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God of Patriotic Lies

gallery_485_36_13215.jpg

 

 

 

 Oh, this is much better. Costume's a bit much... so tight. But the confidence, I can feel the righteousness surging. Hey, you wanna have a rousing discussion about truth,honor, patriotism? God bless America...

 

PL: 10 (150)

 

Abilities: 4 + 4 + 4 + 0 + 4 + 8 = 24 pp
STR 24 [14] (+7/+2)
DEX 24 [14] (+7/+2)
CON 24 [14] (+7/+2)
INT 10 (+0)
WIS 14 (+2)
CHA 18 (+4)

 

Combat: 12 + 12 = 24 pp
ATK: +6 (+7 Melee/+10 Trickster Array)
DEF: +10/+7 (+1 Dodge, +3 Shield, +3 Base), +3 flat-footed
Grapple: +14
Init: +7
Knockback: -5/-3

 

Saves: 0 + 0 + 5 = 5 pp
TOU +10/+7 (+7 Con, +3 Force Field)
FORT +7 (+7 Con)
REF +7 (+7 Dex)
WILL +7 (+2 Wis, +5)

 

Skills: 48 r=12 pp
Acrobatics 3 (+10, SM)
Bluff 13 (+17, SM)
Concentration 4 (+6)
Diplomacy 6 (+10, SM)
Intimidate 6 (+10, SM)
Knowledge (Arcane Lore) 5 (+5)
Language 1 (English [base], Old Norse) 
Notice 3 (+5)
Sense Motive 3 (+5)
Stealth 3 (+10)

 

Feats: 16 pp
Acrobatic Bluff
Attack Focus: Melee 1
Challenge (Fast Taunt)
Dodge Focus 1
Evasion
Inspire 4
Leadership
Power Attack
Ritualist
Skill Mastery (Acrobatics, Bluff, Diplomacy, Intimidate)
Takedown Attack
Taunt
Uncanny Dodge (auditory)

 

Powers: 6 + 10 + 10 + 10 + 2 + 1 + 1 + 29 = 69 pp

 

Device 2 (Patriotic Shield, Flaw: Easy to Lose) [6PP]
Enhanced Feats 4 (Evasion {2}, Interpose, Second Chance [ballistic damage], Ultimate Save [Toughness]) [4DP]
Force Field 3 [3DP]
Shield 3 [3DP]

 

Enhanced CON 10 (to CON 24/+7) [10PP]
Enhanced DEX 10 (to DEX 24/+7) [10PP]
Enhanced STR 10 (to STR 24/+7) [10PP]

 

Immunity 2 (aging, environmental cold) [2PP]

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

Speed 1 (10 MPH/100 FPM) [1PP]

 

Trickster Magic Array 14 (28 PP, PFs: Alternate Powers 1) [29PP]

BE: Blast 10 ('thrown shield', PFs: Accurate 2, Indirect 3, Subtle 2, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {28/28}
AP: Illusion 9 (all senses, Flaw: Phantasm, PF: Progression 1 [10 ft by 10 ft]) {28/28}

 

costs
abilities 24 + combat 24 + saves 5 + skills 12/48 + feats 16 + powers 69 = 150 pts

 

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Design Notes: 

 

So once there was a trickster god who looked down on the Earth and saw that humans were hilarious - so full of themselves with righteous hubris for one cause or another, so pompously convinced they were the center of the universe. So he played with them, particularly focusing on a human soldier empowered by scientific enhancements to become the peak of human conditioning. The man had hardly any powers at all, just a nigh-unbreakable shield and a valorous heart - how could he possibly challenge a god? But the man did, even rallying a group of heroes to oppose the god's plans and defeating him in personal combat. It was all very frustrating; it was the most fun he'd had in years. And then suddenly one day the super-soldier died - killed by a sniper's bullet during a silly human political tiff. The god visited the soldier's grave to taunt him one last time, but as he stared down at the humble tombstone and the honors placed on it, he realized that this silly human in his silly costume had been loved, and would be loved, by far more people than had ever worshipped the god even in ancient times. So he found where the shield was buried and, using up most of his magics, transformed himself to the mortal plane and-

 

Yes, inspired by that famous scene in Thor: The Dark World, here's a God of Lies cosplaying as a Patriotic Super-Soldier. As my colleague Gizmo and I teased out the other night, why not? He's weaker than most gods, but still with peak human abilities, he's incredibly charismatic, and he can do implausible things like throw a metal shield around, or have a Russian cyborg version of himself running around (sure, why not?), just out of sheer love of sheniganry. And maybe he's more comfortable with skulduggery than his predecessor, since it's something of his natural state! 

 

OK, so this guy's no Cap, and he's no Loki - but he's a pretty good fusion of the two. With proper use of his powers, his opponents will ideally never be aware they're fighting anyone other than a mundane super-soldier - some Illusion and a bouncy 'shield' sure can go a long way! Without the shield he's PL 7, only hitting PL 10 caps with his magic. Note that he can't actually throw the shield himself, never having taken up the extensive training required to use it. His backstory would need a little fudging to work in Freedom City - our gods usually need to be summoned and nobody likes our most famous patriotic hero, but I think it could be made to work with a little finessing. You might even be able to use Loki, who after all isn't actually a god at all! 

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Macuahuitl
 

gallery_485_36_3190.jpg

 

"..."

 
PL: 10 (150)
 
Abilities: 6 + 6 + 10 + 14 + 10 + 0 = 46 pp
STR 16 (+3)
DEX 16 (+3)
CON 20 (+5)
INT 24 (+7)
WIS 20 (+5)
CHA 10 (+0)
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+8 Rings Array)
DEF: +8 (+4 Dodge Focus, +2 Base, +2 Flat-Footed)
Init: +7
Grapple: +7/+16 w/Move Object
Knockback: -6/-2
 
Saves: 2 + 4 + 2 = 8 pp
TOU +12/+5 (+5 Con, +7 Protection)
FORT +7 (+5 Con, +2)
REF +7 (+3 Dex, +4)
WILL +7 (+5 Wis, +2)
 
Skills: 56 r=14 pp
Computers 3 (+10)
Craft (Chemical) 8 (+15, SM) 
Knowledge (Arcane Lore) 3 (+10)
Knowledge (Life Sciences) 8 (+15, SM)
Intimidate 12 (+12, SM)
Languages 2 (English, Nahuatl, Base [spanish]) 
Medicine 10 (+15, SM)
Notice 5 (+10)
Sense Motive 5 (+10)
 
Feats: 12 pp
Challenge (Fast Startle)
Dodge Focus 4
Improved Initiative
Improvised Tools
Inventor

Jack of all Trades
Skill Mastery (Craft [Chemical], Knowledge [Life Sciences], Intimidate, Medicine) 
Startle
Uncanny Dodge (auditory)
 
Powers: 54 pp

Device 13 (Ten Rings of Quetzalcoatl, 65 pp, Flaw: Hard to Lose, PF: Indestructible) [54 pp]
Rings Array 13 (26 PP, PFs: Accurate 2, Alternate Powers 7) [35DP]
BE: Blast 12 (light aspect; PFs: Improved Crit, Variable Descriptor 1 [any light]) {26/26}
AP: Damage 12 (wind aspect; Extra: Area [Targeted, Cone], PFs: Improved Crit, Indirect) {26/26}
AP: Dazzle 12 (light aspect; PFs: Improved Crit, Variable Descriptor 1 [any light]) {26/26}
AP: ESP 4 (justice aspect; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {24/26}
AP: Healing 12 (mercy aspect; PFs: Persistent, Regrowth) {26/26}
AP: Move Object 8 (wind aspect; Extra: Range [Perception], PFs: Precise, Subtle) {26/26}
AP: Snare 12 (justice aspect; PFs: Improved Crit, Indirect) {25/26}
AP: Teleport 7 (wind aspect; 700 feet/200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Turnabout) {24/26}

Enhanced Feats 2 (Quick Change 2) [2DP]
Flight 1 (10 MPH/100 fpm) [2DP]
Immunity 9 (Life Support) [9DP]
Protection 7 [7DP]



costs
abilities 46 + combat 16 + saves 8 + skills 14/56 + feats 12 + powers 54 = 150 pts

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

 

Design Notes: 

 

Dr. Maria Flores is a native of Merida - the largest city in the Yucatan in southern Mexico. Born into affluence, Flores spent most of her childhood and adolescence planning to get out of Merida. She would go to medical school like her father, but she wouldn't waste her time on humanitarian projects - she was going to move to Mexico City, or the States, and become a leading surgeon or medical researcher. In her last year of medical school, however, the brutal murder of her parents by a car bomb outside their home changed her plans - especially since it came just after yet another argument with her father about her career. She headed back to Merida and took her father's old position at Reytoro Pharmaceuticals, a branch of Freedom City's own Grant Conglomerates. It didn't take her long to realize the real murderers of her parents - executives from Reytoro covering up clandestine medical testing on impoverished Mayan families in the Yucatan. She gathered evidence and turned in Reytoro to the police, but an attack by 'narcotraficantes', really hired goons, on her limo as she rode home told her that the police couldn't be trusted either. She fled her burning car into the jungle, where she ran and ran for what felt like hours, until she fell into a sinkhole. Dazed and injured, suffering from dehydration, she had a vision of Quetzacoatl, the feathered serpent - who offered her the power to be a new champion of justice and mercy for her people. She took his paw and found on her fingers ten obsidian rings...

 

And then woke up, healed and refreshed, in her apartment in Merida! She took the name Macuahuitl, after the obsidian sword used by Mayan warriors centuries earlier, and has begun a one-woman war on crime in southern Mexico, her costume disguising her gender, ethnicity, and even the source of her powers. She prefers to let the world believe that she is a battlesuit user rather than a mystic ringbearer, acutely aware of how little she actually knows about magic (even with occasional advice from the friendlier members of the Aztec pantheon), and not wanting to get caught up in a struggle she doesn't understand. In person Maria is a short, square-faced young woman in her late twenties, with black hair she keeps closely cropped. She works as a free clinic doctor in Merida these days, working every other day so she can spend her nights fighting crime. 

 

OK, so I wanted to make a Mexican superhero for a while now - and my desire to build a ringbearer along the lines of Marvel's Mandarin all came together to help me build Macuahuitl. I liked the idea of making her a Tony Stark/Mandarin mashup, albeit in her case she's a physician and chemist before she is a mechanic. I went ahead and just made the rings a hard to lose device, with the idea that they mystically stay close together - albeit not necessarily with her. Her rings make her something of a howitzer, throwing out long-distance punishment of various kinds (all drawn from Quetzacoatl's powers) while at the same time taking big hits herself. Her biggest weakness, given the amount of thugs she fights, is her lack of Impervious - but that's where judicious use of ESP (for scouting), Teleport (for a stealthy arrival), and then a big, flashy attack pumped up by a well-placed Startle helps get the job done. I think as written she'd be pretty fun to play. 

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El Monstro 

 

gallery_485_36_40982.jpg

 

 

 

 

 

"Rich Corinthian leather!

 

PL: 10 (150)

 

Abilities: 14 + 4 + [-10] + 0 + 4 + 10 = 22 pp
STR 32/24 (+11/+7)
DEX 14 (+2)
CON n/a
INT 10 (+0)
WIS 14 (+2)
CHA 20 (+5)

 

Combat: 12 + 12 = 24PP
ATK: +6 (+12 Unarmed) [+5 [+11 Unarmed] w/Growth])
DEF: +10 (+4 Dodge, +3 flat-footed, +3 Base) [+9 w/Growth]
Init: +2
Grapple: +13 base, +20 Hulked-out, +23 w/Hulking Strength
Knockback: -10/-4/-2

 

Saves: 0 + 3 + 3 = 6 pp 
TOU +11/+4 (+4 Protection, +2 Growth, +5 Protection)
FORT +n/a
REF +5 (+2 Dex, +3)
WILL +5 (+2 Wis, +3)

 

Skills: 60 r = 15 pp 
Bluff 10 (+15)

Concentration 4 (+6) 
Diplomacy 5 (+10)
Handle Animal 5 (+10)
Intimidate 10 (+15/+17)
Knowledge (History) 4 (+4)
Knowledge (Theology and Philosophy) 4 (+4)
Language 2 (English, Hungarian, Base: Spanish)
Notice 8 (+10)
Sense Motive 8 (+10)
Stealth 0 (+2/-2)

 

Feats: 12 pp
Animal Empathy
Attack Specialization (Unarmed) 3
Dodge Focus 4
Fascinate (Bluff)
Startle
Takedown Attack
Uncanny Dodge (auditory)

 

Powers: 40 + 2 + 30 + 4 + 3 + 2 = 81PP

Alternate Form 8 (Hulked-Out) (Extra: Duration [sustained]) [40PP]

Feature 7 (Buys off Sunlight Drawback) {7/7}
Growth 4 (Large size, +8 Str, +2 Tou, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth, 10 ft. reach; Extra: Duration [sustained]) {12/12}

Hulking Strength Array 3 (6 pp, PF: Alternate Power 1) {7/7}
BE: Super-Strength 3 (Effective STR 47, Heavy Load 10 tons) {6/6}
AP: Leaping 6 (x100, Running Long Jump 2100 ft, Standing Long Jump 1055 ft, Vertical Jump 525 ft)

Protection 5 (Extra: Impervious) {10/10}

Regeneration 0 (Buys off Source Flaw) {3/3}

 

 

Drain Constitution 2 (Flaw: Requires Grapple) [2PP]

Immunity 30 (Fortitude Saves) [30PP]
Protection 4 (Extra: Impervious, Flaw: Limited [Not Vs. Blessed/Silver/Holy]) [4PP]
Regeneration 6 (+0 Recovery Bonus [5], Resurrection 1/week, Flaw: Source [blood/Radiation]) [3PP]
Super-Senses 2 (Darkvision) [2PP]

 

Drawbacks: - 10 pp

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

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

 

costs
abilities 22 + combat 24 + saves 6 + skills 15/60 + feats 12 + powers 81 - drawbacks 10= 150 pts

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Design Notes: 

 

El Monstro has been active as the defender of northern Mexico for many years - accounts of deeds began circulating in the early 1960s, but he was not filmed, recorded, and interviewed until the late 1970s. A hulking brute who stands a towering eight feet tall, with bright red skin and jutting fangs, he's nonetheless a jovial, much-loved figure who flirts with the ladies, jests with the men, and is a fierce, determined opponent of evil on both sides of the American and Mexican border. He is cagey about his past, simply saying that "he has been all things to all men, and to some very lucky ladies!", but his partnerships with both the Centurion and El Spectro have cemented him as a trustworthy, reliable hero. A few people are aware that El Monstro is actually Rafael Herrera, recurring guest performer on telenovelas, who has played both villain and hero in his acting career. 

 

The truth is that El Monstro is far older than he seems. Rafael Herrera was born in 1882 in Mexico City, where the handsome young man soon became an actor, finding a niche playing courtly Old World aristocrats like those of the 1600s and 1700s. Unfortunately for Rafael, he was far too convincing in the role, and was soon wooed and won by an ancient lady with a youthful face who enjoyed the way he emulated the men she'd known her youth. Transformed into a vampire in 1917, he took well enough to his new role, playing the part of the courtly nobleman who defended the people that were his to defend, as was his right. But only a few years after his transformation, he was forced to flee into the United States with his maker after their home was destroyed during the Mexican Revolution. But there was an error in shipping; his coffin was sent to a lonely railroad stop in the desert, and then finally abandoned there when the land was bought by the government, then converted into an atomic testing range! 

 

He awoke in his coffin as he felt a wash of energy suffuse his form, digging his way madly out through the sand only to discover overhead the bright light of day! Blinking back surprise, he held up one giant hand and realized that he himself had been transformed into a terrible hulking brute! It was easy enough to satiate his hunger on a passing deer, once he'd bounded away from the blast area, but his new condition left him horrified. What was he to do with a body like this, even if he was far stronger and more durable than he had ever been even as a vampire? He might have sought his own death, but his transformation at dusk back to his vampire form showed he'd been given no curse, but a gift of great price. He could walk in the nighttime as a vampire that looked like a man - and in the daylight as well, if he was willing to bear the curse of what he was on his face. And if he did wear that red, monstrous face, he was freed even from his bloody hungers for a day. How could he repay the world for such a gift? 

 

His arrival in Veracruz in 1964 during an attack by SHADOW told him that the people needed a defender and guardian just as they once had - and once he learned of the new age of heroes, he realized his secret was safe. If people assumed he was a man hiding one monstrous secret, they would not look closely for any more. Perhaps this was finally his chance to be the hero he'd pretended to be for so very long. He operated in secret for a while, building his cover identity, and moved in once he was sure he would be safe. A vigorous foe of narcotraficantes, rampaging Aztec gods, and even his fellow vampires when they threaten humanity, El Monstro is quite a man...though he wonders what he will do if ever he meets his maker again. 

 

El Monstro should be played as Carlos Villarías cast in the Incredible Hulk, with the idea that he is Zorro at least as much as he is Dracula. If you were so inclined, it would not be hard to switch his INT and CHA, shuffle some skills and feats around, and make him more Vampire Hulk than Hulking Vampire...

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EL SPECTRO 

 

gallery_485_36_35355.jpg

 

I have to go on the way my ancestors did and and to eliminate evil of any kind.
- El Santo

 

PL: 10 (150)

 

Abilities: 14 + 14 + 14 + 4 + 6 + 6 = 58PP 
STR 24 (+7)
DEX 24 (+7)
CON 24 (+7)
INT 14 (+2)
WIS 16 (+3)
CHA 16 (+3)

 

Combat: 16 + 16 = 32PP
ATK: +8 (+13 Melee)
DEF: +13 (+5 Dodge, +4 Base, +4 flat-footed)
Init: +7
Grapple: +22
Knockback: -3

 

Saves: 3 + 3 + 7 = 13PP
TOU: +7 (+7 Con)
FORT: +10 (+7 Con, +3)
REF: +10 (+7 Dex, +3)
WILL: +10 (+3 Wis, +7)

 

Skills: 60 r = 15PP
Acrobatics 8 (+15, SM)
Diplomacy 8 (+11)
Intimidate 12 (+15, SM)
Languages 2 (English, Nahuatl, [base] Spanish)
Notice 12 (+15, SM) 
Pilot 3 (+10)
Sense Motive 12 (+15, SM)
Stealth 3 (+10)

 

Feats: 25PP 
Acrobatic Bluff
Attack Focus (Melee) 5
Challenge 2 (Fast Acrobatic Bluff, Fast Startle)
Dodge Focus 5
Evasion

Fearless
Improved Grab
Jack of all Trades
Leadership
Power Attack
Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive)
Startle
Takedown Attack 2
Uncanny Dodge (auditory)

 

Powers: 6 PP

Container 1 (El Spectro is No Ordinary Man!, Extra: Duration [Permanent, +0], PF: Innate) [6PP]
Immunity 1 (aging) [1PP]
Leaping 1 (x2, [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP]
Speed 1 (10 MPH/100 fpm) [1PP]
Super-Strength 2 (Effective Strength 34, Heavy Load: 1.5 tons) [2PP]

 

costs
abilities 58 + combat 32 + saves 13 + skills 13/52 + feats 25 + powers 6 = 150 pts

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Design Notes: 

 

WHO is a warrior for justice in his homeland while at the same time never forgetting where it is he came from? El Spectro!

WHO is among the greatest superheroes of Latin America, a champion of the poor against the power of the landowners? El Spectro!

Who do the children love, the women coo over, and the men wish they could be like? El Spectro!

WHO fights in a mask and cape with his gigantic pecs exposed simply for love of the lucha libre? El Spectro! 

 

He debuted in the early 1940s, fate and circumstance making him Mexico's first superhero. Reading accounts of the masked marvels in the United States, he realized he was a champion fighter and master in the ring, who was to say he could not fight for justice outside it? And since he already had the cape and mask, well, perhaps it was a sign from God above! 

 

WHO has battled vampire women, Aztec mummies, zombies, mad scientists and corrupt generals, all in his effort to battle for the people? El Spectro! 

WHO fights with his skill, cunning, and warrior fierceness against all comers in the name of truth, justice, and the honor of the lucha? El Spectro! 

WHO has inspired a legacy of masked heroism in Mexico and across Latin America? El Spectro! 

 

He's ninety-five now but hasn't aged since the late 1940s. He's not sure if it's an effect of all the magical bad guys he's fought over the years, some mad scientist's chemicals he might have been exposed to, whether or not he was always a mutant, or just a blessing from God. All he knows is that someone has to defend the people of Mexico, even if all they have is a man's strength, a man's courage, and a man's honor. And someone has to train the next generation! He's had heirs, proteges, successors, but the man himself has always returned - head of the vast Spectro family of street-level heroes across Mexico. 

 

WHO has taught many of the greatest martial artists of the world not only the path to win, but the path to VICTORY? El Spectro! 

WHO has embraced all of good mankind, and many monsters, as his brothers and sisters? El Spectro! 

WHO is the Centurion of Mexico? No one! The Centurion was the El Spectro of America! 

 

I have, if anything, undersold El Spectro! - this is closer to his animated series incarnation than the martial artist and wrestling demigod that he is. This is Wildcat!El Spectro!, not Captain America/Batman!El Spectro. A full conversation should be closer to PL 12 or 13, with all the grapple-related feats. This build would work for El Spectro! early in his career, or a protege or successor to his long and storied title. El Spectro, Eternal!

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Camazotz

 

gallery_485_36_14331.jpg

 

 

"I am vengeance! I am the night! I AM CAMAZOTZ!"

 

PL: 10 (150)

 

Abilities: 10 + 10 + 10 + 4 + 6 + 6 = 46PP
STR 20 (+5)
DEX 20 (+5)
CON 20 (+5)
INT 14 (+2)
WIS 16 (+3)
CHA 16 (+3)

 

Combat: 16 + 16 = 32PP
ATK: +8 (+13 Ranged)
DEF: +13 (+5 Dodge Focus, +4 Base, +4 flat-footed)
Init: +9
Grapple: +14
Knockback: -3

 

Saves: 2 + 4 + 4 = 10PP
TOU +7/+5 (+5 Con, +2 Protection)
FORT +7 (+5 Con, +2)
REF +9 (5 Dex, +4)
WILL +7 (+3 Wis, +4)

 

Skills: 76 r = 19 pp
Acrobatics 5 (+10)
Bluff 6 (+9), SM
Craft (Mechanical) 3 (+5)
Disable Device 6 (+8), SM
Escape Artist 5 (+10)
Gather Information 6 (+9)
Intimidate 12 (+15), SM
Investigate 3 (+5)

Language 2 (Chinese, English, [base] Spanish) 
Notice 6 (+9)
Search 6 (+8)
Sense Motive 4 (+7)
Stealth 12 (+17), SM

 

Feats: 20PP
Attack Focus (Ranged) 5
Dodge Focus 5
Hide in Plain Sight
Improved Initiative
Precise Shot 2
Power Attack
Ranged Pin
Skill Mastery (Bluff, Disable Device, Intimidate, Stealth)
Startle
Takedown Attack
Uncanny Dodge (auditory)

 

Powers: 20PP 

Device 5 (Camazotz Suit, Flaw: Hard to Lose) [20PP]
Concealment 4 (all visual, Flaw: Passive) [4DP]
Flight 1 (10 MPH/100 fpm, PF: Subtle) [3DP]
God of Bats Array 7 (14 PP, PFs: Alternate Powers 2) [16DP]
BE: Strike 7 (Extra: Penetrating 6 [as DMG 18], PF: Mighty) {14/14}
AP: Blast 7 {14/14}
AP: Damage 7 (Extra: Area [General, Cone]) {14/14}

Protection 2 [2DP]

costs
abilities 46 + combat 30 + saves 10 + skills 19/76 + feats 20 + powers 20 = 150 pts

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

Design Notes: 

 

Iris Wu, aka Camazotz, doesn't actually try and pass herself off as the Mayan bat god, at least, not anymore. As a new hero a few years ago, a highly-trained government agent on the run from a shadowy conspiracy with roots deep in the corridors of power (a surprisingly common story, in Mexico and elsewhere), hiding in plain sight as Tijuana's first native superhero, she may have let a few thugs BELIEVE she was Camazotz reborn...but the legend has grown nicely among the population of one of Mexico's fastest-growing cities, letting fear among the criminal element doing far more than one Chinese-Mexican woman in body armor could ever have hoped to do on her own. Tijuana is a city with a cartel problem, a problem with criminal American tourists, and a problem with predators exploiting the city's many illegal border crossovers  -  but Camazotz is _their_ problem. She's smart and sneaky, relying on stealth and intimidation to strike fear into the heart of Tijuana's criminals, disguising the fact that she is all-too-human inside a skintight set of armor designed for assassins rather than superheroes. 

 

Iris is no Raven or Midnight, but she makes do, functioning a lot like Black Widow wearing the Batman Beyond armor. (I think she'd be pretty playable as such, as written) She is responsible for the name of Mexico's current super-team, albeit accidentally - a few years ago, a Grue Arcane who had taken on the form of Hernan Cortez (it was a long story) demanded to know why a team of Mexican heroes had rallied to defend the Chinese-Mexican community of Camazotz's own Tijuana. In a moment of fury, she announced, "Fool, I am an outsider too!" It was a moment of weakness from a Chinese-Mexican herself...one supported immediately by no less a figure than El Spectro himself! "And I am an outsider!" he called, and then El Monstro agreed with his booming laugh, and soon the Outsiders, Los Forasteros were born. Given the rocky relationship Mexico's heroes sometimes have with their government and society, the name has stuck. 

 

Meanwhile, down in the Underworld, Camazotz sees what she does and smiles as he toys with the head of another long-dead shade. He likes the idea of his name still inspiring fear among mortals, even worship by those who admire the mysterious heroine. Who knows - perhaps if enough people in Tijuana praise his name, he will once again be able to walk the world of men. And if not, well, perhaps he can find his own ways of paying his namesake a visit, just to see if she's worthy of the mantle of the Bat...

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La Tiradora 

 

gallery_485_36_26435.png

 

I never miss!

 

PL: 10 (150)

 

Abilities: 10 + 8 + 10 + 0 + 4 + 4 = 36 PP 
STR 20 (+5)
DEX 18 (+4)
CON 20 (+5)
INT 10 (+0)
WIS 14 (+2)
CHA 14 (+2)

 

Combat: 16 + 16 = 32 PP 
ATK: +8 (+13 Ranged, +15 Bow)
DEF: +13 (+5 Dodge, +8 Base, +4 flat-footed)
Init: +8
Grapple: +14
Knockback: -3/-2

Saves: 3 + 4 + 5 = 12 PP
TOU +7/+5 (+5 Con, +2 Defensive Roll)
FORT: +8 (+5 Con, +3) 
REF: +8 (+4 Dex, +4)
WILL: +7 (+2 Wis, +5)

 

Skills: 72 r = 18 PP
Acrobatics 11 (+15, SM)
Climb 5 (+10)
Disable Device 8 (+8)
Drive 4 (+8)
Escape Artist 4 (+8)
Language 1 (English, Base: Spanish)
Gather Info 4 (+6)
Notice 10 (+12, SM)
Sense Motive 10 (+12, SM)
Stealth 11 (+15, SM)
Swim 4 (+8)

 

Feats: 18 pp
Acrobatic Bluff
Attack Focus: Ranged 5
Attack Specialization: Bow 1
Dodge Focus 5
Evasion
Improved Initiative 
Precise Shot 
Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)
Quick Draw [draw]
Uncanny Dodge (auditory)

 

Powers: 4 + 2 + 3 + 20 + 5 = 34PP
Device 1 (Bow, Flaw: Hard to Lose) [4PP]

Enhanced Magnetic Control 0 (PFs: Alternate Powers 5) [5DP]
AP: Blast 5 (Extras: Autofire, Penetrating) {20/20}
AP: Blast 5 (Extra: Autofire, PFs: Improved Crit 2, Indirect 3, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {20/20}
AP: Blast 5 (Extras: Area [Targeted, Burst], Selective) {20/20}
AP: Snare 5 (Extras: Autofire, Constricting) {20/20}
AP: Stun 5 (Extras: Range [Ranged], Penetrating) {20/20}

 

Enhanced Feat 1 (Defensive Roll, PF: Subtle) [2PP]

 

Flight 1 (10 MPH/100 feet per move, PF: Subtle) [3PP]

 

Magnetic Control 6 (Str 30, Hvy Load 1500 lbs; Extra: Damaging, PFs: Indirect, Subtle) [20PP]

 

Super-Senses 2 (Detect Metal 2 [mental], Extras: Acute, Radius, Ranged) [5PP]

costs
abilities 36 + combat 32 + saves 12 + skills 18/72 + feats 18 + powers 34 = 150 pts

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

Design Notes: 

 

La Tiradora is, or was, the latest in a long line of challengers to El Spectro. Esmeralda Romero de Terreros, the daughter of a noble family with roots stretching far back in Mexican history, was an Olympian archer at London when a terrorist attack by Guy Fawkes caused her magnetic powers to erupt in a spectacularly public fashion. Acclaimed as a national hero, hailed by the Mexican right as an exemplar of good Catholic womanhood, she went home to Mexico as its newest superhero, determined to outshine the old, soft El Spectro and help her family build a new Mexico free of corruption, sentimentality, and the coddling of inferiors that had held the nation back for so long. But then came the day that her father, El Hierro Duque, moved against the Mexican government - and revealed himself (in the final confrontation in the Bosque de Chapultepec) as a pawn of Overshadow, planning to make Mexico his puppet nation! As the other Forasteros battled the Duke's hired super-thugs, as he explained to her that now they could build a Mexico _truly_ free of the inferiors just as they'd wanted for so long...she put an arrow through his eye. Though El Spectro offered her a place on the team once it was done, she fled into the night and acts now as a solo operative in Mexico City - hunting criminals and terrorists with fanatical devotion to the cause...but what IS the cause, now that everything she has ever believed in has been proven to be a lie? La Tiradora is posed on the edge of either hero or villain, depending on where fate takes her. 

 

OK, so inspired by TT's use of Jeremy Renner as a magnetic controller a while back, here's an archer with magnetic powers - sure she 'cheats' by use of ferrous materials in her arrows, but she's still a world-class marksman and archer in her own right. Her powers are a supplement to her strong training, giving her something to stunt off and an unexpected hole card. She can make great acrobatic 'leaps' and run along walls in a faux-parkour style, as well as detect hidden metals and use them to her advantage. As the epitome of a Badass Abnormal, I think she'd be pretty fun to play - even with a backstory that makes her one of the most complicated of Mexico's heroes...

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  • 2 weeks later...

Grue Patriot 

gallery_485_36_83616.png

 

Patriotism is the virtue of the vicious.
Oscar Wilde

 

PL: 10 (150)

 

Abilities: 14 + 6 + 14 + 0 + 6 + 6 = 46PP  
STR 24 (+7)
DEX 16 (+3)
CON 24 (+7)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)

 

Combat: 12 + 12 = 24PP
ATK: +6 (+10 Melee)
DEF: +10 (+4 Dodge Focus. +6 Base/+3 flat-footed)
Init: +11
Grapple: +17/+18/+19
Knockback: -10/-5/-3

 

Saves: 1 + 5 + 5 = 11PP
TOU +10/+7 (+7 Con, +3 Force Field) 
FORT: +8 (+7 Con, +1) 
REF: +8 (+3 Dex, +5)
WIS: +8 (+3 Dex, +5)

 

Skills: 72 r = 18PP
Acrobatics 7 (+10)
Bluff 15 (+18, SM)
Diplomacy 2 (+5)
Disguise 0 (+3/+28)
Gather Info 2 (+5)
Intimidate 2 (+5)
Knowledge (History) 10 (+10, SM)
Languages 3 (English, German, Russian) 
Notice 12 (+15, SM)
Sense Motive 12 (+15, SM) 
Stealth 7 (+10)

 

Feats: 20 pp
Attack Focus (Melee) 4
Challenge (Fast Taunt)
Dodge Focus 4
Improved Initiative 2
Leadership
Move-By Action
Power Attack
Rallying Cry
Set-Up
Skill Mastery (Bluff, Knowledge (History), Notice, Sense Motive)
Takedown Attack 
Taunt
Uncanny Dodge (auditory)

 

Powers: 8 + 21 + 2 = 31PP

Device 2 (Patriotic Shield, Flaw: Easy to Lose, PFs: Indestructible, Quick Draw) [8PP]
Force Field 3 (PFs: Interpose, Ultimate Save [Toughness]) {5}
Strike 3 (PFs: Improved Crit, Mighty) {5}

 

Grue Array 9 (18PP, PFs: Alternate Powers 3) [21PP]
BE: Feature 1 (Mimicry) {1} + Morph 5 (humanoids, +25 Disguise, Extra: Continuous, PFs: Covers Scent, Precise) {17} = [1+17=18/18]
AP: Impervious TOU 10 {10} + Strike 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {5} + Super-Strength 1 (Effective STR 29/Heavy Load: 1400 pounds, PF: Groundstrike) {3} [10+5+3=18/18]
AP: Elongation 2 (10 ft) {2} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 3 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {5} + Super-Movement 2 (Slithering, Wall-Crawling) {4} [2+2+5+5+4=18/18]
AP: Healing 10 (Flaw: Personal, PFs: Persistent, Regrowth) [12/18]

 

Immunity 2 (disease, poison) [2PP]

 

costs
abilities 46 + combat 24 + saves 11 + skills 18/72 + feats 20 + powers 31 = 150 pts

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

Design Notes: 

 

A character concept that's been bugging me for a while. One day in December, a bedraggled figure in a red, white, and blue costume appears at the front gate of Signy Research Station in the South Orkey Islands in Antarctica. Soaking wet and carrying a badge-shaped shield, the man identifies himself as Joseph Simmons, aka the Patriot - who believes the year to be 1947! Simmons tells a grim story of capture at the hands of a Grue tactical squad, experiments in a secret Grue base in Antarctica, and then being stored in a cryogenic storage tube, one lost after the Liberty League's defeat of the Grue invasion force in that year. Upon learning that the 'other' Patriot is reviled by many of America's superheroes for betraying their secrets to the government, Simmons slips away from the AEGIS agents that come to pick him up and makes his way to Freedom City - where he publicly accuses the Patriot of the 1950s of being an undetected Grue replacement, one who no doubt faked his death to infiltrate the government at even higher levels, and calls the 'alien' out for a final confrontation. His subsequent battle with AEGIS agents and a certain robot reveals that A. the Patriot did NOT die of cancer some years ago but uploaded himself into a robot body and B. the 'new' Patriot is, and always was, the Grue infiltrator, one forgotten by his own people who in his long time in cryogenic suspension forgot his own memories in place of the memories he had absorbed from the real Joseph Simmons. And then... 

 

Well, that depends on if this character becomes a heroic PC or NPC, one determined to fight for the best American ideals even if he himself is not what he believed himself to be; or an increasingly unstable villain, one who targets patriotic heroes of all nations in a desperate attempt to destroy all the 'fake heroes' who wear flags and patriotic costumes, his campaign an effort to mask the realization that not only is everything he believed about himself to be a lie - but so too was Joseph Simmons, the unimpeachable champion of American freedom, a lie as well. Inspired by that time a Skrull replaced Captain America, as well as the "Captain America of the 1950s", here is my take on a Grue patriotic hero. Note that with his skills, he works fine as a Grue who has simply replaced a hero - he's certainly a very good liar. If this is a version of him who is a hero, well, perhaps he's lying to himself as well. Note that his Strikes do not stack with each other - he can't turn into his 'hardbody' form (inspired by Dok's Blobby McGee) and break caps with his shield. His Grue powers are for extreme emergencies only. Who's to say what he might not stunt out of sheer instinct? 

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Duplicator Living Weapon 

gallery_485_36_48241.jpg

 

Sniktbubbubsniktsniktbub

 

PL: 10 (150)

 

Abilities: 6 + 6 + 6 + 0 + 4 + 0 = 22PP
STR 16 (+3)
DEX 16 (+3)
CON 16 (+3)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

 

Combat: 12 + 16 = 28PP
ATK: +6 (+7 Melee/+13 Strike)
DEF: +13 (+5 Dodge Focus, +8 Base, +4 Flat-footed)
Init: +3
Grapple: +10
Knockback: -3/-1

 

Saves: 6 + 2 + 3 = 11PP
TOU +7 (+3 Con, +4 Protection) 
FORT +9 (+3 Con, +6) 
REF +5 (+3 Dex, +2)
WILL +5 (+2 Wis, +3) 

 

Skills: 9 pp = 36 r 
Intimidate 12 (+12)

Language 1 (French, English [base]) 
Notice 4 (+6)
Sense Motive 3 (+5)
Stealth 4 (+7)
Survival 4 (+6)

 

Feats: 14PP 
Attack Focus: Melee 1
Attack Specialization: Strike 3
Dodge Focus 5
Power Attack
Startle
Takedown Attack
Track (olfactory)
Uncanny Dodge (olfactory)

 

Powers: 45 + 2 + 9 + 4 + 6 + 1 = 67PP

 

Duplication 7 (Extras: Action [Move], Heroic, Horde, Survival, PFs: Progression 2 [5 105 pp duplicates], Sacrifice) [45PP]

 

Immunity 2 (disease, poison) (Flaw: Limited [Half-Effect]) [1PP]

 

Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]

 

Protection 4 [4PP]

 

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

 

Strike 4 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/Piercing/Slashing]) [6PP]

 

Super-Senses 1 (Acute Scent) [1PP]

 

costs
abilities 22 + combat 28 + saves 11 + skills 9/36 + feats 14 + powers 67 = 150 pts

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

Design Notes: 

 

You know how Wolverine's in everything? Well, what if that was his superpower? That idea prompted this build for a character who combines the powers of Wolverine and Jamie Madrox - he's a gruffy, scary living weapon who can regenerate from most injuries and who is more comfortable hunting in the woods than anything else. He can also summon five versions of himself that are just as tough and scary as he is! This versatility has come at a price - as a PL 10 built on 105 PP, he's not a very _good_ Wolverine, but he can certainly pass for him in a pinch. Even so his Duplication may be a little much for your GM - one thing you could do is swap out the Heroic on his Duplication to replace it with another Action extra so he can summon his guys as a free action, but so that he doesn't have to juggle five new heroic PCs in his fight! Even PL 10 minions are powerful. 

 

Note that he doesn't have to stab people with his claws - he can punch them with his augmented fists for the same salutary effect on their faces; a way to make sure he doesn't get stuck fighting nothing but robots all the time. How did he get his powers? Maybe he was a Duplicator who got drafted into a secret government black ops program where he was given animalistic superpowers. If so, you may want to add a Vulnerablity to Magnetic Powers to account for a metal skeleton - I've gone with the idea that his claws and armored bones are all biological. Or maybe he was a living weapon type who had a little accident with a teleporter or a time machine and gained the power to summon versions of himself from other places, other times, and maybe other realities. If so, some Temporal Inertia (or even Cosmology) might be a worthwhile investment. 

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Mythological Powerhouse 

 

gallery_485_36_46470.png

 

 What do you want from me? I punch stuff. It falls down! That's the only 'strategy' I've ever needed!
- Hercules

 

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 Base, +2 Flat-Footed)
Init: +1
Grapple: +20/+30
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: 44 r=11 pp
Bluff 4 (+6/+10 with Attractive)
Diplomacy 4 (+6/+10 with Attractive)
Intimidate 12 (+14)
Knowledge (History) 4 (+4)
Knowledge (Popular Culture 4 (+4)
Knowledge (Theology and Philosophy) 4 (+4)
Languages 1 (English, Greek [base])
Notice 4 (+5)
Sense Motive 4 (+5)

Feats: 6 pp
Attractive
Fearless
Interpose
Startle
Takedown Attack
Ultimate Skill (Strength checks)

Powers: 20 + 20 + 3 + 10 + 1 + 1 + 20 = 75 pp
Enhanced CON 20 (to CON 40/+15) [20PP]
Enhanced STR 20 (to STR 40/+15) [20PP]
Immunity 3 (aging, disease, poison) [3PP]
Impervious TOU 10 [10PP]
Leaping 1 (x2, Running Long Jump [50 ft], Standing Long Jump [30 ft], Vertical Jump [12 ft]) [1PP]
Speed 1 (10 MPH/100 fpm) [1PP]
Super-Strength 10 (Effective STR 90, Heavy Load: 3200 tons) [20PP]

costs
abilities 28 + combat 20 + saves 10 + skills 11/44 + feats 6 + powers 75 = 150 pts

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

 

Design Notes: 

 

Here's a mythological powerhouse, modeled after Marvel's Hercules. As the quote suggests, he's a pretty straightforward build - he's strong, he's tough, and he's been around a long, long time. He's scary enough to make mundane bad guys back down in combat, strong enough to lift a drilling rig, tough enough to take some massive hits, but personable enough (and ripped enough!) that he can successfully flirt with the ladies and the men alike. He doesn't have the mobility of someone like the Hulk, but he can still get around pretty well in combat. He knows some stuff about history and divinity, but not a lot - he's been away from home for quite a while, and frankly he never paid much attention to that sort of thing anyway. You could easily justify a lot more languages than just English - or even a Comprehend if you cut down the Super-Strength a little. But who would want to do that to the Lion of Olympus!?! He lacks a Dimensional Movement power, since characters like this are usually stuck on Earth anyway.

 

No melee weapons - I always thought that just made him seem like a lesser Thor, and he should seem lesser to no man! He's probably not Hercules in the Freedom City universe (given how grim the Greco-Roman pantheon usually is), but there are plenty of immortal powerhouse types who could be running around - perhaps he's the mythological Kratos "Different guy, heh-heh-heh", Atlas, or maybe Samson or some other mythological figure if you want to go a little further than that. A god can't quite walk the Earth in the Freedom City universe, but perhaps he's been cast out so long he was here before the Pact began. Or maybe he's a demigod, fighting for justice in his father's name. People eat that stuff up these days, right (Percy Jackson, et al)? 

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  • 3 weeks later...

Post-Apocalyptic Portal User 

gallery_485_36_26631.jpg

 

 

 

 I don't want your suffering! I don't want your future!

 

PL: 10 (150)

Abilities: 6 + 6 + 10 + 2 + 4 + 0 = 28 pp 
STR 16 (+3)
DEX 16 (+3)
CON 20 (+5)
INT 12 (+1)
WIS 14 (+2)
CHA 10 (+0)

Combat: 12 + 10 = 22 pp 
ATK: +6 (+7 Knife/+8 Blink)
DEF: +15/+5 (+10 Shield, +2 Base, +2 flat-footed)
Init: +3
Grapple: +9/+18 w/Move Object
Knockback: -12/-2

Saves: 3 + 5 + 6 = 14 pp
TOU +15/+5 (+5 Con, +10 Force Field [+10 Imp])
FORT +8 (+5 Con, +3) 
REF +8 (+3 Dex, +5) 
WILL +8 (+2 Wis, +6) 

Skills: 36 r = 9 pp
Acrobatics 8 (+11, SM)
Language 1 (English, Chinese [base])
Notice 8 (+10, SM)
Sense Motive 8 (+10, SM)
Stealth 8 (+11, SM) 
Survival 3 (+5)

Feats: 9 pp
Acrobatic Bluff
Attack Specialization: Blink
Equipment
Evasion
Luck 2
Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)
Ultimate Save (Toughness)
Uncanny Dodge (visual)

 

Equipment: 5ep
Masterwork Commlink [1ep]
Knife (Strike 2, PFs: Masterwork [+1 to hit], Mighty) [4ep]

Powers: 33 + 23 + 11 = 67 pp 

 

Blink Attacks 15 (30 points; PFs: Alternate Power 3) [33PP]

BE: Feature 10 (Buys Off Dodge Bonus Flaw on Impervious Toughness 10) {10} + Impervious Toughness 0 (Extras: Reflective 2 [all attacks]) {20} {10+20=30/30} 

AP: Blast 12 (danger portals; PFs: Indirect 3, Precise, Variable Descriptor 2 [any natural]) {30/30}
AP: Enhanced Teleport 6 (to 1000 ft/Earth to Moon) {30/30}
AP: Move Object 12 (involuntary space warp, Effective STR 60, Heavy Load 48 tons, PFs: Indirect 3, Precise, Split Attack, Subtle) {30/30}

 

Teleport 4 (400 ft/1 mile, Extras: Accurate [+1], Portal [+2], PFs: Change Direction, Change Velocity, Easy) [23PP]

Teleport Shield Array 5 (10 PP, PF: Alternate Power 1) [11PP]

BEForce Field 10 (Extra: Impervious, Flaw: Dodge Bonus) {10/10}
AP: Shield 10 {10/10}

 

costs
abilities 28 + combat 22 + saves 14 + skills 9/36 + feats 9 + powers 67 = 150 pts

 

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

Design Notes: 

 

Having recently seen X-Men: Days of Future Past (a movie you should see too), I wanted to build Blink, a standout character in the movie and played memorably (albeit with very little dialogue) by Fan Bingbing. I was torn for the longest time on how to build her - should she be a dodge monkey or a tank? I went with a combination of both - when fully tanked up, she can devastate an army just by walking up to them and redirecting their bullets or high explosives, or she can just evade incoming attacks with almost impossible grace. She can do standard attacks like closing a portal on somebody or by accelerating something (or someone!) through her portals until they reach terminal velocity to hit with devastating force. It's pretty clear she can do long-range teleports, even if the movie doesn't show that - so while primarily she's a short-range tactical teleporter, she can potentially take her entire team anywhere on Earth. She's pretty vulnerable to being caught flat-footed or being stunned - it's safe to say the movie does demonstrate that her Uncanny Dodge is definitely visual. She has a kniiife - why? Well, when you live in a gritty post-apocalyptic future, you need a good knife. She's about PL 5 with her powers removed, about right for someone who comes from Circumstances. 

 

She doesn't have Attack Teleport, because nobody likes Attack Teleport. Potential complications from her rough and rowdy upbringing are legion - AoA Blink in the comics, when confronted by a better world, barely knew what toilet paper was. In game, this could be a refugee from a gritty alternate dimension hellhole well enough - the Freedom City setting uses parallel universes pretty heavily, so Ages of Mastermind, Set, or Omega could potentially be out there. She could also be a Chinese-born superhero well enough, perhaps a former (or current) government agent to explain her physical training and relative martial prowess. Fan Bingbing has made a lot of how much she liked the role (she's happy with being an Asian actress cast to play a character usually written as white, which as she notes is not that common...) and has noted that she is signed for more X-Men movies, so we may yet see Blink again in X-Men: Apocalypse. (Where they'll probably fight Bastion and Omega Sentinel or something. Who can say?)

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  • 2 months later...

Dust Devil 

 

gallery_485_36_12697.jpg

 

 

 

"Dig a little deeper!"

 

PL: 10 (150)

 

Abilities: 0 + 0 + 6 + 2 + 4 + 4 = 16 pp
STR 10 (+0)
DEX 10 (+0)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 14 (+2)

 

Combat: 6 + 6 = 12 pp
ATK: +3
DEF: +5 (+2 Dodge, +3 Base, +1 Flat-fooed)
Init: +0
Grapple: +3
Knockback: -7/-1

 

Saves: 5 + 8 + 6 = 19 pp
TOU +15/+3 (+3 Con, +12 Force Field)
FORT +8 (+3 Con, +5)
REF +8 (+0 Dex, +8)
WILL +8 (+2 Wis, +6)

 

Skills: 15 pp=60 r
Bluff 3 (+5)
Concentration 8 (+10)
Disable Device 9 (+10), SM 
Knowledge (History) 9 (+10), SM
Languages 2 (Ancient Egyptian, Arabic, Base [English])
Notice 8 (+10), SM

Perform (Drum) 3 (+5) 
Sense Motive 8 (+10)
Stealth 10 (+10), SM

 

Feats: 6 pp
Dodge Focus 2
Improved Initiative
Second Chance (Concentration Checks)
Skill Mastery (Disable Device, Knowledge (History), Notice, Stealth)
Uncanny Dodge (auditory)

 

Powers: 80 pp

Alternate Form 16 (Dust Devil, 80 PP, Duration [sustained]) [80PP]
Dust Devil Array 18 (36PP, PFs: Dynamic, Dynamic Alternate Powers 3) [43PP]
DBE: Damage 0-10 (Extras: Area [General, Cylinder], Selective) {0-30/36}
DAP: Corrosion 0-10 (Extra: Area [General, Cylinder, +2], Flaws: Action [Full], Distracting) {0-30/36}
DAP: Dazzle 0-10 (visual, Extras: Area [General, Cylinder, Selective, Flaw: Range [Touch]) {0-30/36}
DAP: Flight 0-18 (to Flight 19 [10,000,000 MPH) {0-36/36}

Flight 1 (10 MPH, PFs: Move-By Action, Subtle) [4PP]
Immunity 10 (Life Support, Starvation and Thirst) [10PP]
Insubstantial 2 (dust form) [10PP]
Protection 12 [12PP]
Super-Senses 1 (Radius [sight]) [1PP]

 

costs
abilities 16 + combat 14 + saves 19 + skills 14/56 + feats 6 + powers 80 = 150 pts

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

 

Design Notes: 

So what if Clock Queen has been empty-nesting pretty hard with her son and grandkids so far away and decided to have a baby with Set, much to the latter's surprise? (You can do some amazing things with time powers, kids!) The result just might be Dust-Devil, who combines her mother's speed and her father's power over the desert sands to become a whirling tornado of destruction! She's something of a blunt instrument compared to her subtle father, more in line with her mother's brute-force tactics. She has the power to transform herself into a whirling sand tornado, one that can shred steel with whipping particles of sand or batter men around with tremendous gusts! (She can also throw sand right in the eyes, ouch!) She has a lot tied up in her powers, but she's young and has plenty of time to grow - especially if she develops more demigod-style abilities. 

 

Yes, her speed is supposed to be that gross - a potential speed of 10,000,000 MPH will get you in and out of most jams very fast! She'll spent most of the time at about Flight 4 or so, which is a pretty solid combat speed. A less crazy version might have Affects Others on her Flight the way her half-brother Fast-Forward does, so that she can carry people along with her winds at fantastic speed. I figure she works as a 'legitimate archaeologist' somewhere in Egypt, fighting tomb robbers while she learns more about her heritage. It doesn't count as stealing if she acquires Set-related artifacts? She may not have gone to college but she's pretty sure that's how it works. With more time she'll get better at trash-talk and taunting. With her Immunities, Insubstantial 2, and her very high Toughness, she's very hard to take down in a fight - her main weakness is probably being stunned. More PP development could give her better combat abilities and more skills, or perhaps more divine power...

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  • 4 weeks later...

Military Flyer 

 

gallery_485_36_95443.jpg

 

 

 

 "Don't look at me. I do what he does. Just slower."

 

PL: 10 (150)

 

Abilities: 10 + 8 + 10 + 0 + 4 + 0 = 32PP
STR 20 (+5)
DEX 18 (+4)
CON 20 (+5)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

 

Combat: 16 + 16 = 32PP
ATK: +8 [+10 Unarmed/+12 Ranged/+14 'walking the fire']
DEF: +12 (+4 Dodge, +4 Base, +4 flat-footed)
Init: +8
Grapple: +13
Knockback: -4/-2

 

Saves: 3 + 4 + 6 = 13)
TOU +8/+5 (+5 Con, +3)
FORT +8 (+5 Con, +3)
REF +8 (+4 Dex, +4)
WILL +8 (+2 Wis, +6)

 

Skills: 76 r = 19 PP
Acrobatics 11 (+15, SM)
Craft (Mechanical) 5 (+5)
Diplomacy 12 (+12)
Languages 2 (Arabic, English [base], Farsi)
Medicine 3 (+5)
Notice 13 (+15, SM)
Pilot 11 (+15, SM)
Sense Motive 8 (+10)
Stealth 11 (+15, SM)

 

Feats: 22PP 
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus (Ranged) 4
Attack Specialization (Unarmed)
Dodge Focus 4
Environmental Adaptation (altitude)
Evasion
Improved Initiative
Power Attack
Precise Shot 
Quick Draw [Draw]
Second Chance (Medicine checks)
Skill Mastery (Acrobatics, Notice, Pilot, Stealth)
Ultimate Skill (Diplomacy)
Uncanny Dodge (auditory)

 

Powers: 16 + 17 = 33PP

Device 5 (25PP, Arsenal, Flaw: Easy to Lose, PF: Restricted [fingerprints]) [16PP]
Bullets Array 12 (24 PP, PF: Alternate Power 1) [25DP]

BE: Blast 8 (machine guns, Extra: Autofire) {24/24}
AP: Damage 6 ('walking the fire', Extras: Selective, Targeted Area [Cone], PFs: Accurate 3, Improved Crit 2, Precise) {24/24} 

 

Device 4 (20PP, Falcon Harness, Flaw: Hard to Lose, PF: Restricted [Pilot +10]) [17PP]
Immunity 3 (environmental cold, low pressure, suffocation [altitude]) [3PP]
Flight 5 (250 MPH/2500 fpm) [10PP]
Protection 3 [3PP]
Super-Senses 4 (Extended Vision 1 [all visual, 100 ft increments], Low-Light Vision, Radio) [4PP]

costs
abilities 32 + combat 32 + saves 10 + skills 19/76 + feats 22 + powers 33 = 150 pts

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

 

Design Notes: 

 

Here's my build for the Marvel Cinematic Universe's Falcon, aka Sam Wilson, not long after the events of Captain America: The Winter Soldier. (The idea is that Steve has introduced him to Tony and he's gotten some upgrades to his equipment - though not many!) I found Anthony Mackie to be among the highlights of the film - he played his character as a completely normal man who happened to be a badass soldier and expert flier (as well as an all-too-realistic hero in his work as a veterans' counselor) getting mixed up in a world of costumed heroes and super-spies. The Cinematic Universe dispensed with the many questionable elements of comic book Falcon's backstory and made Sam Wilson an Iraq War veteran who like Steve Rogers had found himself out of place in the America of 2014, leaving behind the 'streetwise' backstory and the ability to talk with birds and just making him awesome - a choice that worked very well indeed. 

 

This guy can do most of the things we saw Sam Wilson do on-screen - his high Diplomacy and good Sense Motive make him an excellent counselor for returning veterans (whether of Iraq or WWII), while his Craft skills let him take care of his gear and repair malfunctions that may occur in the field. He's fast and stealthy, just about right for someone who worked as pararescue during his service in the Middle East. His Medicine isn't that high, but he's good enough to keep an injured soldier or civilian stabilized while he evacuates them to a real doctor. With a STR of 20, he can carry Steve Rogers pretty well - though he's not Superman, so it's going to take some work! He's not as fast in the air as a jet, but he's certainly pretty fast - and much more maneuverable, to boot! When he's armed, he can't quite bring down a helicarrier on his own, but he can certainly cause it a whole lot of problems. If disarmed, he's PL 7.5 offensively and 8.5 defensively, giving him an excellent shot at going toe-to-toe with super-agent types like Brock Rumlow. His suit provides him some protection, but no more than a bulletproof vest; he's no Iron Man! 

 

He's not ready yet to inherit a team leadership role like Sam in the comics, but some more experience (and maybe the chance to buy some Charisma and Inspire) will help him out if you want him to go in that direction. I honestly think this guy would be pretty fun to play! He needs some Security Clearance or other Benefits if he's still working for the government, or maybe some more INT and Craft skills if he's the guy who built his gear in the first place. It wouldn't be that tough to change him into an alien space cop if you want, Hawkman-style. 

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  • 2 weeks later...

Vulcan Jedi Green Lantern 

gallery_485_36_1361.jpg

 

 

 

 What is necessary is never unwise.

 

PL: 10 (150)

 

Abilities: 14 + 0 + 14 + 6 + 6 + 0 = 40 pp 
STR 36/24 (+13/+7)
DEX 16/10 (+3/+0)
CON 24 (+7)
INT 16 (+3)
WIS 16 (+3)
CHA 10 (+0)

 

Combat: 8 + 8 = 16 pp
ATK: +4 (+7 Melee/+8 Ki Blast)  
DEF: +10 (+3 Dodge Focus, +3 Shield, +4 Base, +2 flat-footed)
Init: +0/+3 
Grapple: +14/+16 w/Move Object+20 w/Internal Fires
Knockback: -5/-3

 

Saves: 1 + 5 + 7 = 13 pp 
TOU +10/+7 (+7 Con, +3 Force Field) 
FORT +8 (+7 Con, +1)
REF +8/+5 (+0 Dex, +5, +3)
WILL +10 (+3 Wis, +7)

 

Skills: 44 r = 11 pp 
Concentration 8 (+11)
Diplomacy 10 (+10)
Knowledge (Theology and Philosophy) 8 (+11)
Languages 2 (Hephestian [base], English, Galstandard)
Notice 8 (+10)
Sense Motive 8 (+10)

 

Feats: 9 pp 
Attack Focus: Melee 3
Dodge Focus 3 
Jack of all Trades
Trance
Uncanny Dodge (auditory)

 

Powers: 2 + 45 + 9 + 2 + 3  = 61 pp

 

Comprehend 2 (Spirits) [2PP]

 

Device 11 (Ring of Cthia, 55 points; Flaw: Hard to Lose; PF: Restricted [Will +10]) [45PP]
Enhanced Dexterity 6 (to 16/+3) {6DP}

Enhanced Feats 1 (Evasion) {1DP}

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

Force Field 3 {3DP}

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

Ki Manipulation 13.5 (27 points; PFs: Alternate Power 4) {31DP}
BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {24/27}

AP: Blast 12 (Ki Blast; PFs: Accurate 2, Indirect, Precise, Split Attack, Variable Descriptor 2 [any energy]) {27/27}

AP: Enhanced STR 12 (internal fires, to STR 36/+13, Extra: Autofire 10) {22/27}

AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Range [Perception]; PFs: Precise, Subtle) {26/27}

AP: Strike 6 (blazing weapons; Extra: Penetrating 1 [as DMG 14]; PFs: All-Out Attack, Extended Reach 2 [10 ft.], Improved Crit 2, Improved Disarm, Improved Trip, Mighty, Precise, Power Attack, Takedown Attack 2, Variable Descriptor 2 [any energy or weapon]) {27/27}

Shield 3 {3DP]

6+1+7+3+4+31+3 = 55/55

 

Hephestian Array 4 (8PP, PF: Alternate Power 1) [9PP]

BE: Mind Reading 7 (Extras: Penetrating, Secondary Effect, Flaws: Range [Touch] 2, PF: Subtle) {8/8}
AP: Paralyze 7 (Flaw: Action [Full], PF: Improved Crit) {8/8}

 

Immunity 4 (aging, environmental heat, need for sleep, starvation and thirst) (Flaw: Limited [Half]) [2PP]

Super-Senses 3 (Extended on all hearing [2], Ultrahearing) [3PP]

 

abilities 40 + combat 16 + saves 11 + skills 11/44 + feats 9 + powers 61= 150 pts

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

Design Notes: 

 

So in chat today the subject of a Vulcan Green Lantern Jedi came up, and I thought sure, why not? This guy is about right for a scholarly sage of a desert people, a hardy fellow with physical strength that belies his slim build. In Jedi terms he's more Consular than Knight; he's more about the showy effects and mentalism than he is being a straight-up melee specialist - though if he ignites his double-bladed blazing weapons he can certainly be very effective in combat. His flight works for acrobatic leaps and the like, letting him take on even the biggest opponents. His ring, which allows him to harness his inner wisdom, makes him faster and stronger than he otherwise would be, and generally protects his already-sturdy body from harm. He's not quite space-worthy as is, but given his high saves and partial immunities can probably make an emergency, short-term trip through space if he has to. 

 

He's not a genius like Spock, and he's a bit of a stick in the mud - but he has enough Diplomacy to at least try talking his way out of fights before they start, and he has a good solid INT and WIS that will at least let him help out in a lot of situations. A +3 modifier isn't much, but with that Jack of all Trades he can do a lot with it! Perhaps this ring is an ancient artifact of the most scholarly of his warrior-poet people, or maybe he saw it fall as a meteor from space while out meditating in the high desert. In-setting, perhaps it is a corrupted fragment of the Light of Truth or a Star Knight's armor - the possibilities are endless! 

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  • 1 month later...

The Spiral

 

symbolic_triskel_celtic_triskelion.jpg

 

On September 26, 1960, during the preparations for the first televised Presidential debate between John F. Kennedy and Richard Nixon, the Centurion arrived at the Chicago studios where the debates were to be filmed. Wearing a circlet of golden leaves on his head, the Man of Adamant announced that the debates were unnecessary and that he, the Centurion, was now the Imperator of the American Empire! Luckily for the Centurion's reputation, he had a friend there he had never met - Alexander Rhodes, just a few months before his debut as the Scarab, was at the studio after a psychic premonition warned him that a dire threat to the world was in the offing. From his position in the VIP box, Rhodes engaged the being that had displaced Mark Leeds' conscious mind in psychic combat, eventually driving it free and letting the Man of Adamant make his horrified apologies to the bemused executives and VIPs. This had repercussions most people know. The Kennedy administration was always a little cool towards the Centurion (one reason why the new Freedom League never had a government representative) while the Centurion himself realized that perhaps he'd been wrong at the beginning of the decade and that he did need other heroes after all!

 

This was also, unknown to most people, the first encounter that the heroes of Freedom had with the Spiral, enemies who have dogged the 20th and 21st century ever since.

 

We don't know much about them, even now, only accounts gleaned from memories absorbed by psychics who have encountered them like the Scarab, Brainstorm, Chase Atom, and even the reclusive villain Professor Psion - and eyewitness testimony from people like Daedalus, Raven I, and others who have survived having their personalities exchanged with inhabitants of the year 100000 ACE!

 

At least, that's the year they claim it is - there are no written records on the other side. The possible future that is 100000 ACE (so far every encounter has had them in the same year, even decades apart) is a grim one. The Moon is a fiery red in the sky as if recently made molten and the surface of the Earth (around the portholes in the uppermost part of the Spiral's headquarters) is covered in a white, sere desert that on closer inspection is made of tiny shards of broken glass worn down to fragments by prolonged wind and water exposure. The only life visible are various silicate creatures that live in the glassy deserts outside.

 

 

brainjar.jpg

 

And the Spiral themselves, of course. if you call that living. They are old beings, very old - they have vague memories of the world above, a desperate flight below, and a last-ditch procedure that granted them survival. But that was all very long ago, and the memories of their fleshy bodies have long since been supplanted by unending centuries of preservation. For you see the Spiral are brains, human brains (albeit greatly enlarged), each floating in a preservation tank that (with robot aid) will keep them alive for uncounted more centuries to come.

 

They have libraries, musical collections, all manner of entertainment, but by now they have seen them all, read them all, felt them all. For all their great psychic power, they cannot directly affect their world - especially not the great desert that is the surface. They are dreadfully, dreadfully bored.

 

 

This is a bad thing. Even worse, one of them (Spiral Three, the one who possessed the Centurion and bedeviled him as a prankster until 1993) has recently (by their calendar) learned the art of mental time travel, one that it shared gladly with its fellows as a means of offering them an escape from the unending ennui.

 

The Spiral like to play, and even at the best of times their play is sinister in its amusements. Their favorite game is to find someone of power in the distant past and switch minds with them for a while - casting said person's consciousness into the distant future while they revel in the sensation and powers of their new form. Sometimes this is simply a great jest (by Spiral standards)  and the person (if not discovered) will reawaken in their bodies amid a bacchanalia of amusements that they must now pay for, physically, socially, and financially.

 

Other times the situation is darker still. One may decide that a given hero's life is inadequate and they must be improved, made superior, and so will simply move in for days or weeks at a time, fooling even the most intimate partners into believing that they have done nothing stranger than simply read too much Ayn Rand.

 

432.jpg

 

Other times...Spiral Seven, known among those familiar with the Spiral as "The Sadist" has not been seen since the early 1990s, when it was driven out of the body of its most recent host (and cast back into the future, its powers burned out) by the combined efforts of the hero Evening and the villain Hologram (the two most powerful psychics in Freedom City in the early 1990s) - but its body count ranged into the high dozens.

 

The Spiral has been quiet since the turn of the millenium - perhaps sizing up this new generation of heroes to see exactly what it is they're facing. After all, they don't age and there are plenty of other eras to play with. But none so exciting as our own.

 

And the Spiral do get bored. Oh yes. 

 

Spiral-possessed hosts have whatever mental powers the GM thinks will make the adventure interesting, at whatever rank is necessary to make things difficult for the heroes. They are rarely deliberately wicked - but they have no respect for the individual rights of the people of the past and will play with them in whatever way they find the most satisfying. Taunting and boastful when exposed, the only one way to truly terrify one is to injure it psychically and send it back into the future - or far, far worse, find some way to isolate and restrain the mind inside the body. 

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Perceptive Paragon

 

gallery_485_36_14680.jpg

 

 

 

 Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment.

 

 

PL: 10 (150)

Abilities: 4 + 0 + 6 + 0 + 10 + 0 = 20 pp
STR 30 [14] (+10/+2)
DEX 10 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 20 (+5)
CHA 10 (+0)

Combat: 12 + 8 = 20 pp
ATK: +6 (+10 Unarmed)
DEF: +8 (+4 Dodge Focus, +4 Base, +2 Flat-Footed)
Init: +0
Grapple: +16-+19
Knockback: -12/-1

Saves: 5 + 5 + 3 = 16 pp
TOU +12/+3 (+3 Con, +9 Protection [+6 Imp])
FORT +8 (+3 Con, +5)
REF +8 (+0 Dex, +8)
WILL +8 (+5 Wis, +3)

Skills: 28 r=7 pp
Diplomacy 7 (+7, SM)
Notice 7 (+12, SM)
Search 7 (+7, SM)
Sense Motive 7 (+12, SM) 

Feats: 9 pp
Attack Specialization [unarmed] 2,
Dodge Focus 4,
Skill Mastery (Diplomacy, Notice, Search, Sense Motive)
Takedown Attack,
Uncanny Dodge (auditory)

Powers: 35 + 30 + 7 = 73 pp

 

All-Seeing Eye Array 16.1 (33 PP, PFs: Alternate Power 1, Ultimate Skill [Notice]) [35PP]

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: Super-Senses 25 (extended on hearing group [2], extended on sight group [2], microscopic 3 on sight group [3], radius on sight group [2]; direction sense [1], distance sense [1], infravision [enhancement: tracking] [2], low-light vision [1], radar [radio; enhancement: accurate] [3], radio [1], time sense [1], ultra-hearing [1], ultravision [1], x-ray vision [not vs. lead]] [3])
{24/33}

 

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 9 [9 pp]


costs
abilities 20 + combat 20 + saves 16 + skills 7/28 + feats 9 + powers 75 = 150 pts

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

 

Design Notes: 

 

Continuing my on-and-off again Paragon Project, here's a paragon with the Super-Senses part of the Superman powerset (one often left out of PC builds) given the full treatment. He's bulletproof (at least against small arms), able to fly and lift heavy objects, as well as punch through a steel door - but his _real_ power are his incredibly enhanced sensory abilities. He can concentrate on something close by and pick out every detail - or he can expand his insight outward and study a whole square mile of space at once! There are few secrets from him, and not many villains can hide from his eyes (though he lacks Counters Concealment and other Illusion-busting powers just to keep things interesting). His high Sense Motive means he's pretty good at spotting liars, just as his Notice makes it hard to hide things from him. Perhaps he became a hero because, much like some depictions of Superman, he was intimately aware of the suffering of innocents all around him - suffering his powers did not allow him to ignore! 

 

The picture is of Thundermind, DC's Chinese Buddhist Superman/Captain Marvel mashup. A hero rooted in theology like Thundermind should probably have some more Knowledge (Theology and Philosophy), while one from space (maybe a Lor mentant with touch-range telekinesis, Superboy-style) should have some Knowledge (Cosmology).. This guy's skills and feats are pretty generic - perhaps because he had a generic childhood out in the Midwest after being adopted by a kindly farm couple in Kansas. 

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  • 3 weeks later...

Serpentine Paragon

 

gallery_485_36_47610.png

 

This is your life; are you who you want to be?

 

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: 8 + 8 = 16 pp
ATK: +4 (+8 Melee/+10 Unarmed)
DEF: +8 (+4 Dodge Focus, +2 Base, +2 Flat-Footed)
Init: +0
Grapple: +12/+18-+24
Knobkack: -10/-1

Saves: 5 + 5 + 6 = 16 pp
TOU +12/+3 (+3 Con, +9 Protection [+9 Imp])
FORT +8 (+3 Con, +5)
REF +5 (+0 Dex, +5)
WILL +8 (+2 Wis, +6)

Skills: 28 r=7 pp

Bluff 7 (+10/+14 w/Attractive)
Concentration 8 (+10)

Diplomacy 0 (+3/+7 w/Attractive) 
Disguise 0 (+3/+23)
Language 1 (English, Base: Lemurian) 
Notice 3 (+5)
Sense Motive 8 (+10)

Feats: 13 pp
Attack Focus: Melee 4
Attack Specialization: Unarmed
Dodge Focus 4
Interpose
Move-By Action
Takedown Attack
Uncanny Dodge (olfactory)

Powers: 5 + 16 + 1 + 2 + 9 + 11 + 15 + 7 + 1 + 5 =  75 pp

 

Concealment 3 (visual, olfactory, Flaw: Blending; PFs: Close Range, Selective) [5PP]

 

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

 

Feature 1 (Temporal Inertia) [1PP]

 

Immunity 2 (environmental heat, poison) [2PP]

 

Impervious TOU 9 [9PP]

 

Morph 4 (humanoids, +20 Disguise bonus, PFs: Attractive, Covers Scent) [11PP]

 

Paragon Array 6 (12PP, PFs: Dynamic, Dynamic Alternate Power) [15PP]

DBE: Flight 0-6 (0-500 MPH/5000 fpm) {12/12}
DAP: Super-Strength 0-6 (Effective STR 30-60, Heavy Load: 1.5-48 tons) {12/12}

 

Protection 9 [9PP]

 

Regeneration 0 (PF: Regrowth) [1PP]

 

Super-Senses 5 (Accurate Acute Analytical Tracking Olfactory) [5PP]

 

costs
abilities 20 + combat 16 + saves 16 + skills 7/28 + feats 13 + powers 75 = 150 pts

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

Design Notes: 

 

In the ancient days of the Great War between Atlantis and Lemuria, a mighty mechano-mystic saw a dire future for his people. He managed to save his only child, a daughter, who bid a tearful farewell to her parents before stepping into the alchemical rocket of her father's design - one that would fly away into the mystic spaces between worlds, protecting her from all harm and even the ravages of time, and only return to Earth in a few years when things were again safe. As the crystal sphere closed around her and she felt her eyelids flutter, she prayed to awaken in a better world. And the rocket took off and the world of her youth ended. But the great cataclysms of the era knocked her rocket off-course and she returned not in a decade, not a century, or a millennium, but a full ten thousand years! When she stepped out of the rocket upon its crashlanding in the American Midwest, it didn't take her long to realize something. 

 

The future was overrun entirely with mammals! Yikes! 

 

But she's a flexible sort, in more ways than one, and used her natural serpentine magic to blend in with the mass of humanity - albeit with some exaggerations of the human female's secondary sexual characteristics in order to be especially popular. She soon realized that her travel through space and time and magic had imbued her with great power; she could fly, lift great weights, endure great harm, and she still had her basic Serpent Person abilities to boot! It's clear that this new world is under threat by enemies of all shapes and sizes, though, and she has a responsibility to make sure this new world doesn't go the same way her own did! Maybe she can start by convincing her teammates that there's something a little fishy about Atlantis...

 

Yes, it's Power Girl as per her short-lived Atlantean origin, albeit with a Freedom City twist in that she's actually a native of Lemuria, the ancient enemy of Atlantis! Sure she's from a brutal empire that practiced the enslavement of humans, but that doesn't mean she personally has to favor those things - perhaps her family were outcasts or rebels who wanted to at least free the nation's slaves and put an end to the cults of the Unspeakable One! Her powers are good, but her Morph is low enough that a sharp-eyed crank could spot the occasional forked tongue and slitted eye and come to all the wrong conclusions about Serpent People infiltration - or maybe all the right ones! Mechanically she's a blend of one of my paragon shells, plus TT's Lizard Boy and Doc's Serpent Person with a Power Ring build. 

 

She's probably going to be pretty angry to find out that it was the Unspeakable cultists who survived the end of Lemuria...

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  • 3 weeks later...

Giant Shapeshifting Robot 

gallery_485_36_48044.png

 

 

 

"Beep Beep!"

 

 

PL: 10 (150)

 

Abilities:  8 + 4 + [-10] + 0 + 4 + 0 = 6PP
STR 34 [18] (+12/+4)
DEX 14 (+2)
CON n/a
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

 

Combat: 16 + 16 = 32PP 
ATK: +6 (+8 Melee) [-2 Growth]
DEF: +7 [+1 Dodge, -2 Growth, +3 Base, +3 flat-footed])
Init: +2
Grapple: +28 vs. Medium
Knockback: -10

 

Saves: 0 +3 + 3 = 6PP 
TOU +13 (+4 Growth, +9 Protection)
FORT: -
REF: +5 (+2 Dex, +3)
WILL: +5 (+2 Wis, +3)

 

Skills: 36 r = 9PP
Acrobatics 5 (+7)
Craft (Electronic) 5 (+5)
Craft (Mechanical) 5 (+5)
Disguise 0 (+0/+20)
Languages 2 (English, Galstandard, Base [Native])
Notice 8 (+10)
Pilot 3 (+5)
Sense Motive 8 (+10)

 

Feats: 7PP
Attack Focus: Melee 2
Dodge Focus 1
Improvised Tools
Power Attack
Takedown Attack 
Uncanny Dodge (Radio)

 

Powers: 2 + 25 + 6 + 40 + 9 + 5 + 5 + 1 = 93PP
Feature 2 (Headlights, Internal Compartments) [2PP]

Growth 8 (Extra: Duration [Permanent, +0], PF: Innate) [25PP]

-2 ATK/DEF, +8 Grapple, -8 Stealth, +4 Intimidate, 16 ft tall, 4K-32K lbs, 15 ft space, 10 ft reach, +10 STR carrying capacity

Morph 4 (+20 Disguise, jaunty car, PFs: Covers Scent, Precise) [6PP]

Immunity 40 (Fortitude Saves, Psionic Effects) [40PP]

Protection 9 [9PP]

Regeneration 0 (Recovery Bonus +0) [5PP]

Speed 5 (250 MPH/2500 ft per move) [5PP]

Super-Senses 1 (Radio) [1PP]

 

Drawbacks: -3PP
Vulnerable (Electricity, [uncommon, major, x2]), -3PP

 

costs
abilities 6 + combat 32 + saves 6 + skills 9/36 + feats 7 + powers 93 -drawbacks 3 = 150 pts

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

 

Design Notes: 

 

OK, here's a pretty standard Transformer. (Note that despite the picture this is not a Bumblebee straight conversion - I don't actually watch the shows except for RescueBots). He's a big giant robot from space who can turn into a jaunty little sedan - with all the powers and abilities of a sedan! He doesn't have ray guns or missiles, he fights his enemies bare-servoed. He doesn't have Drive because he's a car; people drive him! Note that unlike a vehicle he can use extra effort on his speed, allowing him to make an accelerated move and drive at 1000 MPH! (Better make sure there are no shapeshifted robots disguised as cop cars on your tail!) I left his lack of hands in vehicle mode as a complication, but you could probably make that into a Temporary Drawback and get some more PP if you need to. 

 

He's not super-strong but with a Heavy Load of about six tons he is about as strong as an actual car! His skills and feats are pretty straightforward and pretty thin - in my mind this guy is an apprentice mechanic in the Giant Robot Patrol (or whatever you want to make the Transformer expies around here) who crashlanded on Earth and disguised himself as the local hardware to blend in. Being a sixteen foot tall robot is certainly a juicy complication - at least he can blend in as the sweet ride of whatever team he is on! One thing he could use is a friend to pretend to be his driver - otherwise he may run into that issue with the New Jersey Highway Patrol again... 

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Giordano Bruno 

gallery_485_36_7704.jpg

 

 

 

The pursuit of truth is the only thing worthy of a hero.

- Giordano Bruno 

 

Abilities: 0 + 0 + 0 + 10 + 2 + 4 = 16PP
STR: 10 (+0)
DEX: 10 (+0)
CON: 20/10 (+5/+0)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 14 (+2)

Combat: 8 + 8 = 16PP
ATK: +4 
DEF: +7 (+2 Dodge, +1 Shield, +4 Base, +2 Flat-Footed)
Init: +0
Grapple: +6/+20 w/Move Object
Knockback: -6/-4/-2/-0

Saves: 5 + 5 + 6 = 16PP
TOU: +13/+9/+5/+4/+0 (+0 Con, +4 Defensive Roll, +4 Protection, +5 Enhanced Con)
FORT: +10/+5 (+0 Con, +5, +5 Enhanced Con)
REF: +5 (+0 Dex, +5)
WIS: +7 (+1 Wis, +6)

Skills: 56 r = 14PP

Bluff 4 (+6) 
Concentration 9 (+10)
Craft (Electronic) 5 (+10)
Craft (Mechanical) 5 (+10)
Knowledge (Arcane Lore) 5 (+10)
Knowledge (Physical Sciences) 5 (+10)
Knowledge (Technology) 5 (+10)
Knowledge (Theology and Philosophy) 5 (+10)
Languages 4 (English, Greek, Latin, Lor, Base [italian])
Notice 4 (+5)
Sense Motive 4 (+5)

Feats: 9PP
Beginner's Luck
Dodge Focus 2
Eidetic Memory
Fearless
Inventor
Jack of all Trades
Luck
Ritualist

Powers: 45 + 2 + 19 + 3 + 4 + 6 = 79PP

 

Device 11 (Hermetic Power Armor, Flaw: Hard to Lose, PF: Mentalists]) [45PP]
Comprehend 3 (speak, read, and understand all languages) [6PP]
Enhanced Constitution 10 (to CON 20/+5) [10DP]
Enhanced Hermetic Mentalism 8 (16 PP, PFs: Alternate Powers 3) [19DP]

Enhanced Hermetic Mentalism 16 (32PP, PFs: Alternate Powers 6) [38PP]
BE: Astral Form 10 (Earth to Moon, PFs: Rapid, Subtle) {32/32}
AP: Communications 18 (anywhere in the Galaxy, Mental, Two-Way, PFs: Rapid 5 [x100,000], Subtle) {24/32}
AP: ESP 10 (visual and auditory, Earth to Moon, PFs: Rapid, Subtle) {32/32}
AP: Drain WIS 6 (Extras: Alternate Save [Will], Linked [Mind Reading], Mental, Range 2 [Perception]) {15} + Mind Reading 10 (Extras: Linked [Drain WIS], Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle) {11} {15+11=31/32}
AP: Blast 10 (Extra: Range [Perception], PFs: Precise, Variable Descriptor [Fire/Force]) {32/32}
AP: Move Object 10 (Effective STR 50, Heavy Load 12 tons, Extra: Range [Perception], PFs: Precise, Subtle) {32/32}

AP: Teleport 16 (nearby star systems, Extra: Accurate, Flaw: Long-Range Only]) {32/32} 


Feature 1 (Library) [1DP]
Flight 3 (50 MPH/500 fpm, PFs: Move-By Action) [7DP]
Immunity 10 (Life Support, Starvation and Thirst) [10DP]
Shield 1 [1DP]
Super-Senses 1 (Radio) [1DP]

Enhanced Feats 2 (Defensive Roll 2) [2PP]

 

Hermetic Mentalism Array 8 (16 PP, PFs: Alternate Powers 3) [19PP]
BE: Astral Form 3 (100 ft, PF: Subtle) {16/16}
AP: Communication 6 (20 miles, [Two-Way, Mental], PF: Subtle) {13/16}
AP: ESP 5 (5 miles, visual and auditory, PF: Subtle) {16/16}
AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant], PFs: Insidious, Subtle) {12/16} 

 

Immunity 3 (aging, disease, poison) [3PP]

Protection 4 [4PP]

Super-Senses 8 (Danger Sense [Mental], Precognition [Flaw: Unreliable], Psionic Awareness 2, Uncanny Dodge [Mental]) [6PP]

Abilities (16) + Combat (16) + Saves (16) + Skills (14) + Feats (9) + Powers (79) = 150PP

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

Design Notes: 

 

OK, here's another historical character built. Giordano Bruno (1548-1600) was a friar, philosopher, mathematician, poet, and astrologer famous for his philosophical arguments that took the then-new theories of Copernicus one step further. It was Bruno who was the first to argue for an infinite universe with no real center, and that the other stars in the sky might be suns as well, and that they too might have planets - perhaps even life! Unfortunately for Bruno his radical cosmological theories came with radical theological notions that challenged the power of a Catholic Church going through a reactionary phase. A poor politician (a bad trait in a scholar, especially in those days), Bruno was kicked out of city after city for speaking out in public too loudly before finally being arrested by the Inquisition. Refusing to recant his heresies, the man who believed in life among the stars at a time when his peers barely believed in heliocentrism was burned at the stake "with his tongue imprisoned" on February 17, 1600. 

 

So that's a grim story in the history of science! This build takes Bruno the natural philosopher and lecturer on the arts of memory and makes him a low-level mentalist, one who was able to use his powers to escape the Inquisition and finally contact someone from those other worlds he'd spent so much time dreaming about and writing about! His alien friends hooked him up with advanced medical technology, halting his aging and protecting him against the ravages of space, and he used his formidable genius to build himself a suit of armor suitable for traveling the distant realms of space! Bruno's academic career falls in the nexus of science, religion, and mathematics so I went ahead and made him pretty good at all those things! Like many an immortal, he has knowledge enough to be at least a little good at most fields. The circuits built into his armor help him talk to everybody, but he still has some issues with being nice...

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  • 1 month later...

Electrokinetic Tyrannosaurus Rex 

gallery_485_36_23543.jpg

 

The doctor is in!

 

PL: 10 (150)

 

Abilities: 14 + 0 + 12 + 10 + 4 + 2 = 34 pp
STR 40 [24] (+15/+7)
DEX 10 (+0)
CON 30 [22] (+10/+6)
INT 20 (+5)
WIS 14 (+2)
CHA 12 (+1)

 

Combat: 12 + 12 = 24 pp
ATK: +6 (+7 melee) (+4 w/Growth, +5 melee, +12 Blast)
DEF: +7 (+3 flat-footed) (+5 w/Growth, [+2 flat-footed))
Init: +0
Grapple: +28
Knockback: -15

 

Saves: 2 + 5 + 5 = 12 pp
TOU +15/+11 (+10 Con, +5 Protection) (+6 Con, +5 Protection)
FORT +12/+8 (+10 Con, +2) (+6 Con, +2)
REF +5 (+0 Dex, +5)
WILL +8 (+3 Wis, +5)

 

Skills: 56 r=14 pp
Craft (Electronic) 10 (+15, SM)
Craft (Mechanical) 10 (+15, SM)
Disable Device 5 (+10, SM)
Intimidate 5 (+6/+10)
Knowledge (Technology) 5 (+10, SM)

Languages 2 
Notice 8 (+10)

Sense Motive 8 (+10)
Survival 3 (+5)

 

Feats: 9 pp
Attack Focus: Melee
Dodge Focus

Endurance
Inventor
Skill Mastery (Craft [Electronic], Craft [Mechanical], Disable Device, Knowledge [Technology])
Startle
Takedown Attack
Ultimate Save (TOU)
Uncanny Dodge (auditory)

 

Powers: 21 + 25 + 5 + 1 + 2 + 3 = 57 pp
Electrical Control Array 10 (20 PP, PFs: Alternate Power 1) [21PP]

BE: Magnetic Control 6 (Str 30, Hvy Load 1500 lbs; Extra: Damaging, PFs: Precise, Subtle) {20/20}
AP: Blast 8 (PFs: Accurate 4) {20/20}

Growth 8 (Extra: Duration [Permanent] (+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)

Protection 5 [5PP]

Speed 1 (10 MPH/110 fpmove) [1PP]

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

Super-Senses 3 (radio, Enhancement: Accurate) [3PP]

 

costs
abilities 34 + combat 24 + saves 12 + skills 14/56 + feats 9 + powers 57 = 150 pts

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

Design Notes: 

 

With acknowledgements to Exaccus, who got me thinking about dinosaurs! 

 

OK, so the problem with dinosaurs building a civilization is that they didn't have hands. There were a lot of bipedal dinosaurs, but most of them were like flightless birds rather than primates - their useless forelimbs started to atrophy almost as soon as they were standing erect. (That's why some of the biggest forelimbs are actually on some of the older theropods!) Even the ones with forelimbs had hands that worked more like a bird's wing than hands - not terribly useful. So how to get around this? Imagine a line of Tyrannosaurus Rex that evolved a Hunter's organ and a Sach's organ like those possessed by electric eels! The latter allows them to hunt for prey using electrolocation, making sure they can't be blinded even in dense jungle, heavy fog, or other forms of bad weather. The former allows them to generate tremendous electrical charges! And from there, using comic book science, it's a natural step to magnetokinesis - and then the invention of technological civilization. 

 

So this is a genius T-Rex who can hurl bolts of lightning - or manipulate objects using electromagnetic current. His little arms and lack of hands are a good Complication for whenever his powers might be nullified. He's still a gigantic T-Rex even if that happens, so watch out! With no Impervious, a hunter's bullets are a threat - but given his vast bulk it's going to take a lot of bullets to bring him down barring a lucky shot. He could use some Tracking if you can find the points for it; while he can handle himself in the jungle OK, my general assumption is that this guy is more of a scientist and perhaps a bit of a city lizard. 

 

Why is there an electrokinetic T-Rex? Genetic tampering? Alien planet? Surprise result of time travel? It's up to you to decide! 

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  • 3 weeks later...

Frog Thor

gallery_485_36_60067.jpg

 

 

 

FOR ASGARD!

 

PL: 10 (150)

 

Abilities: 4 + 10 + 8 + 0 + 4 + 2 = 28PP
STR 14 (+2)
DEX 20 (+5)
CON 18 (+4)
INT 10 (+0)
WIS 14 (+2)
CHA 12 (+1)

 

Combat:  14 + 12 = 26PP
ATK: +7 [+15 w/Shrinking]
DEF: +6 [+14 w/Shrinking, +3 Base, +3 flat-footed]
Init: +9
Grapple: +1
Knockback: -3/-2 [-1/0]

 

Saves: 3 + 2 + 5 = 10PP
TOU +6/+4 (+2 Defensive Roll, +4 Con)
FORT +7 (+4 Con, +3)
REF +7 (+5 Dex, +2)
WILL +7 (+2 Wis, +5)

 

Skills: 52r=13PP
Climb 6 (+8)
Intimidate 6 (+7/-1)
Knowledge (Arcane Lore) 6 (+6)
Knowledge (Theology and Philosophy) 6 (+6)
Languages 2 (Egyptian, Old Norse, Base [English])
Notice 6 (+8)
Sense Motive 4 (+6)
Stealth 6 (+11/+37)
Swim 4 (+6)
Survival 6 (+8)

 

Feats: 9PP
Defensive Roll,
Evasion,
Fearless,
Improved Defense,
Improved Initiative,
Power Attack,
Uncanny Dodge (auditory),
Ultimate Save (Toughness)

 

Powers: 2 + 13 + 1 + 1 + 4 + 1 + 35 + 2 + 3 + 2 = 64PP

Comprehend 2 (speak to and understand animals, Flaw: Limited [amphibians]) [2PP]

 

Device 3 (Hammer of the Gods, 15 PP, Flaw: Hard to Lose, PF: Restricted [Fine]) [13PP]
Flight 1 (10 MPH/100 ft per move, PFs: Move-By Action, Subtle) [4DP]
Hammer Array 5 (10 PP, PFs: Alternate Powers 1) [11DP]
BE: Blast 5 {10/10}
AP: Strike 3 (Extra: Penetrating 5 [as DMG 10], PFs: Mighty, Takedown Attack) {10/10}
 

 

Immunity 2 (Eye-Based Irritants, Drowning, Flaw: Limited [Half Effect]) [1PP]

 

Immunity 1 (aging) [1PP]

 

Impervious TOU 4 [4PP]

 

Leaping 1 (x2) [1PP]

 

Shrinking 16 (Fine; Extras: Duration [Permanent, +0], Normal Strength, PFs: Innate, Normal Movement, Normal Toughness) [35PP]

 

Super-Movement 1 (Wall-Crawling 1) [2PP]

 

Super-Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3PP]

 

Swimming 2 (5 MPH/50 ft per move) [2PP]

 

costs
abilities 28 + combat 26 + saves 10 + skills 13/52 + feats 9 + powers 64= 150 pts

 

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

 

Design Notes: 

 

Yes, it's Throg, star of the Pet Avengers, rendered as a PL 10 superhero! He's about the size of a common frog but with a strength to make him a god among amphibians, wielding a mighty hammer that can cleave through almost any object his size. I've exaggerated the ability of frogs here a little bit here, but not too much. (You could give him some sort of poison if you want to make him a toad!) Mechanically he's built as a fusion of amphibian and Asgardian physiology. Up to you whether or not his Blast is lightning or a thrown hammer - you could save up enough points for Variable Descriptor as he learns more about how to use his mighty weapon. I figure carrying the hammer turns his need to stay moist into a Complication rather than an actual drawback. 

 

He could be a divine champion transformed into a frog - or maybe a frog given the power of the gods themselves! (Note that Throg is actually a man who became a frog who became a frog god in the comics - maybe a little too complicated here) Note that if you want a good solid frog deity, you need to turn to Egypt's Heqet (hence the Egyptian language; and don't forget we've seen Heliopolitans as PCs and NPCs already.) He's an excellent team scout given his small size and many mobility-enhancing abilities, though his desire to act like Thor (i.e., yelling and waving his hammer around dramatically) makes for an interesting complication - the role he may have had back home as the warrior against the giants may not really suit him as a three-inch tall frog. Good complications include his duty to his divine pantheon, his need to defend his home pond, or maybe the fact that he is a frog in a world of men!

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  • 3 weeks later...

Teleporting Rock Star

 

gallery_485_36_2602.jpg

 

 

 

 

 

PL: 10 (150)

Abilities: 0 + 0 + 4 + 0 + 6 + 10 = 20 pp
STR 10 (+0)
DEX 10 (+0)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 20 (+5)

Combat: 12 + 8 = 20 pp
ATK: +6
DEF: +8 (+4 Dodge Focus, +2 Base, +2 Flat-Footed)
Init: +0
Grapple: +6
Knockback: -6/-4/-1

Saves: 5 + 5 + 6 = 16 pp
TOU +12/+8/+2 (+4 Protection/+6 Defensive Roll/+2 Con)
FORT +8 (+2 Con, +6)
REF +5 (+0 Dex, +5)
WILL +8 (+3 Wis, +5)

Skills: 40 r=10 pp
Bluff 5 (+10/+14)
Diplomacy 5 (+10/+14)
Gather Info 5 (+10/+14)

Languages 2 (Galstandard, Lor, Base [English])
Notice 2 (+5)
Perform (Singing) 10 (+15/+19) 
Sense Motive 6 (+9)

Feats: 11 pp
Attractive,

Benefit (Fame),

Defensive Roll 3,
Dodge Focus 4,

Environmental Adaptation 1 (Vacuum),
Skill Mastery (Bluff, Diplomacy, Perform [singing], Sense Motive)
Well-Informed

 

Powers: 28 + 4 + 38= 70 pp
Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP]

 

Protection 4 [4 pp]

 

Teleport 18 (1800 ft/anywhere in the Milky Way, Extra: Accurate, Flaw: Long-Range Only, PFs: Easy, Turnabout) [38PP]

costs
abilities 20 + combat 20 + saves 16 + skills 10/40 + feats 11 + powers 70 = 150 pts

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

 

Design Notes: 

 

In the wake of her recent appearance in Captain Marvel, here's Marvel's Lila Cheney - a rock star with the power to teleport across vast interstellar distances. (Note that with extra effort, she can go anywhere in the universe!) I liked this idea because she's a very powerful character whose powers aren't very combat-friendly. She's built to be a performer first, with a DC 29 with Skill Mastery that makes her one of the biggest stars on any particular planet she happens to be on. But she's also a good face person in general, and talented at working the room. 

 

Her Gadgets are things she's picked up in her many travels, or from her many admirers across the galaxy! I figure she's got a Universal Translator tucked away somewhere in her costume, and maybe an emergency spacesuit for the times there's a space-going accident. For combat, something like Blast 6 (PFs: Accurate 4) will give you a nice little blaster pistol she keeps tucked away for emergencies and give you plenty of points to spend on other things. She's a walking source of Complications for herself and any passing Earth hero who might have to help her out of a jam! 

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  • 3 weeks later...

Flame Cowl

gallery_485_36_13.jpg

 

 

I predict things are going to get hot for you!

 

 

Abilities: 10 + 4 + 10 + 0 + 14 + 8 = 46 pp
STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 10 (+0)
WIS 24 (+7)
CHA 18 (+4)
 
Combat: 14 + 16 = 30 pp
ATK: +7 (+15 Pyrokinesis/Unarmed)
DEF: +11 (+3 Dodge, +8 Base, +4 flat-footed)
Init: +2
Grapple: +13
Knockback: -4/-2
 
Saves: 2 + 5 + 3 = 10 pp
TOU +9/+5 (+5 Con, +4 Protection)
FORT +7 (+5 Con, +2)
REF +7 (+2 Dex, +5)
WILL +10 (+7 Wis, +3)
 
Skills: 72 r=18 pp
Acrobatics 8 (+10)
Bluff 8 (+12, SM) 
Intimidate 8 (+12, SM) 
Investigate 6 (+6) 
Languages 2 (Russian, Yiddish, Base: English) 
Perform (Livenka) 5 (+9)
Notice 13 (+20, SM)
Sense Motive 13 (+20, SM) 
Stealth 8 (+10 
 
Feats: 22 pp
Acrobatic Bluff
Attack Specialization: Pyrokinesis 4
Attack Specialization: Unarmed 4
Dodge Focus 3
Evasion 2
Hide in Plain Sight 
Power Attack
Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) 
Startle
Takedown Attack
Taunt
Uncanny Dodge (auditory)
 
Powers: 8 + 12 + 2 = 22 pp
 
Device 2 (Costume, 10 PP, Flaw: Hard to Lose) [8PP]
Immunity 6 (Environmental Heat, Fire Damage) [6DP] 
Protection 4 [4DP]
 
Pyrokinesis Array 5 (10 PP, PFs: Alternate Power 2) [12PP] 
BE: Blast 5 {10/10}
AP: Damage 10 (Extra: Area [General, Cone], Flaw: Action [Full]) {10/10}  
AP: Flight 4 (100 MPH/1000 FPM, PF: Move-By Action) {9/10}
 
Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP] 
 
 
costs
abilities 46 + combat 30 + saves 10 + skills 18/72 + feats 22 + powers 22 = 150 pts
--------------------------------------------------------------------------------------------------------------------
Design Notes: 
 
The son of Ember Psion and Foreshadow grew up with all the problems you would expect - and more besides! The fact that he inherited only a weakened version of both his mother's fire control abilities and his father's precognition only made matters worse for the angsty young teen. But martial arts training helped him master the volcanic temper that he inherited from his mother (or at least got from being raised by her for a painful few years), even if he never gained his father's unleashed psychic abilities. Now he defends the streets of his adopted city, using his modest pyrokinetic abilities and his impressive martial arts training, the better to make a world where no one can lord it over anyone else - powered or otherwise. 
 
OK, yet another Oddball - this one the fusion of just who you'd expect. I think this is a pretty convincing build for a low-level pyrokinetic who has turned his formidable abilities to crime-fighting! He has a limited precognition that manifests primarily in combat; and a high Notice and Sense Motive that can pass for superpowered intuition. He can throw fireballs, goon-sweep with big area attacks, and also fight hand-to-hand with great skill. Note that he's not immune to fire as such, look at the scar and the immunities in his costume! I figure he flies the way Azula did in Avatar, on great gouts of flame - hence the complete lack of Subtle! I drew pretty heavily from Avatar's Fire Nation for some of the mechanics here - after all, there is precedent for firebenders donning a mask and fighting powerful enemies behind a code name.
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Frostflower 
gallery_485_36_30587.jpg
 

Happiness radiates like the fragrance from a flower and draws all good things towards you.
 
PL: 10 (150) 
 
Abilities: 0 + 4 + 6 + 0 + 4 + 6 = 20 pp
STR 10 (+0) 
DEX 14 (+2) 
CON 16 (+3) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 16 (+3) 
 
Combat: 12 + 12 = 24 pp
ATK: +6 (+10 Frostflower) 
DEF: +7 (+1 Dodge, +3 Flat-Footed, +3 Base)
Init: +6
Grapple: +6
Knockback: -10/-1
 
Saves: 4 + 5 + 5 = 14 pp
TOU +13/+3 (+3 Con, +10 Force Field) 
FORT +7 (+3 Con, +4) 
REF +7 (+2 Dex, +5) 
WILL +7 (+2 Wis, +5)
 
Skills: 44 r=11 pp 
Bluff 12 (+15) 
Concentration 6 (+8)
Knowledge: Arcane Lore 5 (+5) 
Intimidate 7 (+10) 
Language 1 (Russian, Base [English]) 
Notice 5 (+7) 
Perform (Svirel) 2 (+5) 
Sense Motive 5 (+7) 
 
Feats: 8 pp
Dodge Focus 1 
Improved Initiative 
Move-By Action 
Power Attack
Takedown Attack 2
Taunt
Uncanny Dodge (olfactory) 
 
Powers: 50 + 4 + 12 + 6 + 4 = 77 pp
 
Alternate Form 10 (Frostflower, 50PP, Extra: Duration [sustained) [50PP]
Frostflower Array 11 (22PP, PFs: Accurate 2, Alternate Powers 3) [27PP]
BE: Damage 10 (Extra: Vampiric, PFs: Improved Crit 2) {22/22}
AP: Create Object 10 (Extra: Duration [Permanent], [+0], PFs: Innate, Selective) 
AP: Snare 10 (Extra: Constricting, Flaw: Action [Full], Improved Crit, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {22/22}
AP: Strike 10 (Extra: Penetrating, PFs: Improved Crit, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {22/22}
Impervious TOU 8 [8PP]
Force Field 10 [10PP]
Speed 1 (10 MPH/100 FPM) [1PP]
Super-Movement 2 (Slow Fall, Wall-Crawling 1) [4PP]
 
Healing 1 (Extra: Action [Reaction] [+3], Flaw: Source [Flame/Heat]) [4PP] 
 
Immunity 12 (aging, life support, starvation and thirst, sleep) [12 pp] 
 
Regeneration 9 (+6 Recovery Bonus [total +9], Resurrection 3 (1 per 5 hours), Flaw: Source [Fire/Heat]) (PF: Regrowth) [6 pp]
 
Super-Senses 1 (Infravision: Enhancements: Analytical, Tracking 2 [half-speed]) [4PP]
 
Drawbacks
Vulnerable (cold) (common, major) [-4 pp]
 
costs 
abilities 20 + combat 24 + saves 14 + skills 11/44 + feats 8 + powers 77 -drawbacks 4= 150 pts
-------------------------------------------------------------------------------------------------------------------------------------
 
Here's Frostflower, an offspring of the time that Comrade Frost and Fleur de Joie were trapped in another dimension for eighty-eight years and decided they needed to do something to pass the time. An ice-controlling vampire plant controller is a bit of a tough build, so I decided to go for variety here. Normally she's a regenerating heat vampire - but using her powers lets her wrap herself in weird, frozen vines and other symbols of nature corrupted by a killing cold. Like her parents she can take some big hits - and dish them out with razor-sharp icy plants that can suck the life out of almost anything! Unlike her parents she's mostly a melee fighter, but she has a few good tricks like icy walls and binding plants - though she can't make the ice go away, given that her powers are to drain heat rather than put it into something. 
 
Like most heat vampires she's a big surprise for fire controllers who expect cold controllers just to melt - and not someone who'll make a lot of friends when dealing with other cold controllers.  I figure she learned to play the flute while she and her parents were roaming around the world of her native timeline, waiting to catch up with 2015...
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  • 8 months later...

 

Magic Black Canary

latest?cb=20141026123947

 

 "But if I hadn't fallen, I wouldn't have met you."

 

 

PL: 10 (150)

 

Abilities: 10 + 10 + 10 + 0 + 6 + 4 = 40 pp
STR 20 (+5)
DEX 20 (+5)
CON 20 (+5)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)

 

Combat: 16 + 16 = 32 pp
ATK: +8 (+10 Magic/+15 Melee)
DEF: +13 (+5 Dodge Focus, +8 Base, +4 flat-footed) 
Init: +9
Grapple: +20
Knockback: -3/-2

 

Saves: 2 + 2 + 4 = 8 pp
TOU +7/+5 (+5 Con, +2 Defensive Roll)
FORT +7 (+5 Con, +2)
REF +7 (+5 Dex, +2)
WILL +7 (+3 Wis, +4)

 

Skills: 22 pp=88 r
Acrobatics 15 (+20, SM)
Bluff 11 (+13/+17, SM) 
Climb 3 (+8) 
Diplomacy 11 (+13/+17, SM) 
Drive 5 (+10) 
Investigate 5 (+5) 
Knowledge (Arcane Lore) 10 (+10) 
Notice 7 (+10) 
Sense Motive 7 (+10)  
Stealth 10 (+15) 

 

Feats: 34 pp
Acrobatic Bluff
Attack Focus: Melee (7)
Attractive
Challenge: Fast Acrobatic Bluff
Chokehold
Connected 
Contacts 
Defensive Roll 
Dodge Focus (5)
Equipment (2) 
Grappling Finesse 
Improved Crit (Unarmed) 
Improved Grab
Improved Initiative
Luck 
Move-By Action
Power Attack
Skill Mastery (Acrobatics, Bluff, Diplomacy, Sense Motive) 
Stunning Attack 
Takedown Attack (2) 
Uncanny Dodge (auditory)
Well-Informed 

 

Powers: 11 + 3 = 14 pp

 

Magic Array 11 (22 PP, Flaw: Action [Full], Drawback: Action 2 [Full Action to Change Allocation], PFs: Alternate Powers 2) [11PP]
BE: Blast 10 (PFs: Accurate 2) {22/22}
AP: Damage 10 (Extra: Area [General, Cone]) {20/22}
AP: Stun 10 (Extra: Ranged, Flaw: Feedback, PFs: Accurate 2) {22/22} 

 

Super-Senses 3 (Detect Magic 3 [visual]) [3 pp]

 

Equipment: 10 EP 
Motorcycle [Feature: Alarm]) 

 

costs
abilities 40 + combat 32 + saves 8 + skills 22/88 + feats 34 + powers 14 = 150 pts

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

Design Notes: 

 

Villains captured a young witch, torturing her physically and magically, until upon her release she found she could no longer cast spells. All she could do was see magic; see the world now denied her by her enemies. While some might have been broken by the experience, she was not. She began traveling the world, first to learn how to regain her magic. But on the way, she learned from her fellow heroes, learning how to drive a motorcycle where once she's flown, how to take a hit when she'd raised a force field, how to throw a punch when once she'd thrown a fireball, and from mystic sages in the high mountains of Tibet, she learned the Way of the Righteous Fist. When she reappeared on the streets, it was as a gritty costumed avenger, having traded flowing robes for leather armor. She was still a warrior for justice - just in a very different way. 

 

A few years ago she got her magic back after being exposed to one of Dr. Sin's serums, but she's kept that part of herself in reserve. The truth is, she's more effective as a martial artist than she was as a beginning mystic...and she loves the way her enemies still underestimate her. 

 

OK, so here's a riff on Black Canary as fallen sorceress. I've built her with the idea that she has particularly trained to fight evil mystics and their minions, skilled at laying them flatfooted with feinting or wordplay, then knocking them out with punches with nothing but muscle behind them. Her Chokehold and high Grapple makes her a serious threat vs. people who have somatic or verbal components to their spells, as does her Stunning Attack to people with low Fort saves. Her magic is there, but it's something she should be reluctant to fall back on - note that I haven't put in descriptors, but these all could potentially be words of power or some other sonic attack. 

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Swift

3aeff2_5da8bb1c42b54b20a4fd1bf32815d44b. 

 

Quote

Problem solving is hunting. It is savage pleasure and we are born to it.

 -Thomas Harris

 

PL: 10 (150)

 

Abilities: 14 + 14 + 14 + 8 + 4 + 0 = 54 pp

STR 24 (+7)

DEX 24 (+7)

CON 24 (+7)

INT 18 (+4)

WIS 14 (+2)

CHA 10 (+0)

 

Combat: 12 + 12 = 24 pp

ATK: +6 (+7 Melee/+8 Bow)

DEF: +8/+7 (+2 Dodge, +3 Base), +3 flat-footed

Grapple: +14

Init: +7

Knockback: -4/-3

 

Saves: 0 + 0 + 5 = 5 pp

TOU +12/+11/+7 (+7 Con, +4 Defensive Roll, +1 Costume)

FORT +7 (+7 Con)

REF +7 (+7 Dex)

WILL +7 (+2 Wis, +5)

 

Skills: 48 r=12 pp

Acrobatics 3 (+10, SM)

Craft [Mechanical] 6 (+10)

Knowledge [Technology] 6 (+10)

Knowledge [Streetwise] 1 (+5)

Notice 8 (+10, SM)

Perform (Whistling) 4 (+4)

Sense Motive 8 (+10)

Stealth 3 (+10, SM)

Survival 8 (+10, SM)

 

Feats: 19 pp

Accurate Attack

Acrobatic Bluff

Attack Focus: Melee 1

Challenge (Fast Acrobatic Bluff)

Defensive Roll 2

Dodge Focus 2

Evasion

Fearless

Hide in Plain Sight

Improved Tools

Precise Shot

Power Attack

Skill Mastery (Acrobatics, Notice, Stealth, Survival)

Takedown Attack

Track

Uncanny Dodge (auditory)

 

Powers: 16 + 4 + 2 + 1 + 9 + 1 = 33 pp

 

Device 5 (Big Compound Bow, 25 PP, Flaw: Easy To Lose, PF: Restricted 1 [STR 24+1]) [16PP]

Arrow Array 10 (21PP, PFs: Accurate, Alternate Powers 1) [23DP]

BE: Blast 5 (big arrow, PFs: Improved Crit 2, Mighty 7, Precise, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {21/21}

AP: Blast 10 (bomb, Extra: Area [Burst], Flaw: Unreliable [5 Uses], PF: Accurate) {21/21}

Super-Senses 2 (scope; Vision [Extended 2] [1000 ft range increments]) [2DP]

 

Device 1 (5PP, Costume, Flaw: Hard to Lose, 4PP)

Flight 2 (25 MPH/250 FPM, Flaw: Gliding) [2DP]

Protection 1 [1DP]

Super-Senses 2 (Infravision, Tracking [infravision]) [2DP]

 

Immunity 2 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half]) [2PP]

 

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

 

Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]

 

Speed 1 (10 MPH/100 FPM) [1PP]

 

costs

abilities 54 + combat 24 + saves 5 + skills 12/48 + feats 16 + powers 33 = 150 pts

 

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Design Notes:

 

So it turns out that in a superhero universe, even two people who are biologically female can have a biological kid with the help of a little gender-bending magic. Woodsman got to be a biological man just one time and that's all it takes! So was born a child, raised in a household that didn't really gender-conform, with Ultiman blood in their veins and training by people who knew what it was like to see everything crumble and die in front of them.

 

So this is my take on a Woodsman/Nighthawk mashup! Zie is that rare thing, a weapon master with a damage tradeoff! One shot from hir arrow can go right through solid steel, and that explosive arrow isn't just a hand grenade; it's a bomb as powerful as a tank shell going off! Swift may not be very good at getting out of the way of damage, but with that massive Toughness and Regeneration, who cares? Zie's an excellent sniper and tracker, and far more mobile than her sturdy frame would necessarily suggest. Hir bow is HUGE, with a pull far too heavy for anyone other than someone with enhanced strength, or at least peak human strength, to use. 

 

I made Swift a craftsman, easily capable of fixing and repairing that bow even in rugged circumstances, but you could tweak those skills and feats easily enough. With skills shuffled around, this character could easily be someone injected with super-soldier serum who prefers a bow and arrow to a shield...

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