack Focus: Melee (3)
Dodge Focus (3)
Evasion
Second Chance (Concentration checks)
Skill Mastery (Notice, Search, Sense Motive, Survival)
Takedown Attack
Track
Uncanny Dodge (olfactory)

 

Powers: 45 + 1 + 13 + 1 + 2 + 5 = 67 pp

Container 9 (Martel Heritage, Extra: Duration [Permanent]) [45PP]

Firebird Array 13 (26 pp, PFs: Alternate Powers 6) [32PP]

BE: Enhanced STR 18 (to STR 34/+12) {18} + Super-Strength 4 (Effective STR 54, Heavy Load 23 tons) {8} {18+8=26/26}
AP: Damage 12 (Extra: Alternate Save [Will], PFs: Improved Crit 2) {26/26}
AP: Move Object 8 (Effective STR 40, Heavy Load: 3 tons, Extra: Range [Perception], PFs: Precise, Subtle) {26/26}
AP: Drain Wisdom 12 (Extra: Autofire, PFs: Improved Crit 2) {26/26}
AP: Communication 6 (20 miles [mental], Extra: Area, PF: Subtle) {13] + Mind Reading 10 (Extras: Mental, Secondary Effect, Flaw: Duration [instant/Lasting]) {11} {13+11=24/26}
AP: Comprehend 2 (speak to and understand animals) {4} + Mind Control 10 (Extra: Instant Command, Flaw: Action [Full], PF: Subtle) {21} {4+21=25/26} 

Flight 1 (10 MPH/100 feet per move, PF: Subtle) [3PP]
Force Field 6 [6PP]
Super-Senses 4 (Danger Sense [mental], Psionic Awareness 2 [mental], Uncanny Dodge [mental]) [4PP]
 

Leaping 1 (x2, Running Long Jump: 26 ft, Standing Long Jump: 18 ft, Vertical Jump: 6 ft) [1PP]
Regeneration 12 (Recovery Bonus 3 [+9 total], Bruised 3 [no action], Injured 6 [no action], PF: Regrowth) [13PP]
Speed 1 (10 MPH/100 feet per move) [1PP]
Super-Senses 2 (Acute Olfactory, Low-Light Vision) [2PP]
Strike 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [5PP]

 

costs
abilities 34 + combat 20 + saves 8 + skills 10/40 + feats 12 + powers 67 = 150 pts

--------------------------

Design Notes: 

 

So OK, this one time Eve Martel and Wendy Go got together - as you do, and through a combination of Martel science and a little Northern magic produced a baby - born with one parent's psychic powers and the other's enhanced, animalistic physique, she is Loup-Garou - a proud member of True North Beyond! Somebody's got to protect the Quebec of the future from witch's spells and wood trolls, especially after global warming has freed creatures from underneath the ice with a terrible hunger...

 

Welcome back to the Omnidimensional Oddball Offspring Orchestra, folks! I built this character as a way of putting my hand back into the future offspring of PCs business - and because this concept is a lot of fun. I've built Loup-Garou as being something like Jean Grey and Wolverine's kid - she can get by just fine as a PL 7 living weapon type, hunting using her formidable senses, biting and clawing (or just punching) her way through formidable enemies, and sucking up a lot of punishment with that excellent regeneration. When she wants to, though, she can activate a blazing red aura like her other mother's and transform herself into a flying, glowing psychic powerhouse! Her psionic abilities are primarily built around making her Psylocke as a werewolf; a pretty formidable threat! 

 

I think this build could work as a PC, though you might want to add Ritualist and Arcane Lore. Why? Because 'traditional' werewolves weren't bite victims at all, but powerful wizards who performed black rites (perhaps in Satan's name!) to summon a wolfskin to take as their shape. She makes a fine surprise for enemies who are expecting a wolf-woman to be a mindless animal, or a psychic not to have some serious physical heft. She's PL 7 defensively and PL 5.5 offensively without her powers, making her a good person to have at your side in a good old-fashioned mundane barfight. Not too social, though - not many people to talk to out there in the woods. 

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Frost Nixon 

gallery_485_36_30244.png

 

 

 

PL: 10 (150)

 

Abilities: 0 + 0 + [-10] + 12 + 6 + 0 = 8 pp
STR 10 (+0)
DEX 10 (+0)
CON n/a (-)
INT 22 (+6)
WIS 16 (+3)
CHA 10 (+0)

 

Combat: 10 + 10 = 20 pp
ATK: +5 (+8 Ranged/+12 Thermovore Array)
DEF: +8 (+3 Dodge Focus, +5 Base, +2 flat-footed)
Grapple: +5
Initiative: +0

Knockback: -11/-4/-0

 

Saves: 0 + 5 + 4 = 9 pp
TOU +12 (+4 Protection, +8 Force Field [+10 Imp, +6 vs. Blessed/Magic/Silver])
FORT n/a
REF +5 (+0 Dex, +5)
WILL +7 (+3 Wis, +4)

 

Skills: 14 pp=56 r
Bluff 12 (+12, SM)
Diplomacy 8 (+8, SM)
Gather Information 8 (+8, SM)
Intimidate 8 (+8, SM)
Knowledge (Arcane Lore) 2 (+8)
Knowledge (Civics) 2 (+8)
Languages 2 (Chinese, Russian, English [base]) 
Notice 7 (+10)
Sense Motive 7 (+10)

 

Feats: 15 pp
Attack Focus: Ranged (3),
Connected,
Contacts,
Dodge Focus (3),
Eidetic Memory,
Master Plan,
Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)
Ritualist,
Well-Informed,
Ultimate Skill (Bluff)
Uncanny Dodge (auditory)

 

Powers: 1 + 14 + 35 + 4 + 30 = 89PP
Drain Constitution 2 (Flaw: Requires Grapple) [1PP]

Force Field 8 (Extra: Impervious [6]) [14PP]

Immunity 35 (Fortitude Saves, Heat Damage) [35PP]

Protection 4 (Extra: Impervious, Flaw: Limited [Not Vs. Blessed/Magic/Silver]) [4PP]

 

Regeneration 6 (Recovery Bonus +0 [5], Resurrection 1/week, Flaw: Source [Heat]) [3PP]

 

Super-Senses 2 (Infravision [Tracking-quarter speed]) [2PP]

Thermovore Array 12 (24 PP, PFs: Accurate 2, Alternate Powers 4) [30PP]

BE: Blast 8 (freezing blast, Extra: Alternate Save [Fortitude]) {24/24}
AP: Blast 8 (heat drain, Extra: Vampiric) {24/24}
AP: Damage 10 (Extra: Area [burst]) {20} + Environmental Control 1 (cold 2 [extreme], 5 feet, Extra: Action [Reaction, +3], Flaw: Range [Touch]) {4} {20+4=24/24}
AP: Environmental Control 1 (cold 2 [extreme], 5 feet, Extra: Action [Reaction, +3], Flaw: Range [Touch]) {4} + Flight 1 (10 MPH/100 fpm) {2} + Strike 8 {8} + Insubstantial 2 (icy mist) {10} {4+2+8+10=24/24}
AP: Snare 8 (icy bonds, Extra: Constricting [freezing]) {24/24}

 

Drawbacks: -4PP
Vulnerability (Cold [common, major]) [4PP]

 

costs
abilities 8 + combat 20 + saves 8 + skills 14/56 + feats 15 + powers 89 + drawbacks 4 = 150 pts

----------------------------

Design Notes: 

 

A recent Wonderella gave me an opportunity to do something I've wanted to do for a long time - build Richard Nixon as a PL 10 superbeing, in this case a Thermovore in the vein of my own Comrade Frost and Doc's Thermovore build. Despite what you might think, Richard Nixon actually has a long and sordid history in American superhero comics, perhaps the most famous being the bit where he...well, let's just say he and Captain America got to know each other pretty well.

 

I've built this fellow as a smart, albeit relatively new, vampire and ice mage whose powers are substantial - he can freeze an enemy down to his marrow, sustain himself by draining heat from his targets (or just the walls), or encase his foes in solid ice or transform himself into an icy cloud of mist! He's not actually _healed_ by heat, but his inherent nature means he can't be hurt by it, and an active fire effect would be (IMO) a viable target for his Vampiric Blast assuming it had a physical nature to be attacked. He's smart, diabolically smart, and a good schemer, oh my yes. With his lack of Stealth, better off avoiding any burglaries, though. 

 

Despite his lack of Charisma, he's a decent face-man and good with people. With his connections, he could easily be a government-sponsored superhero - perhaps a corrupt politician killed by a vampire during a tour of a secret cryogenics lab, or one cryogenically preserved who had his cryonic fluids replaced with vitae by a passing vampire who thought his gift was a good jest for such a famous criminal! Now he's working to redeem himself for the mortal lifetime he spent on petty pursuits rather than the greater good - or maybe he's not, and he (suitably souped-up) will be waiting there at the head of his Secret Empire when your heroes kick in the door, rip off that white hood, and realize just how familiar the faces underneath is...

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