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  • 1 month later...

Player Name: horngeek

Character Name: Memorial

Power Level: 10 (150/150PP)

Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Robotic Hero sent as a last memorial and warning from a murdered people.

Alternate Identity: Kyla Han’denor

Identity: Public

Birthplace: Constructed on Belran V

Occupation: ?

Affiliations: ?

Family: None remaining


Age: ?

Apparent Age: 25

Gender: Female

Ethnicity: Closest Earth equivalent to her features would probably be Irish.


Weight:150lb (large parts of her weight are offloaded into extradimensional pockets, but she's still significantly heavier than her build and height would suggest)

Eyes: Red

Hair: Orange



Power Descriptions:

For the most part, Memorial's powers are internal rather than external- the inhabitants of the Belran system grew to be masters of extradimensional technology, and her body technically contains devices that would most likely be seen on battleship of other races.  On the other hand, most of these devices are damaged- and while she has self-repair systems, they’re working overtime trying to repair the damage already caused, with not much capability to fix any additional damage Memorial may take.  

At the moment, she is capable of both sub-light and faster-than-light flight.  In addition, she is far, far stronger than her appearance suggests, as well as more capable of taking damage.  Her other systems are too damaged to use right now.  


The Lor aren't the only civilisation to have been 'seeded' from Earth by the Preservers- hundreds of worlds were seeded as a whole, some still discovered by explorers from time to time.  One of them was seeded on the fourth planet of the Belran system, in what is now known as the Perseus Arm.  As their society developed, they forged ahead in the scientific areas realtively quickly, and by the 16th century AD, they had a multi-star system civilisation, that had made contact with its immediate neighbours for some time, and was truly starting to find its feet.  

In time, they might have become a major power on the galactic stage, or possibly become a part of the Lor republic.  If it wasn’t for the Communion.  Rarely among the Communion’s victims, the Belran actually had a suspicion that something was coming for them- they received reports that other civilisations further out had vanished, contact being lost suddenly and without warning.  Eventually, a ship appeared from one of the vanished systems, the crew driven half-mad and raving about mechanical monsters from the edge of space.  

The Belran started to react immediately.  Whatever the threat was, at the rate it was spreading, they had a couple of years to prepare.  Scientists and engineered worked to try and and invent new technologies among several avenues, hoping to develop new weapons that might give them a chance, at least.  

One of these potential weapons was named after an ancient order of warriors who had protected scholars in ages past- in English, the closest translation would be Paladins.  The Paladin project was a proposal to use highly advanced implants, combined with the extradimensional techology the Belran were known for, to create warriors of enormous amounts of power, potentially able to go toe-to-toe with a battleship.  

What they lacked was a volunteer- while the military would, of course, be the recipients of the technology, for the prototype they didn’t want to risk a soldier.  So, Kyla Han’denor, one of the scientists on the project, volunteered to be the initial test subject.  The rather extensive operations and tests started… and proceeded on schedule.  Every step was accounted for and tested to perfection, the process scheduled to take one solar year of Belran IV.  And so it did.  The main problem was… the projections were wrong.  The Communion arrived well before it was believed they would, just after the Paladin implants were fully finalised and ready to roll out.  Overall… the Belran were more prepared than many.  It was not enough.  They fought… and steadily lost to the mechanical horrors.  

Kyla went out to fight, of course- she couldn’t do anything else with the fate of her people at stake.  The Communion could be beaten, and for every moment they bought, the people back home could figure out new methods of fighting them.  Hopefully.  Of course, the Communion didn’t limit themselves to open combat- brainwashed saboteurs and other plants steadily increased the danger.  Eventually, the Belran command were forced to admit that they could not beat back the Communion as they were.  

So, a new strategy was formed.  A small group would flee, try to find a civilisation that might have a better chance… and warn them of the oncoming threat.  The dangers of the Communion, and as much as they knew of them.  Kyla was chosen to be one of them, and as much as she didn’t want to, she knew she was one of the best choices- the Paladin implants gave her a good chance of surviving however long it took to find someone.  

The escape was… not a clean getaway, though.  The Communion pursued them, and although the ship got away, Kyla and the ship were both heavily damaged, the rest of the crew was killed, and now the ship- and the one survivor of a murdered civilisation- drift in the deep of space...

Personality & Motivation:

Memorial… doesn’t behave exactly like you might expect, from someone who’s suffered through as much tragedy as she has.  She isn’t as cheerful as the young woman who volunteered to be the ‘test subject’ for the Paladin implants, but she’s determined not to fall into depression- that would be an insult to her people’s memory as much as ignoring them would be.  She’s serious most of the time, with a burning need to stop the Communion, but she makes sure she still has room to feel joy at the fact that there’s still hope.  Overall, she’s fairly personable, and

Powers & Tactics:

(In-character descriptions of how they do what they do)




Name: [Description]


Secret: Identity.


PL: 10 (150)

Abilities: 32 pp

STR 30 (+10)

DEX 14 (+2)

CON n/a

INT 14 (+2)

WIS 14 (+2)

CHA 10 (+0)

Combat: 24 pp

ATK: +6 (+10 Unarmed)

DEF: +10 (+3 flat-footed)

Grapple: +20

Init: +2

Saves: 10 pp

TOU +10 (+10 Protection)

FORT +n/a

REF +5 (+2 Dex, +3)

WILL +9 (+2 Wis, +7)

Skills: 32 r=8 pp

Diplomacy 6 (+6)

Knowledge: Current Events 1 (+1)

Knowledge: Physical Sciences 8 (+10)

Languages 1 (English) (Base: Lor)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 8 pp

Attack Specialization: Unarmed 2,

Dodge Focus 4,


Power Attack,

Powers: 68 pp

Flight 4 (10,000 MPH) [Dynamic] [8+1+2+2=13 pp]

DAP: Space Flight 8

DAP: Super-Strength 4 (Heavy Load: 25,600lbs)

Flight 1 (25 MPH)

Space Travel 1

Immunity 30 (Fortitude Saves) [30 pp]

Protection 10 (Extra: Impervious) [20 pp]

Regeneration 2 (-3 Recovery Bonus) [2 pp]


abilities 32 + combat 24 + saves 10 + skills 8/32 + feats 8 + powers 68 = 150 pts




So, adapted off AA's> Centuritron build, this is Memorial, my planned Cosmic Hero/lovesong to the Gunbuster Franchise.  All told, there's not much changed from the original build- her skills and regen have both been taken down, but in exchange she can lift a lot more, can fly at 10,000 times the speed of light (while taking one other), and LASERS.  I imagine that she was fairly damaged when her homeworld got blown up, and the repair sections of her body are busy trying to get her memory banks and other broken things online.


Currently, the ones responsible for her homeworld getting destroyed were the> Communion, FCPbP's answer to the Reapers of Mass Effect.  

Edited by horngeek
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  • 2 weeks later...



Abilities: 4 + 6 + 4 + 8 + 4 + 0 = 26PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 10 (+0)

Combat: 8 + 6 = 14PP
Initiative: +3
Attack: +3 Melee, +3 Ranged (Active Array +7)
Grapple: +0
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -5

Saving Throws: 2 + 1 + 2 = 5PP
Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Force Field), +5 Flat-Footed
Fortitude: +4 (+2 Con, +2)
Reflex: +4/+6 (+3/+5 Dex, +1)
Will: +5 (+3 Wis, +2)

Skills: 36R = 9PP
Computers 4 (+8)
Concentration 4 (+6)
Diplomacy 3 (+3)
Escape Artist 4 (+7)
Knowledge (Civics) 2 (+6)
Knowledge (Earth Sciences) 6 (+10)
Knowledge (Physical Sciences) 4 (+8)

Knowledge (Pop Culture) 2 (+6)
Knowledge (Tactics) 6 (+10)
Language 1 (English (Native), Hawaiian)

Feats: 7PP
Accurate Attack
Defensive Roll
Luck 1
Master Plan
Precise Shot 2

Equipment: 0PP=0EP

Powers: 44 = 44PP

Device 11 (Yellow Ring of the Cunning Illusionist; Desciptors: Holy, Magic, Light; Flaws: Hard To Lose) [44PP]

Flight 6 (500 MPH) [12PP]
Enhanced Dexterity 4 (to 20/+5) [4PP]
Enhanced Feats 2 (Quick Change 2) [2PP]
Immunity 9 (Life Support) [9PP]
Force Field 3 (Costume) [3PP]

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

Active Powers 7 (15PP Array; Feats Alternate Power 3, Accurate 2) [21PP]

Base Power: Illusion 7 (Affects Visual, Auditory; Feats: Progression) [15PP]
Alternate Power: Blast 7 (Focused Light; Feats: Affects Insubstantial) [15PP]
Alternate Power: Emotion Control 7 (Flaws: Limited To Fear, Extras: Area: Burst, Feats: Selective) [15PP]
Alternate Power: Dazzle 7 (Affects Visual, Feats: Affects Insubstantial) [15PP]

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

Unarmed Touch DC12 Toughness Damage (Physical)
Blast Ranged DC17 Toughness Damage (Magic, Holy, Light)

Emotion Control DC17 Will Damage (Magic, Holy, Light)
Dazzle Ranged DC17 Reflex Dazzle (Magic, Holy, Light)

Totals: Abilities (26) + Combat (14) + Saving Throws (5) + Skills (10) + Feats (7) + Powers (44) - Drawbacks (0) = 105/105 Power Points




Crisis of Infinite Haukeas, go!  This build represents what Haukea might have looked like if, instead of getting the Orange Ring from Corbin, she found the Yellow Ring- which, technically, fits her role in a team better as the strategist. 


Follwing may well be Violet and Indigo ring versions, followed by what Kalani may look like if she ever took up the Red Ring. 

Edited by horngeek
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  • 5 months later...

Player Name: horngeek

Character Name: Shiranui (ä¸çŸ¥ç«)

Power Level: 8 (120PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Young Japanese immigrant to America who's unknowingly become the host of Amaterasu herself.

Alternate Identity: Haruko Miyamoto

Identity: Secret

Birthplace: Japan

Occupation: Student

Affiliations: Kami (Unknown)

Family: Father (Daisuke Miyamoto), Mother (Hinata Miyamoto)


Age: 16 (DoB: Year [Optionally, Day & Month])

Apparent Age: 16

Gender: Female

Ethnicity: Japanese



Eyes: Brown

Hair: Black

Haruko is, in many ways, a fairly typical Japanese teenager (if a rather pretty one). She's fairly short in America, with a build that is fairly slender, and normally keeps her back-length hair back with a headband. Her fair skin and brown eyes complete the picture.

When in 'civilian' outfits, she again dresses fairly typically. She's got the sort of face that doesn't actually need all that much makeup, but she generally wears clothing that is comfortable yet still fashionable.

{Costume to be determined}

Power Descriptions:

(Describe what their powers look like, if applicable)


Sometimes, the acts of gods, wise mages, and hate-twisted spirits come together in the strangest way. This would be one of those times... but where to begin the tale. Perhaps you could begin it with telling about the life of Haruko Miyamoto, the daughter of a businessman who came to America to work in Freedom City for his company back in Japan. But while every life is interesting...

Perhaps the more relevant tale would be that of Hiroshima Shadow, and the goddess Amaterasu. The demon born of a man-made sun had always had the desire to supplant the kami of the Sun- although in years past, she always planned this in terms of supplanting Amaterasu in the minds of the people. In more recent times, however, she (through a series of events) came to join the Crime League, fighting by their side...

And the Crime League made options available that the Shadow could not pursue on her own. More... direct means. And an idea formed.

Oh, it took time. Medea's own antipathy towards her own gods likely had an influence. And... where were the gods when the bombs fell, hmm? Maybe her supplanting of Amaterasu should be a little more... literal.

A little questioning towards Medea confirmed that what she was planning was, indeed, possible. The sorceress was quite willing to give out information in this matter, although when it came time, she was engaged with her own projects. She did, however, point Hiroshima Shadow towards someone who might well be able to do the task. Pull Amaterasu down to the mortal realm... and just as importantly, make her oh so vulnerable.

Finally, the night came. The ritual was prepared, and Hiroshima Shadow waited with eager breath to take Amaterasu's power. The spell was cast... and in the heavens, Amaterasu screamed as the spell tore her away from her home. And then the unexpected happened.

Even with Hiroshima Shadow providing power beyond what the sorcerer could draw on his own, it was nowhere near enough to pull down the kami of the Sun by brute force. The ritual, instead, had relied on subtlety and a well-placed strike, and that was its undoing- while Amaterasu was hurt and forced down from Heaven, she was still able to overpower the part of the spell that would have forced her where the ritual directed. Fleeing, seeking shelter, she managed to find it, slipping into the being of a teenage girl named Haruko as she was sleeping… then starting to rest herself, her presence known by none.

Hiroshima Shadow's rage was… a sight to behold. She avoided killing her partner, certainly, but that was mostly because he was able to confirm that the ritual had… mostly worked. Amaterasu had been dragged down, they just had to find the person acting as host.

And meanwhile, Haruko woke up, rapidly finding out she had power to create light, but not knowing why. Her parents were concerned, obviously, but they didn't have the connections to figure out what was happening…. and so, after some contacts were made, strings were pulled, and discussions had, Haruko was enrolled at Claremont Academy.

Only time will tell what may result.

Personality & Motivation:

(Describe why they do what they do here)

Powers & Tactics:

(In-character descriptions of how they do what they do)


Secret: Haruko, like many other superheroes, chooses to keep her identity a secret, and this could cause her a major amount of trouble if the secret got out.

Amaterasu-Åmikami: Haruko doesn't know it. Her family doesn't know it. But being the host of one of the most powerful and influential deities of the Japanese pantheon gives her a metaphysical weight that could very easily be used for the wrong kind magical working. And those capable of such a working are likely to be able to tell. To say nothing of the reactions of other gods, both Shinto and otherwise.

Abilities: 2 + 2 + 2 + 4 + 4 + 8 = 22PP

Strength: 12 (+1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

Combat: 8 + 16 = 24PP

Initiative: +1

Attack: +4 Melee, +8 Ranged

Grapple: +0

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

Knockback: -0

Saving Throws: 6 + 6 + 4 = 17PP

Toughness: +8 (+1 Con, +7 Protection)

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

Reflex: +7 (+1 Dex, +6)

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

Skills: 72R = 18PP

Bluff 6 (+10)

Concentration 4 (+7)

Diplomacy 9 (+13)

Gather Information 7 (+11)

Handle Animal 4 (+8)

Intimidate 4 (+8)

Knowledge (Art) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (History) 4 (+7)

Knowledge (Pop Culture) 4 (+7)

Language 1 (English, Japanese [Native])

Medicine 3 (+6)

Notice 2 (+5)

Perform (Singing) 9 (+13)

Sense Motive 7 (+10)

Feats: 8PP

Attack Focus (Ranged) 4



Luck 2

Powers: 20 + 7 + 0 = 27PP

Sun Goddess Array (Light, Divine; Feats: Alternate Power 4) [20PP]

Base Power: Light Control 8 {16PP}

Alternate Power: Blast 8 {16PP}

Alternate Power: Dazzle 8 (Affects Visual; Extras: Burst, Selective, Flaws: Touch) {16PP}

Alternate Power: Emotion Control 8 {16PP}

Alternate Power: Healing 8 {16PP}

Protection 7 [7PP]

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

DC Block


Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

Totals: Abilities (26) + Combat (24) + Saving Throws (17) + Skills (18) + Feats (8) + Powers (27) - Drawbacks (0) = 120/120 Power Points

Edited by horngeek
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  • 1 month later...

This is currently to be completed, just making sure I don't lose it.  


Player Name: horngeek
Character Name: Stronghold
Power Level: 10 (109/156PP)
Trade-Offs: None
Unspent Power Points: 2
Progress To Bronze Status: 6/30

In Brief: Student who managed to impress Cobalt Templar enough that he gave her the Orange Ring of the Protective Builder.

Alternate Identity: Haukea Kawena
Identity: Secret
Birthplace: Hawai'i
Occupation: Student!
Affiliations: Claremont Academy, Next-Gen
Family: Kalea Kawena (Mother), Mikala Kawena (Father)

Age: 16 (DoB: 1996)
Apparent Age: 16
Gender: F
Ethnicity: Mainly Hawaiian, with some other ethnicities mixed in.
Height: 5'6"
Weight: 120lbs
Eyes: Brown
Hair: Black

Haukea is a fit-looking young woman, who's quite attractive (although awkward at times due to a lack of real social skill). She wears her hair fairly short, which means it doesn't get in the way too much, and tends to dress casually, in jeans and a t-shirt. She almost never wears 'designer' clothes- it's not that she can't afford them or anything, she just plain doesn't see the point of doing so.

As Stronghold, Haukea dons an orange bodysuit, with a black section over the shoulders and dipping down her chest, and an orange domino mask protecting her identity. She could easily create a cape using the ring... but again, she doesn't see the point of doing so. Sure, capes LOOK dramatic, but do you really need to take the time to do that?

Power Descriptions:
Haukea holds the Orange Ring of the Protective Builder. This allows to create various constructs (indeed, her costume is one of said constructs), and allows her control over earth, although she's focusing on the constructs right now. This is similar to Cobalt Templar's ring, but on a much larger scale (and at much longer range)- Stronghold could hold off a large force for a certain amount of time. She can also make smaller constructs to quickly block attacks, and bind enemies (she's experimenting with different forms for these bindings- at the moment, it's quite likely that each binding will take a different form). The ring also enhances her strength to an impressive degree, although not to the level of a powerhouse. Finally, she can also create and fling various projectiles using the ring.

Mikala and Kaela were... an unlikely couple, to say the least. Mikala was a member of AEGIS, working in his home state, and Kaela ran a web design business. The pair met at a lunch organised by a mutual friend, and became good friends immediately, although it took a few years for them to fall in love and marry (Mikala saving Kaela during the Terminus Invasion had a lot to do with it, to be honest). And a few years later, they had a daughter, Haukea.
Haukea... took after her mother more in a lot of ways. Quite intelligent, she wasn't the most skilled at social interaction (in fact, she was diagnosed with high-functioning Asperger's Syndrome shortly after starting school). Her father was still proud of her, though- and he pushed her to train to keep fit. Overall... school was a mixed experience. Sure, she did well, but being socially awkward never helped at school, even if she did learn. Haukea gained a strong sense of loyalty and a protective instinct during this time, as well as a strong interest in knowledge- especially geology, but she'd pretty much try to learn everything she could about interesting things. In particular, she read about seven magical rings created in ancient Israel. But she couldn't find any more information on them, so she shelved that bit of knowledge.
As she came towards the end of middle school, her father received orders from AEGIS- he was to move to Freedom City, which had a need for officers. The family wasn't completely happy about it, but they could keep in contact with friends and relatives, so the prepared to move. Haukea started reading up on Freedom City... and the various superheroes there. Reading about Cobalt Templar, she noticed that he seemed to wield a magical... blue ring? Haukea was immediately reminded of the passage she'd read a while ago... and revisited it. And found a couple more interesting tidbits. About a few other figures, who seemed to have rings of their own. So, shortly after arriving at freedom city, she put in a message to the Freedom League on the off chance Cobalt Templar might speak with her...

Personality & Motivation:
Haukea is loyal, smart, and she's a kind person above all. Unfortunately, she's not all that good at meeting new people for the most part, and not good with dealing with new situations in social terms. She doesn't mind being out in public... just not good at actually meeting new people. Or being crowded. That said, if people she cares about are in trouble, she's very good at standing up for them- underneath the awkwardness lies a strong protective instinct and an iron will.
She also reads a LOT of books, and has a love for epic fantasy novels. In terms of music, she has a fairly eclectic taste, although her favorite composer is Yuki Kajiura.

Powers & Tactics:
Stronghold tends to use her constructs tactically, making walls to funnel crowds and snare opponents. She very specifically tends not to strike first (if she does, she's furious, in fact). Overall, she's a very defensive fighter, and a supporter rather than a frontline striker. And she's a fair tactician, too.

Secret: Identity. Haukea isn't public, and doesn't want to go public- her family's at enough risk from her dad's job.

Socially Awkward: Okay, not so much socially awkward- she's learnt how to do a lot of things- but new situations are not easily adapted to.

I Will Protect: Stronghold with go above and beyond the call of duty to protect civilians, even when her abilities are likely best used elsewhere.

Abilities: 4 + 6 + 4 + 10 + 4 + 0 = 28PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 10 (+0)

Combat: 20 + 6 = 32PP
Initiative: +3
Attack: +6 Melee, +6 Ranged (Active Array +10)
Grapple: +0
Defense: +10 (+10), +5 Flat-Footed
Knockback: -5

Saving Throws: 6 + 5 + 7 = 18PP
Toughness: +10 (+10 Impervious) (+2 Con, +8 Impervious Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +8 (+3 Dex, +5)
Will: +10 (+3 Wis, +7)

Skills: 36R = 9PP
Computers 4 (+8)
Concentration 4 (+6)
Diplomacy 3 (+3)
Escape Artist 4 (+7)
Knowledge (Civics) 2 (+6)
Knowledge (Earth Sciences) 6 (+10)
Knowledge (Physical Sciences) 4 (+8)
Knowledge (Pop Culture) 2 (+6)
Knowledge (Tactics) 6 (+10)
Language 1 (English (Native), Hawaiian)

Feats: 7PP
Accurate Attack
Luck 1
Master Plan
Precise Shot 2
Uncanny Dodge [sight]
Equipment: 0PP=0EP

Powers: 55 = 55PP

Device 12 (Orange Ring of the Protective Builder; Descriptors: Holy, Magic, Earth; Flaws: Hard To Lose) [57PP]
Burrowing 4 (10MPH) [4PP]
Flight 3 (25 MPH) [6PP]
Enhanced Strength 4 (to 18/+4) [4PP]
Enhanced Feats 2 (Quick Change 2)
Immunity 9 (Life Support) [9PP]
Impervious Force Field 8 (Costume) [16PP]
Impervious 2 [2PP]
Super-Strength 1 (Effective Lifting Strength: 23, Max Carrying Capacity: 1,200lbs) [2PP]

Active Powers 10 (21PP Array; Feats Alternate Power 3, Accurate 2) [26PP]
Base Power: Create Object 10 (Force Constructs, 7 5-foot cubes, Toughness +7, 10 70-foot range increments/700ft Max Range; Feats: Precise) [21PP]
Alternate Power: Create Object 7 (Rock Constructs, 5 5-foot cubes, Toughness +5, 10 50-foot range increments/500ft Max Range; Extras: Duration (Continuous)) [21PP]
Alternate Power: Blast 10 (Flinging Constructs, +7 Damage bonus, 10 70-foot range increments/700ft Max Range; Feats: Indirect) [21PP]
Alternate Power: Snare 10 (Construct Bindings, +7 Reflex difficulty, 10 70-foot range increments/700ft Max Range; Feats: Reversible)[21PP]

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

DC Block

Unarmed Touch DC17 Toughness Damage (Physical)
Blast Ranged DC35 Toughness Damage (Magic, Holy)
Snare Ranged DC20 Reflex Snare (Magic, Holy)

Totals: Abilities (28) + Combat (32) + Saving Throws (18) + Skills (10) + Feats (7) + Powers (57) - Drawbacks (0) = 152/152 Power Points

Edited by horngeek
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  • 1 month later...

So, remember when I said I was musing over a Naga NPC?


Well, she's mutated a bit from the original 'martial artist' idea.  


Naga Artificer Swordfighter


Abilities: 4+4+2+6+2+4=22PP

Strength: 14 (+2)

Dexterity 14 (+2)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 14 (+2)


Combat: 8+8=16PP

Initiative: +6

Attack Bonus: +4 (+10 Melee)

Grapple: +12

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

Knockback: -4


Saving Throws: 7+6+7=20PP

Toughness +8 (+1 Con, +7 Flat-Footed)

Fortitude +8 (+1 Con, +7)

Reflex +8 (+2 Dex, +6)

Will +8 (+1 Wis, +7)


Skills: 52R=13PP

Bluff 1 (+3)

Climb 5 (+7)

Concentration 4 (+5)

Craft: Artistic 12 (+15)

Diplomacy 5 (+8)

Knowledge (Arcane Lore) 13 (+16)

Language 2 (Atlantean, English, Numerian (Native)

Notice 4 (+1)

Perform (Singing) 4 (+6)

Sense Motive 1 (+2)


Feats: 31PP


Attack Focus (Melee) 6



Defensive Roll 7

Dodge Focus 4

Fast Overrun

Fighting Style: Sword-Fighting

Accurate Attack

Defensive Attack

Improved Block

Improved Initiative

Power Attack


Improved Pin

Instant Up



Powers: 3+2+2+5+6=18PP


Device 1 (Self-Crafted Sword, Descriptors: Magic, Flaws: Easy To Lose) [3PP]

Strike 4 (Power Feats: Mighty) [5PP]


Additional Limbs 1 (Prehensile Tail, Power Feats: Innate) [2PP]


Speed 1 (Power Feats: Innate) [2PP]


Super-Movement 2 (Slithering, Sure-Footed, Power Feats: Innate) [5PP]


Super-Senses 5 (Accurate Smell, Scent, Tracking 2 (Smell), Power Feats: Innate) [6PP]


Totals: Abilities (22) + Combat (16) + Saves (20) + Skills (13) + Feats (31) + Powers (18) = 120/120 Power Points

Edited by horngeek
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  • 4 weeks later...

Kujo Jotarou (PL10)





Abilities: 4 + 4 + 4 + 4 + 4 + 2 = 22PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 12 + 12 = 24PP

Initiative: +2

Attack: +6 Melee, +6 Ranged

Grapple: +8

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

Knockback: -5

Saving Throws: 5 + 5 + 5 = 15PP

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

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

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

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

Skills: 60R = 15PP


Bluff 4 (+5)

Concentration 4 (+6)

Diplomacy 4 (+5)

Gather Information 4 (+5)

Intimidate 14 (+15)

Knowledge (Current Events) 2 (+4)

Knowledge (Earth Sciences) 4 (+6)

Knowledge (Life Sciences) 4 (+6)

Knowledge (Popular Culture) 2 (+4)

Languages 2 (Arabic, English, Japanese (Native))

Notice 0/10 (+2/+12)

Sense Motive 4/10 (+6/+12)

Swim 4 (+6)

Feats: 8PP

All-Out Attack

Benefit (Wealthy 1)

Distract (Intimidate)

Fascinate (Intimidate)

Luck 3

Power Attack

Powers: 66PP


Container 11 (Extras: Continuous) (Stand) [66PP]

Enhanced Skills 4 (Notice 10, Sense Motive 6) [4PP]

Leaping 3 (x10) [3PP]

Speed 3 (50MPH, 440ft/rd) [3PP]

Quickness 4 (Limited to Physical Tasks) [2PP]

Protection 8 [8PP]

Shield 4 [4PP]

Super-Senses 5 (Counters Visual Concealment, Microscopic Vision 1, Visual Radius) [5PP]

Stand's Strength (Array 24) (PF: Alternate Power 2) [26PP]

Strike 10 (Extras: Autofire, Feats: Accurate 2, Extended Reach 2 (10 ft.)) [24PP]

Blast 10 (Feats: Knockback 2, Accurate 2) [24PP]

Move Object 10 (Extras: Damaging, Flaws: Range (Touch), Feats: Accurate 2, Extended Reach 2 (10 ft.)) [24PP]

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

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



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


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

DC Block


ATTACK      RANGE      SAVE                                      EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)


(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)




Totals: Abilities (22) + Combat (24) + Saving Throws (15) + Skills (15) + Feats (8) + Powers (66) - Drawbacks (0) = 150/150 Power Points


So, let's talk Jojo's Bizarre Adventure, as I start off my anime builds.  As one of the earlier mangas out there, this is probably one of the more referenced manga, and has recieved references in a LOT of other stuff from Japan, as well as Dragonball Abridged (if you've seen it, the 'summon steamrollers' scene) and even the show Heroes.  As a long-runner, there's a lot of things I could draw on for a build, but I'm going to have a look at the concept of Stands.  In short, they're a spirit that is summoned from your own inner self, and can be used to fight in battle.  The unique abilities involved are a lot of what give Jojo its charm, and also make this a good first build to do.  I'm not building some of the really weird Stands today, and instead I'm building Jotarou, the protagonist from part 3, Stardust Crusaders.  This build, at it's core, is adapted from AA's >Mystic Ally build.  


The powers are pretty simple- this guy can summon a humanoid spirit at will, to do a variety of things.  The spirit in question is fast, which is where the Quickness and Speed comes from, and it can carry the character to jump around.  The Strike has Extended Reach to represent the fact that the spirit can move a short distance away from the character, and the Blast represents a trick where the fingers of the spirit extend, sort of like a spear.  Jotarou doesn't have any particular tricks, he's just... really fast and really strong.


He's also got a lot of Intimidate, reflecting the fact that in the show, he's not particuarly nice to the people he fights.  And that brings me nicely to how to adopt this for a superhero setting.  


Don't try to play it like in the show.  Jotarou's a hero, but he's the epitome of Good is Not Nice, and he tends to be rather violent, killing a couple of his opponents.  That said, from my read, this makes for a bit of a less-capable Paragon with some rather nice potential for stunts.  

Edited by horngeek
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  • 2 weeks later...



(Alternatively: Electrokinetic Cowl, Chinese Electric Batman)


Abilities: 10 + 4 + 10 + 6 + 4 + 6 = 40PP
Strength: 20 (+5)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Combat: 20 + 16 = 36PP
Initiative: +6
Attack: +15 Melee, +10 Ranged
Grapple: +20
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -0

Saving Throws: 2 + 5 + 5 = 12PP
Toughness: +8 (+5 Con, +3 Body Armor)
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +7 (+2 Wis, +5)

Skills: 56R = 14PP
Acrobatics 8 (+10)

Climb 5 (+10)

Intimidate 6/8 (+11/+13)

Investigate 10 (+13)

Knowledge (Physics) 4 (+7)

Knowledge (Streetwise) 5 (+8)

Language 4 (Native Language: Mandarin, others: English, French, Japanese)

Notice 6/8 (+8/+10)

Stealth 6 (+10)

Feats: 19PP
Attack Focus (Melee) 5

Improved Feint

Dodge Focus 4

Evasion 1

Hide In Plain Sight

Improved Initiative

Power Attack

Still Mastery 1 (Intimidate, Investigate, Notice, Stealth)


Takedown Attack 1

Uncanny Dodge (Audio)



Powers: 17 + 12 = 29PP

Electrokinesis Array 8 (electricity; Feats: Alternate Power 1) [17PP]

Base PowerDamage 0 (Extras: Penetrating 5, Autofire; Feats: Indirect 2, Extended Reach 4 (20 ft),Improved CriticalDrawbacks: Power Loss (Extended Reach Only Applies Through Electrically Conductive Materials)) [16PP]

Alternate PowerParalyze 5 (Paralyzing Shock; Extras: Alternative Save (Fortitude); Feats: Indirect 2, Extended Reach 4; Drawbacks: Power Loss (Extended Reach Only Applies Through Electrically Conductive Materials)) [16PP]

Device 3 (Combat Armor; 15PP ContainerFlaws: Hard-To-Lose) [12PP]

Enhanced Skills 1 (Stealth +2, Intimidate +2) [1PP]
Snare 10 (Grappling Hook; Feats: Tether, Flaws: Limited (To Entangle Result); DrawbackReduced Range 2) [9PP]
Protection 3 [3PP]
Super-Movement 1 (Swinging) [2PP]



DC Block


ATTACK                  RANGE      SAVE                                      EFFECT

Unarmed                 Touch        DC20 Toughness (Staged)     Damage (Physical)

Paralyzing Shock    Touch         DC15 Fortitude (Staged)        Paralyze (Physical)

Grappling Hook       Ranged      DC20 Reflex                           Entangled (Physical)


Totals: Abilities (40) + Combat (36) + Saving Throws (12) + Skills (14) + Feats (19) + Powers (29) - Drawbacks (0) = 150/150 Power Points


For the second in my anime builds, I present Hei from Darker Than Black, which is an interesting and fun show.    


Or at least the first season was.  I've never seen the second, and I'm told that's a good choice.  Anyway, he's a pretty obvious Cowl in the anime, which is why he's got the nickname of Chinese Electric Batman.  Unlike Batman, however, Hei has electricity powers.  Also unlike Batman, Hei doesn't hold back from killing, although his shocks aren't lethal by default (and that's the route this build goes).  He augments his physical attacks by using electricity, and he also has a grappling hook that he can swing around with and use to wrap around someone's limb.  And then shock them, because that Tether is intended to be electrically conductive.  He sacrifices some skill ability in order to make the powers work- if you needed to get around this, you could drop a language or two.  


Now, the character's backstory as given from Darker than Black likely doesn't work- Hei works for a Secret Society as basically a troubleshooter.  Maybe this hero did that in the past and now works as a hero in order to atone for some of the shady stuff they did in the past?  Maybe their former employer isn't too happy about them leaving!

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