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Roo's Budget Builds


Aoiroo

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Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes.


Aquatic Badass

Badass Martial Artist

Boomerang Werewolf
Bow UserDeathproof BrawlerDual Wielder

Etain Maher

The Full Body Prosthesis

Half Ghost

High Flyer

Iron Chef

Junk Man

Lucky Charm

Magic Gadgeteer

Master of Disguise

Mini Paragon

The Puppeteer

River Tam

The Rock

Shapeshifting Mentalist

Shocky Spider

Smart Speedster

Sneaky Acrobat

Tranquilizer

Edited by Aoiroo
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squad-blackorchid1.jpg

 

Character Name: Master of Diguise
Power Level: (7) (105/105PP)
Trade-Offs: Unarmed +5 Attack / -5 Damage, Throwing Knives +1 Attack / -1 Damage, +4 Defense / -4 Toughness

Abilities: 4 + 4 + 4 + 4 + 6 + 10 = 22PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 16 + 8 = 22PP
Initiative: +6
Attack: +12 Unarmed, +8 Ranged
Grapple: +14
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 3 + 3 + 2 = 8PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +5 (+3 Wis, +2)


Skills: 112R = 28PP
Bluff 10 (+15)*

Diplomacy 10 (+15)*

Disguise 10 (+15)*

Drive 4 (+9)

Escape Artist 8 (+10)

Gather Information 10

Language 6 (Base: English, French, Italian, German, Japanese, Manderin, Spanish)

Notice 12 (+15)*

Sense Motive 12 (+15)

Search 12 (+15)

Sleight of Hand 10 (+15)

Stealth 8 (+10)

 

*Skill Mastery

Feats: 25PP

Ambidexterity

Attack Specialization (Unarmed)

Defensive Roll

Dodge Focus 6

Equipment 3

Improved Initiative

Jack Of All Trades

Luck 2

Power Attack
Quick Change 2

Skill Mastery (Bluff, Diplomacy, Disguise, Notice)

Throwing Mastery 2

Uncanny Dodge (Hearing)
Well Informed

 

Equipment 15EP

Concealable Microphone 1EP

Disguise Kit 1EP

Mini Tracer 1EP

Motor Cycle 9EP

Strength 15

Speed 5 (250 MPH)

Defense 10

Toughness 8
Size Medium

Throwing Knives (Blast 2, Subtle) 3EP

 

Powers: 0 + 0 + 0 = 0PP

 

 

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC17 Toughness (Staged)     Damage (Physical)

Knives Range (20ft) DC21 Toughness (Staged) Damage (Physical)

 

 

Totals: Abilities (22) + Combat (22) + Saving Throws (8) + Skills (28) + Feats (25) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points

 

 

 

The Master of Disguise, not usually a heroic character, but it has been done, like Black Orchid for example. This character is a non-powered infiltration specialist. They can and will adopt as many faces as they like, and scrap there way out if they get caught. They have throwing knives as a base weapon, but if disarmed can use other things as weapons with throwing mastery. Who are they? They could be a former thief gone straight, an ex government agent who's working the streets, a stage magician who decided to use some tricks on the bad guys or maybe a ninja or some other shadowy person who decided to mend their ways. Either way, they're VERY good at what they do, and in a team setting they're an excellent scout or someone more suited to lead more subtle operations.

Edited by Aoiroo
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Artemis_in_2010.png

 

Character Name: Bow User

Power Level: (7) (105/105PP)

Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness

 

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

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)

Combat: 14 + 8 = 22PP

Initiative: +7

Attack: +7 Range, +10 Melee

Grapple: +14

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

Knockback: -3

Saving Throws: 2 + 2 + 2 = 6PP

Toughness: +5 (+3 Con, +2 Defensive Roll)

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

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

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

Skills: 48R = 12PP

Acrobatics 7 (+10)

Bluff 7 (+10)

Language 2 (Native: English, Vietnamese, French)

Medicine 2 (+5)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 7 (+10)

Stealth 7 (+10)

Survival 2 (+5)

 

Feats: 27PP

All-Out Attack

Accurate Attack

Ambidextrious

Attack Focus (Melee) 3

Defensive Attack

Defensive Roll

Dodge Focus 5

Equipment 2

Improved Critical 2 (Bows)

Improved Initiative

Improved Grapple

Jack Of All Trades

Luck 2

Power Attack

Precise Shot

Ricochet

Skill Mastery (Acrobatics, Bluff, Search, Notice)

Takedown Attack

Uncanny Dodge (Hearing)

 

 

Equipment 10EP

Binoculars 1EP

Crossbow (Blast 3, Range 40ft) 7EP

Flashlight 1EP

Master Work Tools First Aid (+4 First Aid Skill) 1EP

 

Powers: 10 = 10PP

Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP

Bow Array (11PP, x4 Alternate Powers)

Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP

Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP

Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP

Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP

 

Drawbacks: (0) = -0PP

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC19 Toughness (Staged)     Damage (Physical)

Blast            Range       DC22 Toughness (Staged)    Damage (Physical)

Blast            Area:Burst DC18 Toughness (Staged)     Damage (Physical)

Stun             Range       DC13 Fortitude (Staged)         Stun

 

(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 (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points

 

 

Bows are in universe a popular staple around superheroes since it's a reasonable ranged alternative to guntotting (which is pretty much a nono in our setting). Of course standard rangers specialize in keeping a distance, this build is someone trained to hold their own with bows and with their fists if someone manages to close the distance. Artemis is a good example of this type of ranger.

Edited by Aoiroo
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1704827-kidflash.jpg

 

Character Name: Smart Speedster
Power Level: (7) (105/105PP)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
 

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


Combat: 8 + 8 = 16PP
Initiative: +20
Attack: +4 Ranged, +10 Strike
Grapple: +0
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 8 + 4 = 14PP
Toughness: +2 (+0 Con, +2 Costume)
Fortitude: +2 (+0 Con, +2)
Reflex: +12 (+4 Dex, +8)
Will: +4 (+0 Wis, +4)

Skills: 48R = 12PP

Acrobatics 5 (+9)

Computers 5 (+10)

Gather Information 5 (+5)

Knowledge (Earth Sciences) 3 (+8)

Knowledge (Life Sciences) 3 (+8)

Knowledge (Physical Sciences) 5 (+10)

Knowledge (Popular Culture) 2 (+7)

Knowledge (Technology) 5 (+10)

Notice 5 (+5)

Search 5 (+5)

Stealth 5 (+9)

Feats: 22PP

All-Out Attack

Dodge Focus 8

Elusive Target

Equipment

Evasion

Improved Iniative 4

Inventor

Move-By Action

Power Attack

Quick Change

Takedown Attack 

Uncanny Dodge (Hearing)
 

Equipment 5EP

Binoculars 1EP

Goggles (Immunity Visual Dazzle (Dust)) 1EP

Padded Costume (Protection 2) 2EP

Multi-Tool 1EP

 

Powers: 1 + 14 + 2 + 3 = 19PP

Regeneration 1 (Recovery Rate) 1PP

Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP

AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP

Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP

 

Drawbacks: (0) = -0PP



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Strike*          Touch        DC19 Toughness (Staged)    Damage (Physical)

 

Autofire Additional 2 Points for Every 2 above hit, capped at half total damage)

(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 (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points

 

 

Of course another comic book staple is the speedster. This speedster isn't as fast as most are being based on Kid Flash (even if 1000MPH is pretty impressive) but he plenty competitant. He's a scientific prodigy, and very VERY hard to hit. Mind you, if someone gets a hit in, he'll go down, but won't stay down for too long (regeneration and all). Power attack helps you up the damage to full +10, which if you hit accurately enough with autofire can go up to +15.

Edited by Aoiroo
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Shape-shifting.png

 

Character Name: Shapeshifting Mentalist 

Power Level: (7) (105/105PP)

Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness

Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP

Strength: 12/22 (+1/+6)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 18 (+4)

Charisma: 10 (+0)

Combat: 8 + 5 = 13PP

Initiative: +0

Attack: +8 Melee, +4 Ranged

Grapple: +12

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

Knockback: +5

Saving Throws: 2 + 4 + 6 = 12PP

Toughness: +10 (+0 Con, +10 Protection)

Fortitude: +2 (+0 Con, +2)

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

Will: +10 (+4 Wis, +6)

Skills: 24R = 6PP

Concentration 11 (+15)

Pop Culture 6 (+6)

Notice 4 (+8)

Search 3 (+7)

Feats: 0PP

Ambidexterity

Attack Specialization (Unarmed) 2

Dodge Focus 3

Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PP

Comprehend 2 (Any Sentient Language) 2PP

Enhanced Strength 10 10PP

Flight 2 (25 MPH) 4PP

 

Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP

Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP

Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP

Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP

Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP

 

Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP

Base Power: Move Object 7 (Extras: Damaging) 21PP

Alternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP

Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP

Alternate Power: Mind Control 7 14PP

 

Protection 10 10 PP

 

 

Drawbacks: (-4) = -4PP

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

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC21 Toughness (Staged)     Damage (Physical)

Move Object Perception DC22 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 (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points

 

And here's the Miss Martian build. There's a pattern here if you can tell. Of course this is a VERY power heavy build, drawing on two seperate arrays for it. The first array covering unarmed attack and the extension of limbs, M'gann can knock a fool's block off from 7 yards away. The second array is all perception range abilities so capped at PL7, mind you, you can do a LOT with what's there, especially move object which is a very versatile power. Of course the rest of the build is pretty feat and skills light, but you can build on that however you like while the powers themselves can help you muscle throw threads.

Edited by Aoiroo
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Aqualad.png

 

Character Name: Aquatic Badass

Power Level: (7) (105/105PP)

Trade-Offs: Blast +2 Attack -2 Damage

 

 

Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP

Strength: 24/34 (+7/+12*)

Dexterity: 16 (+3)

Constitution: 24 (+7)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

 

*Carrying Capacity Only

Combat: 14 + 8 = 22PP

Initiative: +7

Attack: +7 (+9 Blast)

Grapple: +16

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

Knockback: -0

Saving Throws: 0 + 2 + 1 = 3PP

Toughness: +7 (+7 Con, +0)

Fortitude: +7 (+7 Con, +0)

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

Will: +3 (+2 Wis, +1)

Skills: 36R = 9PP

Acrobatics 3 (+6)

Bluff 6 (+6)

Knowledge (Arcane Lore) 4 (+6)

Knowledge (Atlantian History) 4 (+6)

Languages 1 (Native: Alantean, English)

Notice 8 (+10)

Search 8 (+10)

Stealth 2 (+5)

Feats: 10 PP

Accurate Attack

All-Out Attack

Defensive Attack

Dodge Focus 3

Power Attack

Stunning Attack

Teamwork

Uncanny Dodge (Hearing)

Powers: 9 + 1 + 4 + 6 = 19 PP

Device 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP

Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP

Base Power: Blast 5 (Feats: Accurate, Improved Range 2)

Alternate Power: Move Object 6 (Extras: Tether) 12 PP

Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP

Immunity 1 (Drowning) 1PP

Super-Strength 2 (+10 Carrying Capacity) 4PP

Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP

 

Drawbacks: (0) = 0PP

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

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

Blast            Range       DC 20 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 (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105

 

Okay, so Kaldur, yeah, freaking loved him in this show. He's a pretty straight forward even steven no trade off builds, but he is so badass. He's got damage wise peak human strength, but that Atlantean super strength will get you some millage in picking up and throwing stuff. Then there's the water bearers, pretty awesome device there, with some move object, blast, and the little swish army knife of weapons it presents in the form of variable descriptor. He's the most balanced I think just in terms of power, skills and overall feats on the team, and a great combat generalist.

Edited by Aoiroo
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Superboy.png

Character Name: Mini Paragon (Superboy)

Power Level: (7) (105/105PP)

Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

 

Abilities: 0 + 10 + 0 + 0 + 0 - 2 = 8PP

Strength: 10/30/50 (+0/+10/+20*)

Dexterity: 20 (+5)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 8 (-1)

 

*Carrying Capacity Only

Combat: 4 + 4 = 8PP

Initiative: +13

Attack: +2, +4 Unarmed

Grapple: +18

Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed

Knockback: -3

Saving Throws: 11 + 1 + 4 = 15PP

Toughness: +12 (+0 Con, +12, +7 Impervious Toughness)

Fortitude: +11 (+0 Con, +11)

Reflex: +6 (+5 Dex, +1)

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

Skills: 28R = 7PP

Knowledge 4 (Political Science) (+4)

Knowledge 4 (History) (+4)

Intimidate 5 (+4/+8 Attractive)

Notice 5 (+5)

Search 5 (+5)

Stealth 5 (+10)

 

Feats: 11PP

Accurate Attack

All-Out Attack

Attack Specialization (Unarmed)

Attractive

Defensive Attack

Improved Critical (Unarmed) 2

Improved Initiative 2

Interpose

Takedown Attack 

Powers: 2 + 21 + 4 + 19 + 4 + 8 = 59PP

Comprehend 1 (Language) 2PP

Enhanced Strength 20 (Feats: Innate) 21PP

Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP

Protection 12 (+7 Impervious Toughness) 19 PP

Super-Sense (Hearing, Accute, Extended 3) 4 PP

Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PP

Drawbacks: (-3) = -3PP

Drawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC25 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 (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (13) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points

 

Superboy! Is only slightly beat out by M'gann by sheer power point spendage, but only barely. He's tough as hell, can dish out the pain, and if you don't mind losing some damage with accurate attack, or just taking the hit with All-Out Attack (which he can probably take with the +7 Impervious toughness) you'll actually hit something. He loses some points for charisma, but it adds some flavor since clones don't socialize well. Great character for interposing and tanking. He's a wall, and if you want to play with the PL10s, he'll be able to run with them without being knocked out too soon.

Edited by Aoiroo
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559726_610216325659405_476307839_n.png

 

Character Name: The Full Body Prosthesis
Power Level: (7) (105/105PP)
Trade-Offs: None

 

Abilities: 4 + 6 + 10 + 0 + 0 + 0 = 20PP
Strength: 14/24/44 (+2/+7/+12*)
Dexterity: 14/24 (+2/+7)
Constitution: 16 (+3)
Intelligence: 20 (+10)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 

*Carrying Capacity Only

Combat: 6 + 8 = 14PP
Initiative: +7
Attack: +7 Melee, +3 Ranged
Grapple: +20
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 0 + 4 = 6PP
Toughness: +7 (+3 Con, +4 Defensive Roll (+3 Flat-Footed)
Fortitude: +5 (+3 Con, +2)
Reflex: +7 (+7 Dex, +0)
Will: +4 (+0 Wis, +4)


Skills: 84R = 21PP
Acrobatics 3 (+10)

Climb 3 (+10)

Computers 5 (+10)

Craft (Electrical) 10 (+15)

Knowledge (Tactics) 10 (+15)

Knowledge (Technology) 10 (+15)

Notice 10 (+10)

Search 10 (+10)

Sense Motive 10 (+10)

Survival 10 (+10)

Stealth 3 (+10)

Feats: 13PP

Accurate Attack

All-Out Attack
Assessment

Attack Focus (Melee) 4

Defensive Roll 2*

Dodge Focus 3*

Inventor

Interpose

Improved Grapple

Power attack

Stunning Attack

Takedown Attack
 

*Only With Device

Powers: 35 = 35PP
Device 8 (40PP, Flaws: Hard-To-Lose, Feats: Subtle, Restricted 2 (Only Him)) 35PP

Feature (Allows Movement of Paralyzed Legs) 1PP

Enhanced Feats (Defensive Roll 2, Dodge Focus 3) 5PP

Enhanced Strength 10 10PP

Enhanced Dexterity 10 10PP

Leaping 4 (425ft Running Jump, 212ft Standing Jump, 106ft High Jump) 4PP

Speed 2 (25 MPH) 2PP
Super-Strength 4 (Light Load 1 Ton, Medium Load 2 Tons, Heavy Load 3 Tons, Max Load 6 Tons, Push Drag 12 Tons) 8PP

Drawbacks: (-4) = -4PP

Drawback (Paraplegic; Frequency: [Common]; Intensity: [Major]) [-4PP]

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC22 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 (20) + Combat (14) + Saving Throws (6) + Skills (21) + Feats (13) + Powers (35) - Drawbacks (4) = 105/105 (or 150/150) Power Points

 

 

Right this concept is inspired by the character Mecha Maid by Spinnerette (this build isn't though, actually her) that is, a budget power suit. In this case, it is in fact a prosthesis created by someone disabled to help them move normally again. This build I'm thinking a soldier (who actually knows how to fight) paralyzed in duty who went on to become an Engineer. This is a little strange because it doesn't have the Normal Identity drawback, the reason, well this suit isn't a suit at all, it's an exoskeleton that's subtle enough to be worn under clothes, so unless physically removed there's no reason why a person wouldn't be able to wear this normally, if only to be able to walk again. It also doesn't actually have any built in weapons, it just increases strength, and dexterity, making the user much stronger and faster then normal. It increases reflexes which is show in the enhanced feats of dodge focus and defensive roll (which it has in lue of say protection for the simple fact that this isn't a suit so it doesn't have protective plating). Whether this person wears a costume or not is up to you, but if they did it wouldn't be immediately obvious that this is in fact a power suit user which could be an advantage to some of the tactics used for them (like say, EMPs).

Edited by Aoiroo
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Kirito_Dual_Blades.png

 

 

Character Name: Dual Wielder
Power Level: (7) (105/105PP)
Trade-Offs: +1 Attack / -1 Damage, +3 Defense / -3 Toughness

 

Abilities: 4 + 8 + 8 + 0 + 0 + 0 = 20PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 8 + 12 = 20PP
Initiative: +12
Attack: +8 Swords, +4 Ranged
Grapple: +8
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: +2


Saving Throws: 0 + 3 + 4 = 7PP
Toughness: +4 (+4 Con, +0 [Other])
Fortitude: +4 (+4 Con, +0)
Reflex: +7 (+4 Dex, +3)
Will: +4 (+0 Wis, +4)


Skills: 72R = 18PP
Acrobatics 11 (+15)*

Climb 9 (+10)*

Escape Artist 11 (+15)

Notice 10 (+10)

Seach 10 (+10)

Sense Motive 10 (+10)*
Stealth 11 (+15)*

 

*Skill Mastery

 

Feats: 39PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Ambidexterity

Assessment

Attack Specialization (Swords) 2
Dazzling Attack

Defensive Attack

Distract

Dodge Focus 4

Elusive Target

Evasion 2

Equipment 3

Fast Task (Acrobatic Bluff)

Improved Critical 2 (18-19, Swords)

Improved Initiative 2

Grappling Finesse

Luck 2

Move By Action

Ninja Run

Power Attack

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

Stunning Attack

Takedown Attack 2

Throwing Mastery 2

Weapon Bind

Uncanny Dodge (Hearing)

 

Equipment 15EP

Dual Swords (Strike 4, Extra: Autofire, Feats: Extended Reach, Mighty, Split Attack) 11EP*

Throwing Knives (Strike 2 Feats: Mighty, Subtle) 4EP

 

Powers: 1 = 1PP
Speed 1 (Training Descriptor, 10MPH, 40ft Per Move Action) 1PP


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



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC16 Toughness (Staged)     Damage (Physical)

Dual Swords Touch DC 21* Toughness (Staged) Damage (Physical)

Knives Range DC 19 Toughness (Staged) Damage (Physical)

 

*Autofire

(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 (20) + Combat (20) + Saving Throws (7) + Skills (18) + Feats (39) + Powers (1) - Drawbacks (0) = 105/105 Power Point

 

 

Guess who loves Sword Art Online! Anyway, this build isn't Kirito, but this is a similar concept, basically the dual sword wielder. A quick note is this build isn't very physically strong, but then again, it doesn't have to be, because it's SUPER fast. Well not speedster fast, but generally high initiative, high defense and lots of dexterity for acrobatics abound. Of course the story for this is this is a trained warrior, somebody used to fighting who uses dual swords as a specialty. This swords are either thinner or lighter then the normal +3 attack swords in the book (being +2 damage each), but of course that's why you're able to dual wield them at all. They come with autofire because of the fact of multiple hits in a round, and split attack for double stabby action. Having the speed power at rank 1 with the training descriptor is something you can do, you can do the same with leaping and swimming as well as long as you don't go above one or two ranks. We also have ninja run, so le parkor! Anyway, this is very featy, and very similar to another hero Jack of All Blades, mind you, Jack has actual powers, this build doesn't. Which is of course why it can afford 39 PP worth of feats as well as Luck 2.

 

*Note: Now you may want to spend some points to make the dual swords a device as opposed to equipment, or when you get more points later, give them better made swords with more feats and such as a full on device. You should be warned, equipment can break in the heat of battle, that's after all, why they're so cheap.

Edited by Aoiroo
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263089587_640.jpg

 

Character Name: Sneaky Acrobat
Power Level: (7) (105/105PP)
Trade-Offs: Melee +1 Attack / -1 Damage, +5 Defense / -5 Toughness

 

Abilities: 1 + 10 + 4 + 6 + 0 + 0 = 21PP
Strength: 12 (+1)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 6 + 8 = 14PP
Initiative: +5
Attack: Range +3, Melee +8, Baterangs +7
Grapple: +13
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 2 + 4 = 10PP
Toughness: +2 (+2 Con, +0)
Fortitude: +4 (+2 Con, +2)
Reflex: +7 (+5 Dex, +2)
Will: +4 (+0 Wis, +4)

Skills: 116R = 29PP

Acrobatics 10 (+15)*

Computers 12 (+15)*

Disable Device 12 (+15)*

Escape Artist 10 (+15)

Gather Information 8 (+10)

Investigation 10 (+15)*

Knowledge (Technology) 12 (+15)*

Knowledge (Tactics) 12 (+15)*

Language 6 (Native: English, French, Spanish, Italian, German, Manderin, Japanese)

Notice 8 (+10)*

Search 8 (+10)

Sense Motive 8 (+10)

Stealth 10 (+15)*

 

*Skill Mastery

Feats: 31

Acrobatic Bluff

Assessment

Attack Focus (Melee) 5

Attack Specialization (Baterang) 2

Dodge Focus 8

Equipment 5

Fast Task (Acrobatic Bluff)

Grappling Finesse

Hide In Plain Sight

Power Attack

Skill Mastery (Acrobatics, Computers, Disable Device, Investigation, Knowledge (Tactics))

Sneak Attack

Throwing Mastery

Well Informed

Uncanny Dodge (Hearing)

 

Equipment 20EP

Eskimo Sticks (Strike 3, Feats: Mighty, Subtle) 5EP

Binoculars 1EP

Handcuffs 1EP
Mini Tracer 1EP

Multi-Tool 1EP

Rebreather 1EP

Utility Belt Array (10EP, x3 Alternate Powers) 15EP

Base: Exploding Baterang (Blast Explosion 4, Area: Burst, 10ft) 10EP

AP: Smoke Bomb (Obscure 5, Area: 50ft, Visual) 10EP

AP: Baterang (Blast 3, Feats: Mighty, Subtle) 5EP

AP:  Snare 5 10EP

 

Powers: 0 = 0PP

 

Drawbacks: (0) = -0PP



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC18* Toughness (Staged)     Damage (Physical)

Blast            Range       DC21* Toughness (Staged)    Damage (Physical)

Blast            Area:Burst DC22* Toughness (Staged)     Damage (Physical)

Sticks Touch DC21* Tougness (Staged) Damage (Physical)

Snare             Range       DC15 Reflex (Staged)         Snare

 

*With Sneak Attack

Totals: Abilities (21) + Combat (14) + Saving Throws (10) + Skills (29) + Feats (31) + Powers (0) - Drawbacks (0) = 105/105 Power Points

 

 

This is Robin, he was hard. Note that most of his damage is only fully shifted with Sneak Attack, which basically means, you have to be concealed to deal the max amount of damage. This would be a problem if Robin wasn't one sneaky little bugger. Hide In Plain Sight definitely helps with that. Robin also has a ultility belt array you can stunt off of, and escrima sticks (yes I took these from Midnight II's build, but they're tots canon especially since Midnight II is essentually like Nightwing with minor obscure powers). He is also a total SKILL MONKEY. That's just where you fall if more then twenty five points are allocated to skills alone. Skill mastery too, and acrobatic bluff. He's got a couple of options for disabling someone, but he's really great for overall coordination and for feinting an opponent with Acrobatic Bluff while you have a heavy hitter (like Superboy) knock they're block off while they're flat-footed.

Edited by Aoiroo
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Kankuro_with_Karasu.jpg

 

 

 

Character Name: The Puppeteer
Power Level: (7) (105/105PP)
Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness (or "None")

 

Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 24PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 4 + 8 = 12PP
Initiative: +8
Attack: +2 Melee, +2 Ranged, +6 Strings
Grapple: +2
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 3 + 3 + 1 = 7PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +5 (+4 Wis, +1)


Skills: 44R = 11PP

Bluff 7 (+10)

Craft (Carpentry) 8 (+10)

Concentration 11 (+15)

Diplomacy 7 (+10)

Language 1 (Base: Manderin, English)
Perform (Puppetry) 7 (+10)

Notice 1 (+5)

Search 1 (+5)
Sense Motive 1 (+5)

 

Feats: 13PP

Accurate Attack

All-Out Attack

Attack Specialization (String) 2

Dodge Focus 6

Defensive Roll

Improved Initiative 2

Power Attack

Uncanny Dodge (Hearing)


Powers: 32 + 6 = 38PP
String Array (30PP, Feats: Alternate Powers x2) 32PP

Base Power: Snare 8 ( Extras: Constricting Feats: Chokehold, Improved Range 3 (x50 ft), Subtle, Tether) 30PP

Alternate Power: Mind Control 7 ( Extras: Alternate Save: Reflex, Area: Burst, Conscious Feats: Improved Area (10ft), Subtle) 30PP

Alternate Power: Move Object 8 ( Extras: Damaging Feats: Improved Range 3 (x50 ft), Precise, Tether) 29PP 

Super-Movement 2 (Slow Fall, Swinging, Extras: Affects Others) 6PP

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

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Mind Control Perception DC 17 Reflex (Staged) Mind Control

Move Object Range DC23 Toughness (Staged) Damage

Snare Range DC18 Reflex (Staged) Entangle/Bound

 

 

Totals: Abilities (24) + Combat (12) + Saving Throws (7) + Skills (11) + Feats (13) + Powers (38) - Drawbacks (0) = 105/105 Power Points

 

The Puppeteer, isn't exactly a common power in comic books, but it's not unheard of. In this case, this is someone who can control string, and can use the string to control other people, like puppets. Mind you, they can also tie people up with the string (snare), or simply pick them up and throw them in the wall. At this level, there are no minions involved, but this is a great build to add minions too later in the form of combat puppets, but this build isn't so weak that it can't simply fight on it's own. The main story is, this is a Chinese puppeteer, how they got control over string, well they may of been blessed by some deity of the celestial court that enjoyed their show, or they could be a metahuman. If you want some extra points, you could toss the powers in a device and say it's just the string that's special, not the person wielding it. This build is pretty power heavy, but you can get a lot of milage out of it, and even without them the character isn't totally helpless as to not be able to avoid attacks. Also, the are control of the people would certainly help, why fight the mobs when you can make them fight each other.

Should be noted, if you want to make this build at PL 10, you can fairly easily just bump up the accuracy and dump the rest of the points into a decent minion.

Edited by Aoiroo
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250px-Thing_v2_1_coverart.jpg

 

Character Name: The Rock
Power Level: (7 ) (105/105PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Abilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP
Strength: 10/30/45 (+0/+10/+17*)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 14 (+2)

*Carrying Capacity Only

Combat: 4 + 4 = 8PP
Initiative: +10
Attack: +2 Melee, +2 Ranged
Grapple: +15
Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -12


Saving Throws: 8 + 2 + 4 = 16PP
Toughness: +10 (+0 Con, +10 Protection (+5 Impervious Toughness))
Fortitude: +8 (+0 Con, +8)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+0 Wis, +4)


Skills: 56R = 14PP

Intimidation 8 (+10)*
Knowledge (Life Sciences) 12 (+15)*
Medicine 10 (+10)*

Notice 10 (+10)*

Languages 1 (Base: English, Latin)

Search 5 (+5)

Sense Motive 10 (+10)

 

*Skill Mastery

Feats: 8 PP
Accurate Attack

Assessment

Fearless

Improved Initiative 2

Interpose

Teamwork

Skill Mastery (Intimidation, Knowledge (Life Sciences), Medicine, Notice)


Powers: 50 = 0PP
Alternate Form 10 50PP

Density 10 (+20 Strength, +5 Impervious Toughness, +3 Super-Strength (Carrying Capacity, 2 Tons Light Load, 4 Tons Medium Load, 6 Tons Heavy Load, 12 Tons Maximum Load, 30 Tons Push/Drag) 30PP

Immunity 5 (Piercing Damage, Flaws: Half) 5PP

Immunity 10 (Fire) 10PP

Protection 5 5PP
 

Drawbacks: (-3) = -3PP

Drawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP]

 

 

(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        DC25 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 (14) + Combat (8) + Saving Throws (14) + Skills (14) + Feats (8) + Powers (50) - Drawbacks (3) = 105/105 Power Points

 

 

We will, we will, ROCK YOU!

Du du du.

Anyway, first alternate form, and this is one tough bugger, when he's in his alternate form that is. He gets a full rock overcoat that's immune to blades, fire, and at Impervious toughness 5 guns as well. This one actually has the normal form drawback, no rock, no powers. He's strong as heck in his alternate form, and has accurate attack if you so wish to have him actually hit something, or you could team him up cause what do you know, he has teamwork feat great for switching in the attack after a faster more agile alley feints the baddie. This is based on the Thing, but of course different fluff because one, the form isn't permenant, two, this persons a smarty in a different way (the Thing's an Engineer I believe in canon), he's a full on medical doctor, so he can bring the hurt and fix it as well. 

Edited by Aoiroo
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Changeling-2_zpsc577835c.png

 

Character Name: Etain Maher
Power Level: (7) (105/105PP)
Trade-Offs: None Melee, Range -3 Attack / +3 Damage, +5 Defense / -5 Toughness

Abilities: 4 + 0 + 4 + 0 + 8 + 4 = 20PP
Strength: 14 (+2)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 14 (+4)


Combat: 8 + 8 = 16PP
Initiative: +0
Attack: +7 Melee, +4 Ranged
Grapple: +9
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 2 + 4 + 3 = 9PP
Toughness: +2 (+2 Con, +0 [Other])
Fortitude: +4 (+2 Con, +2)
Reflex: +4 (+0 Dex, +4)
Will: +7 (+4 Wis, +3)


Skills: 28R = 7PP

Bluff 6 (+8/+12*)
Knowledge (Arcane Lore) 8 (+8)

Language 1 (Base: Latin, English)

Notice 4 (+8)

Search 4 (+8)

Sense Motive 5 (+9)

 

*Attractive

Feats: 13PP

Attack Focus (Melee) 3

Attractive

Equipment
Dodge Focus 8

Uncanny Dodge (Visual)
 

Equipment 5EP

Swordbrella (Strike 3, Feats: Might, Subtle) 5EP

 

Powers: 40 + 4 = 44PP

Glamour Array (36PP, Feats: Alternate Powers x4) 40PP

Base Power: Illusion 6 (All Senses, Extras: Area (Cylinder), Selective Feats: Reversible, Improved Area 5 (x100 ft around, 50ft Tall), Flaws: Phantasm) 36PP

Alternate Power: Blast 10 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Improved Range 2 (25ft), Variable Descriptor (Burn, Lightning, Ice)) 34PP

Alternate Power: Concealment 10 (Extras: Affects Others, Area: Cylinder, Feats: Close Range, Improved Area 2 (25ft Radius, 12 Feet Tall), Selective, Flaws: Phantasm) 34PP

Alternate Power: Paralyze 7 (Extras: Area: Cylinder, Selective Feats: Affects Insubstancial 2, Improved Range 2 (25ft Radius, 12 Feet Tall), Reversible) 33PP

Alternate Power: Strike 7 + Drain (Will) 7 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Extended Reach 3 (25ft), Incurable, Slow Fade, Variable Descriptors (Bludgeoning, Piercing, Slashing) 29PP

 

Super-Sense 4 ( Detect Magic, Visual, Analytical) 4PP

Drawbacks: (-5) = -5PP
Weakness (Ferrous Metals, Frequency: Very Common, Intensity: Major [Make Fortitude DC15 Against Paralysis]) [-5PP]


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC16 Toughness (Staged)     Damage (Physical)

Blast Range DC25 Will (Staged) Damage (Physical)

Paralyze Range DC17 Will (Staged) Paralyze

Illusion Area DC16 Will (Staged) Illusion

Strike/Drain Touch DC22 Will/Will (Staged) Damage/Drain(Will)

Swordbrella Touch DC20 Toughness (Staged) Damage (Physical)

 

 

 

Totals: Abilities (20) + Combat (16) + Saving Throws (9) + Skills (8) + Feats (10) + Powers (47) - Drawbacks (5) = 105/105 Power Points

 

 

Right for people who are newish, this is a PL 7 build of my now retired PC, Changeling, or Etain Maher. Some explanation for this build, Etain is a human taken by fae, she has glamour as a result, said glamour allows her to inflict onto other people anything she herself has experienced. The notch with this, is that Etain was trained in combat by immortals who think nothing of chopping off limbs, electricuting, burning or freezing in combat. As long as they didn't kill her they could heal the damage but Etain has very vivid memories of all of that which she can inflict on others. Usually these illusions come in the form of her looking like she's wielding various weapons or shooting these from her hands. She can also remove her presence and the presence of others completely by the illusion that there is simply nothing there. The catch of course is two found, first off, she can't lie, not that she won't lie, she can't lie, at least not directly. The second is her powers don't work on non-sentient beings or anything that doesn't have a will save. Because truthfully nothing she does to you is real, so if you can't perceive it, it's not happening. She can also identify magic on sight.

 

Basically as a build, Etain is a glass cannon. She attacks the least focused on save in the game, the will save, and has a power that simultaniously drains and attacks that save, and when it's drained it stays drained for six rounds. The thing is, while she's really hard to hit, she's physically very fragile and very slow (initiative wise), she has no travel powers, and her body is basically human, not even an exceptionally well trained human. But if she can get a hit in, it's usually pretty devastating you've got a pretty good chance. There's also the weakness to ferrious (anything containing iron) if it touches her, this has to be skin to metal contact, she has to roll a save for paralysis every round it's in contact with her, which isn't real great if she gets lets say, shot. But that's one of the prices she has for using fae magic.

Edited by Aoiroo
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river02a.jpg

 

Character Name: River Tam
Power Level: (7) (105/105PP)
Trade-Offs: +2 Attack / -2 Damage +5 Defense / -5 Toughness

 

Abilities: 4 + 10 + 0 + 14 + 0 + 6 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 10 (+0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 16 (+3)



Combat: 8 + 8 = 16PP
Initiative: +10
Attack: +9 Melee, +4 Ranged
Grapple: +11
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: +4



Saving Throws: 3 + 5 + 3 = 11PP
Toughness: +2 (+0 Con, +2 Defensive Roll)
Fortitude: +3 (+0 Con, +3)
Reflex: +10 (+5 Dex, +5)
Will: +3 (+0 Wis, +3)



Skills: 12R = 3PP
Acrobatics 5 (+10)

Perform Dance 7 (+10)

 

 

Feats: 24PP

Acrobatic Bluff

All-Out Attack

Accurate Attack

Ambidexterity

Attack Focus (Melee) 5

Defensive Attack

Defensive Roll
Eidectic Memory

Elusive Target

Equipment

Evasion 2

Fast Task (Acrobatic Bluff)

Improved Initiative 2

Jack of All Trades

Power Attack

Takedown Attack 2

Uncanny Dodge (Mental)

 

Equipment 5EP

Battle Axe (Strike 3, Feats: Mighty) 4EP

Multitool 1EP

Powers: 21 = 21PP
Mind Reading 7 (Extras: Action (Continuous), Area: Burst, Flaws: Permenant) 21PP


Drawbacks: (-4) = -4PP

Drawback (Nightmares; Frequency: [Very Common]; Intensity: [Moderate], Roll Will DC 15, Or Become Fatigued) [-4PP]


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC17 Toughness (Staged)     Damage (Physical)

Battle Axe   Touch        DC20 Toughness (Staged)     Damage (Physical)

Mind Reading Area       DC17 Will                                Mind Reading

 

(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 (34) + Combat (16) + Saving Throws (11) + Skills (3) + Feats (24) + Powers (21) - Drawbacks (4) = 105/105 Power Points
 

 

River Tam from Firefly, is pretty badass I must say, but I can't see her as being very well, physically strong. She's only like 90 pounds, no what she is is always mentally aware of everyone elses thoughts in the room and really fast about it too. Lots of reflex, lots of fighty fighty feats, and high intelligence with the Eidectic Memory and Jack of All Trade feats. Of course she has the nightmare drawback, and the drawback on her mind reading being both continuous and permenant. She's fast, but she's frail, and a good shot should take her out. I'd imagine that Reavers are all damage shifted so that's why she could take them.

Edited by Aoiroo
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Royalty_-_Danny_Phantom.gif

 

Character Name: Half Ghost
Power Level: (7 ) (105/105PP)
Trade-Offs: None

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10/25/35* (+0/+7/+12*)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
 

*Carrying Capacity Only

Combat: 6 + 8 = 14PP
Initiative: +0
Attack: +3 Melee, +3 Ranged, +7 Blast, +7 Unarmed
Grapple: +16
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: +3


Saving Throws: 4 + 8 + 4 = 16PP
Toughness: +7 (+0 Con, +7 Protection +3 Impervious Toughness)
Fortitude: +4 (+0 Con, +4)
Reflex: +8 (+0 Dex, +8)
Will: +4 (+0 Wis, +4)


Skills: 32R = 8PP

Bluff 7 (+7)

Knowledge (Arcane Lore) 5 (+5)

Knowledge (Popular Culture) 5 (+5)

Notice 5 (+5)

Search 5 (+5)

Sense Motive 5 (+5)

 

Feats: 8PP

Accurate Attack
Attack Specialization (Unarmed) 2

Dodge Focus 3
Power Attack

Uncanny Dodge (Hearing)

Powers: 60 + 3 + 2 = 65PP
Alternate Form 12 60PP

Concealment 4 (All Visible Senses, Extras: Affects Others) 12PP

Flight 4 (100MPH) 4PP
Immunity 4 (All Suffocation Effects, Disease, Starvation/Thirst) 4PP

Ghost Power Array (28PP, x2 Alternate Powers) 30PP

Base Power: Insubstantial 4 (Extras: Affects Others, Feats: Selective) 28PP

Alternate Power: Blast 7 (Feats: Accurate 2, Affects Insubstantial 2, Improved Range 3 (25ft), Precise) 22PP

Alternate Power: Enhanced Strength 15 + Super-Strength 2 (Light Load 1056 lbs, Medium Load 1 ton, Heavy Load 1.5 Tons, Maximum Load 3 Tons, Push/Drag 7.5 Tons) 19PP

Protection 7 (Impervious Toughness 3) 10PP

 

Device 1 (Fenton Thermos Flaws: Easy-to-Lose) 3PP

Dimensional Pocket 2 (Extras: Range, Flaws: Only Ghosts, Feats: Progression Capacity (500lbs)) 5PP

 

Super-Sense 2 (Detect Ghosts, Mental) 2PP

 

Drawbacks: (-3) + (-3) = -6PP
Drawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP]

Drawback (Ecto Energy; Frequencey: [Very Uncommon]; Intensity: [Major] (Damage x2)) [-3PP]

 


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Blast          Range      DC22 Toughness (Staged)      Damage

Unarmed     Touch        DC22 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 (0) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (8) + Powers (65) - Drawbacks (6) = 105/105 Power Points

 

 

 

Dododododo, another cartoon favorite Danny Phantom. Near the beginning of the series mostly, like after Desiree, but not too far in. Anyway, pretty interesting power set of course, like for example the impervious toughness in his ghost form coupled with his weakness for ectoenergy, honestly this goes for the fact that he only ever gets hurt by A: Other ghosts, B: Ghost hunters who power they're weapons with ecto energy. Course, he's not full ghost, so he doesn't get the whole full fortitude immunity, he gets some, disease, starvation/thirst, suffocation, but the series does show, he's effected by hot and cold, and all the other stuff. He's like at the beginning completely average, and very reliant on his powers. Some skills for basic things, you know, bluff and such. He has unarmed combat as a specialization cause he does favor it in character and the enhanced strength to back it up, but he's not a bad shot with his blasts so just accurate there. Also Intangibility and Concealment aren't arrayed together cause he can and has used them both at the same time. Oh and he can fly, pretty fast. Only power not in the alt form is the ghost sense, I'm saying mental, I'm not exactly sure what seeing your breath counts as (visual, not sure really). Anyway, fun build, very power dependent, but great for building skills and maybe more powers later.

Edited by Aoiroo
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werewolves.jpg

 

Character Name: Boomerang Werewolf
Power Level: (7) (105/105PP)
Trade-Offs: Human Form +3 Attack / -3 Damage, +1 Defense / -1 Toughness

Werewolf Form -1 Attack / +1 Damage
 

Complications:

Is That Grr Yes or Grr No: Can't speak as a werewolf.

Full Moon: Required To Transform on Nights of the Full Moon

No Thumbs: Can't use most normal Equipment

Torn to Shreds: Clothing (like the bulletproof vest) often does not survive the transformation, and weapons and equipment can't be used at all.

 

Abilities: 0 + 0 + 4 + 2 + 4 + 0 = 10PP
Strength: 10/22/27 (+0/+6/+8*)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)
*Carrying Capacity

Combat: 6 + 8 = 14PP
Initiative: +4
Attack: +3 Melee, +6 Claws (-1 Growth), Range +6, +10 Boomerang
Grapple: +12/+16
Defense: +8/+7 Alternate Form (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 3 + 2 =7PP
Toughness: +6/+7 Alternate Form (+2 Con, Tactical Vest +4, +5 Protection (2 Impervious Toughness))
Fortitude: +4 (+2 Con, +2)
Reflex: +6 (+5 Dex, +1)
Will: +4 (+2 Wis, +2)


Skills: 48PP = 12PP

Acrobatics 10 (+10)

Investigate 4 (+6)
Intimidate 5 (+8/+10)

Notice 8 (+10)

Search 8 (+10)

Sense Motive 8 (+10)

Stealth 5 (+5)

Feats: 23PP

Accurate Attack

Acrobatic Bluff
All Out Attack

Attack Focus (Range) 3

Attack Specialization (Claws) 2

Dodge Focus 4

Elusive Target

Equipment

Evasion 2

Fearsome Presence*

Power Attack

Redirect

Set-Up

Takedown Attack

Throwing Mastery 2

Uncanny Dodge (Hearing)

 

*Alternate Form

 

Equipment

Tactical Vest (4 Protection) 4EP

Powers: 35 + 3 + 1 + 1 + 4 + 1 = 45PP
Alternate Form 7 35PP

Enhanced Feat (Fearsome Presence) 1PP

Enhance Strength 12 12PP

Growth 4 (+5 Strength (Carrying Capacity), +5 Grapple, -4 Stealth, 8ft Tall, -1 Defense, -1 Attack) 12PP

Strike 2 (Claws, Extras: Autofire Feats: Mighty) 3PP

Protection 5 (Impervious Toughness 2) 7PP

 

Device 1 (Boomerang, Flaws: Easy-To-Lose, Restricted) 3PP

Blast 2 (Feats: Ricochet, Accurate 2) 5PP

Leaping 1 (x2, Running Jump 20ft, 10ft Standing, 5 ft High) 1PP

Speed 1 (100ft Per Move Action, 10MPH) 1PP

Super-Sense 4 (Smell, Accurate, Acute, Extended, Tracking) 4PP

Super-Sense 1 (Hearing, Extended) 1PP

 

Drawbacks: (-3) + (-3) = -6PP

Drawback (Normal Form; Frequency: [Very Common]; Intensity: [Moderate]) [-3PP]

Drawback (Silver; Frequency: [Common]; Intensity: [Major] x2 Damage [-3PP]

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)          Damage (Physical)

Boomerang  Range       DC19 Toughness (Staged)               Damage (Physical)

Claws         Touch        DC 23 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 (10) + Combat (14) + Saving Throws (7) + Skills (12) + Feats (23) + Powers (45) - Drawbacks (6) = 105/105 Power Points

 

 

You know, there are I think four types of builds when you get down to it, those that rely wholy on their superpowers, those who have while having some superpowers supplement them with training, those who have no powers at all and are very skilled and featy, and the last is a mix of all three. This is my remix. This is a dual capability build, basically a werewolf who while able to become a wolf, doesn't need the wolf powers to hit caps. Though there are powers that don't come with the alternate form in the form of super senses, the speed and leaping are both regular training and the device the nifty little boomerang. I like boomerangs, we need more PCs with boomerangs. Of course to keep this build reasonable, there are built in complications that justify the cap changes between transformation, mainly the caps for the normal identity is supplemented by a device and some equipment, the changed identity, can't use either, one cause the device requires thumbs, and two because the equipment won't fit. I've always been one for low power high skill builds myself, or mixed builds with various powers and skills. The only build wholy reliant on powers I use actively is G-Force. Anyway, backstory, this is a soldier, or at least someone who's pretty good at scrapping turned werewolf. They have the drawbacks, and the weakness to silver (it doesn't have to be pure or inherited so it's common as opposed to uncommon) in both forms. Which can be waved away as a silver allergy in character. Now this character can fight either way, the quick question would be why would they want too. Well first off, Werewolves are SCARY, this isn't great when dealing with civilians. The claws also get in the way a lot, and transformed you can't speak normally which is always a bother.

Edited by Aoiroo
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Omi.png

Character Name: Badass Martial Artist
Power Level: (7) (105/105PP)
Trade-Offs: +4 Attack / -4 Damage, +1 Defense / -1 Toughness


Abilities: 6 + 14 + 8 + 0 + 6 + 0 = 34PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 6 + 8 = 14PP
Initiative: +11
Attack: +11 Unarmed, +3 Ranged
Grapple: +18
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 0 + 0 + 2 = 2PP
Toughness: +6 (+4 Con, +2 Defensive Roll)
Fortitude: +4 (+4 Con, +0)
Reflex: +7 (+7 Dex, +0)
Will: +5 (+3 Wis, +2)


Skills: 80R = 20PP
Acrobatics 8 (+15)

Climb 7 (+10)

Diplomacy 10 (+10)

Escape Artist 8 (+15)

Gather Information 10 (+10)

Medicine 6 (+9)

Notice 12 (+15)

Search 7 (+10)

Sense Motive 12 (+15)

Feats: 33PP

Acrobatic Bluff

All-Out Attack

Attack Specialization (Unarmed) 4

Chokehold

Defensive Roll

Dodge Focus 4

Elusive Target

Evasion 2

Fearless

Grappling Finesse

Improved Disarm 2

Improved Initiative
Improved Grab

Improved Pin

Improved Throw

Luck 2

Paralyzing Attack

Power Attack

Redirect

Set Up

Stunning Attack

Takedown Attack 2

Weapon Bind

Uncanny Dodge (Auditory)

Powers:1 + 0 + 0 = 1PP
Speed 1 (Training Descriptor, 100ft Per Move Action, 10MPH) 1PP

 

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




DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC18 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 (34) + Combat (14) + Saving Throws (2) + Skills (20) + Feats (34) + Powers (1) - Drawbacks (0) = 105/105 (or 150/150) Power Points
 

 

 

Dodododo, completely non-powered build. This time however, no gadgets, no devices just equipment, cause he is a living frakking weapon without any need of superpowers. That is, the martial artist. Now this is built a little differently then most martial artists, he's not terribly strong, what he is is fast and dexterious. Up to the limit. The reason, this character is made for grappling. Lets explain some not so quite used often feat combos here. Grappling Finesse means that super high dex scores him a +7 to his grappling instead of the +3 his strength would get him, Improved Grab means he can initiate a grapple as a free action, Improved Pin means that once you got someone grappled, they take a -4 to get out of said grapple, and Improved Grapple means you can do said grapple one handed, which is useful for doing other things. This is a street level hero like most PL 7, like say Iron Fist, but of course Omi's the example cause he's much more agile then strong. Great for groups, and decent at patch up too (martial artists can learn a lot about how to fix up getting hurt).

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  • 2 weeks later...

SidekickGirl_zps15bc68ea.png

 

Character Name: Deathproof Brawler
Power Level: (7) (105/105PP)
Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness

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


Combat: 8 + 12 = 20PP
Initiative: +8
Attack: +10 Mr. Bat, +4 Attack
Grapple: +7
Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed
Knockback: -2


Saving Throws: 3 + 6 + 1 = 10PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +6 (+3 Con, +3)
Reflex: +6 (+0 Dex, +6)
Will: +6 (+5 Wis, +1)


Skills: 60R = 15PP

Acrobatics 5 (+5)

Climb 7 (+10)

Craft (Mechanical) 5 (+8)

Gather Information 8 (+8)

Knowledge (Physical Sciences) 5 (+8)

Knowledge (Electronics) 5 (+8)
Knowledge (Tactics) 5 (+8)

Notice 5 (+10)

Search 5 (+10)

Sense Motive 5 (+10)

Stealth 5 (+5)

 

Feats: 18PP
Accurate Attack

Acrobatic Bluff

All-Out Attack

Attack Specialization (Bats) 3

Defensive Roll

Dodge Focus 3

Improved Iniative

Interpose

Luck

Power Attack

Set-Up

Teamwork

Uncanny Dodge (Hearing)
Well Informed

 

Powers: 3 + 11 = 14PP
Device 1 (Mr. Bat, Easy-to-Lose) 3PP

Strike 2 (Feats: Mighty, Takedown Attack 2) 5PP

 

Regeneration 10 (Recovery Rate 5 (Bruised No Action, Injured Standard Action, Disabled 1 Round) Resurrection 5 (20 Minutes, Non Resurrection Condition: Total Bodily Destruction (Cremation/Disintigration), Feats: Regrowth) 11PP


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


DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC18 Toughness (Staged)     Damage (Physical)

Mr. Bat       Touch        DC21 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 (28) + Combat (20) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (14) - Drawbacks (0) = 105/105 Power Points

 

 

This is undisguised build of Sidekick Girl, or Val as she's usually called. Only superpower, she CAN'T die. This is in play set as some pretty high regeneration.  Otherwise though, she's not much more then a rather skilled human. She's not that strong or that tough, more attack and defense focus with a device to make up the difference in damage. Great for interposing though, good on teams, and has tactical knowledge, practical knowledge and just a large heaping of good old common sense as a back up (as shown by the 20 wisdom). Not to say that if you knocked her out she wouldn't stay knocked out, but if you don't put her down and put her down hard, she'll miss a turn and promptly get right back up, if you don't do more then a bruise, it won't even take that long. Like Wolverine without the claws and the body odor.

Edited by Aoiroo
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Asami_zps7a5ba615.jpg

 

 

Character Name: Magic Gadgeteer
Power Level: (7) (105/105PP)
Trade-Offs: -1 Attack / +1 Damage, -2 Defense / +2 Toughness

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


Combat: 8 + 4 = 12PP
Initiative: +8
Attack: +6 Melee, +4 Ranged, +6 Blast
Grapple: +6
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -2


Saving Throws: 4 + 4 + 1 = 9PP
Toughness: +9 (+2 Con, +7 Forcefield, +2 Impervious Toughness)
Fortitude: +4 (+2 Con, +1)
Reflex: +4 (+0 Dex, +4)
Will: +7 (+3 Wis, +4)


Skills: 68R = 17PP

Acrobatics 12 (+12)**
Craft (Artistic) 7 (+10)

Drive 8 (+8)

Gather Information 10 (+10)

Knowledge (Arcane Lore) 7 (+10)*

Knowledge (Life Sciences) 2 (+5)

Knowledge (Physical Sciences) 5 (+8)

Knowledge (Streetwise) 5 (+8)

Language 2 (Base: English, Latin, Manderin)

Notice 7 (+10)*
Search 7 (+10)*

Sense Motive 7 (+10)*

 

*Skill Mastery

**With Bounce Boots

 

Feats: 15PP

Acrobatic Bluff*

Accurate Attack

Attack Focus (Melee) 2
Artificier

Dodge Focus 3

Improved Iniative 2*

Equipment 4

Luck 

Power Attack

Skill Mastery (Knowledge (Arcane Lore), Notice, Search, Sense Motive)
Well Informed
Uncanny Dodge (Hearing)

 

*With Bounce Boots

 

Equipment 20EP

Handcuffs 1EP

Magic Workshop 8EP

Communications 1EP

Diminitive (Apartment) 2EP

Fire Prevention System 1EP

Library 1EP

Living Space 1EP

Power System 1EP

Workshop 1EP

Mini Tracer 1EP

Motorcycle 9EP

Strength 10

Speed 5 (250MPH)

Defense 10

Toughness 8

Size Medium

Multitool 1EP

 

Powers: 8 + 16 + 12 = 36PP

Device 2 (Belt Bucklet Sheild, Hard-To-Lose) 8PP

Protection 7 (Extras: Forcefield, Feats: Imprevious Toughness 2, Subtle) 10PP

 

Device 4 (Blast Gloves, Hard-To-Lose) 16PP

Array (18PP Array, Alternate Powers x2)

Base Power: Strike 8 (Extras: Alternate Save: Fortitude, Feats: Accurate, Variable Descriptor (Lightning, Ice, Fire)) 18PP/18PP

Alternate Power: Blast 8 (Feats: Improved Range 1 (25ft), Variable Descriptor (Lightning, Ice, Fire)) 18PP

Alternate Power: Paralyze 8 (Extras: Alternate Save: Fortitude Feats: Variable Descriptors (Lightning, Ice, Fire)) 18PP

 

Device 3 (Bounce Boots, Hard-To-Lose) 12PP

Enhanced Skills (Acrobatics 12) 3PP

Enhanced Feats (Acrobatic Bluff, Improved Initiative 2) 3PP

Leaping 4 (250ft Running Jump, 125ft Standing Jump, 62ft High Jump) 4PP

Immunity (Falling Damage) 5PP

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



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Blast Range DC23 Toughness (Staged) Damage (Physical)

Paralyze Touch DC23 Fortitude (Staged) Paralyze

Strike Touch DC23 Fortitude (Staged) Damage (Physical)

 

 

 

 

Totals: Abilities (16) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (15) + Powers (36) - Drawbacks (0) = 105/105 Power Points

 

 

 

Okay, disclaimer, this isn't Asami, but I pictured a biker chick for that, and it's REALLY hard to find tasteful pictures of biker chicks.

 

Anyway, this is my magic gadgeteer, or street mage. This isn't someone who's got super heavy magic powers, but she has a knack for making magical items which she wears as normal everyday accessories. In this case, it's a belt buckle for a shielding amulet which will flat out stop bullets from small caliber pistols and lighten the damage on anything heavier, a pair of leather gloves for elemental blasts and close range shocking (and heating, and icing) as well as paralysis for non-lethal options, and boots that let her leap tall buildings in a single bound. This is a civvy spandex magic hero, so much so that it'd be pretty hard to figure out she's actually using magic unless you actually have some lore. She also has an HQ (her appartment) which is well stocked to make said magicky things. Regardless of her looks, and her motorcycle she knows her stuff, and can easily make more super nifty magical items, not to mention a good foundation in basic sciences, streetwise, and good at getting information on people (with the well informed feat allowing for her to know things about people she just meets with these nifty skills). She doesn't look it, but with some time, she could be a pretty dang powerful mage, or at least make the things nessicary to make up the difference. 

Edited by Aoiroo
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Spider-man_NU.jpg

 

Character Name: Shocking Spider
Power Level: (7) (105/105PP)
Trade-Offs: Snare +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10/24 (+0/7)
Dexterity: 10/24 (+0/7)
Constitution: 10/20 (+0/5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 6 + 8 = 14PP
Initiative: +7
Attack: +7 Melee, +3 Ranged, +9 Snare
Grapple: +14
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: +3


Saving Throws: 0 + 0 + 2 = 2PP
Toughness: +5 (+5 Con, +0 [Other])
Fortitude: +5 (+5 Con, +0)
Reflex: +7 (+7 Dex, +0)
Will: +2 (+0 Wis, +2)


Skills: 24R = 6PP
Acrobatics 3 (+10)

Climb 3 (+10)

Notice 5 (+5)

Search 5 (+5)

Sense Motive 5 (+5)

Stealth 3 (+10)

Feats: 14PP

Acrobatic Bluff

Accurate Attack

Attack Focuse (Melee) 5

Dodge Focuse 5
Power Attack

Uncanny Dodge (Mental)


Powers: 1 + 10 + 14 + 14 + 14 + 1 + 2 + 1 + 12 = 69PP

Concealment 2 (Normal Vision, Flaws: Blending) 1PP

Enhanced Constitution 10 10PP
Enhanced Dexterity 14 14PP

Enhanced Strength 14 14PP

Paralyze 7 (Extras: Alternate Save: Fortitude) 14PP

Leaping 1 (x2, 34ft Running Jump, 17ft Long Jump, 8ft Standing Jump) 1PP

Super-Movement 1 (Wall-Crawling) 2PP

Super-Sense 1 (Mental, Danger Sense) 1PP

 

Device 3 (Web Shooters, Hard-To-Lose) 12PP

Snare 5 (Feats: Accurate, Progression (Range (10ft), Tether) 13PP

Super-Movement 1 (Swinging) 2PP





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



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

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

Paralyze      Touch       DC 17 Fortitude (Staged)        Paralyze

Snare          Range       DC 15 Reflex                         Entangle, Snare

 

 

 

Totals: Abilities (0) + Combat (14) + Saving Throws (2) + Skills (6) + Feats (14) + Powers (69) - Drawbacks (0) = 105/105 Power Points

 

 

Miles Morales! That's who this is, or the new spiderman in Ultimate verse. Anyway, I don't think I could of stat normal spidey at PL 7, to many stats, but Miles is a bit more. I have to say, I didn't expect this, but is the most power heavy build to date. Most of it isn't even damage! No, the full on upgrade to his stats is what's the real point sink in this, enhanced strength, dex and con seem to fit the point I think. Pretty stripped down on everything else, but the most basic of basic feats are there, also web shooters, cause it's not spidey without webshooters. While pretty strong in regular hand to hand, he's pretty fast, acrobatic little spider and of course has the shocky shocky to help out. Paralyze is a pretty nifty power. I haven't read much of Miles myself, but this build's pretty good to build on.

Edited by Aoiroo
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  • 2 weeks later...

nurse-jackie2_20110523175743.jpg

 

Character Name: Tranquilizer
Power Level: (7) (105/105PP)
Trade-Offs: Range: -3 Attack / +3 Damage, +2 Defense / -2 Toughness


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


Combat: 8 + 8 = 16PP
Initiative: +0
Attack: +7 Melee, +4 Ranged
Grapple: +7
Defense: +9 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 2 + 6 + 2 = 10PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +6 (+0 Dex, +6)
Will: +5 (+3 Wis, +2)


Skills: 64R = 16PP

Computers 4 (+6)

Knowledge (Current Events) 8 (+10)

Knowledge (Life Sciences) 8 (+10)
Knowledge (Technology) 6 (+8)

Medicine 12 (+15)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 12 (+15)

Feats: 11PP
Accurate Attack

Assessment

Attack Focus 3 (Melee)
Dodge Focus 3

Power Attack

Uncanny Dodge (Hearing)
Well Informed

 

Powers: 34 + 2 = 36PP

Tranq Array (31 PP Array, Alternate Powers x3) 34PP

Base Power: Stun 10 (Extras: Range (Range), Sleep, Feats: Reversible) 31PP

Alternate Power: Blast 10 (Extras: Duration (Can Be Removed With Water)) 30PP

Alternate Power: Fatigue 7 (Feats: Reversible) + Nausueate 7 (Feats: Reversible) 30PP

Alternate Power: Stun 7 (Extras: Sleep, Feats: Reversible) + Drain 7 (All Exotic Saves, Feats: Slow Fade) 30PP

 

Immunity 2 (Disease, Poison) 2PP

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



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Blast            Range       DC25 Toughness (Staged)     Damage (Physical)

Fati/Naus    Touch        DC17/DC17 Fortitude              Fatigue/Nauseate

Stun/Drain   Touch       DC17/17 Fortitude                   Stun/Drain (AllExoticSaves)

Stun            Range       DC 20 Fortitude                       Stun

 

(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 (16) + Combat (16) + Saving Throws (10) + Skills (16) + Feats (11) + Powers (36) - Drawbacks (0) = 105/105 Power Points
 

 

 

The Tranquilizer, or Tranq for short! This character is based on someone who, can create drugs or sedatives from their own body and use it in combat. They can throw some over a distance, like a tranq dart, or if they get up close they can do some real nasty stuff to you. This build is set up that this is someone in the medical industry. Maybe it's a nurse or doctor who got there powers and chose this profession, maybe it's a pharmacist who got empowered from a lab accident. Either way, this person can do a number on people.

 

The set up here is one of my favorite ones, exotic save based! Of course exotic saves are often ignored in favor of more direct damage, but you can do some nasty nasty stuff to people in battle. Stun is a great power for just quick take out, fluffed with sleep to say put it as a sleeping sedative. Then we have the stun drain combo (if you haven't noticed, I do have this pattern with linking drain to other powers), this drain doesn't just do fortitude it does ALL exotic saves, which means toughness, will, fort and reflex, why, because it's drug, it's slowing down everything about you. Then there's the fatigue/nauseate combo, if those guys fail that, even a little bit, they're taking lots of hits on their roll bonuses later in the round. Now of course, most of these effects wouldn't work on someone who has full fortitude immunity (like say, a robot), but there's one alt power built in to fix that. That's the blast with the very rarely used duration extra. Pretty much, it's fluffed as an acidy thing, the thing about duration though, is that it doesn't go away. It needs to be washed off, otherwise it'll keep doing damage to the person it's on until it is. Anyway, this is a great player for teams, or someone as a technical pacifist. They have high bits in life sciences and medicine, because it's good to have characters who know what they're powers are doing to people.

Edited by Aoiroo
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Joshua_Artwork_2.jpg

 

Character Name: Junk Man
Power Level: (7) (105/105PP or 150/150PP)
Trade-Offs: -3 Attack / +3 Damage, +1 Defense / -1 Toughness

Abilities: 0 + 4 + 8 + 8 + 4 + 4 = 28PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 4 + 8 = 12PP
Initiative: +6
Attack: +2 Melee, +4 Ranged
Grapple: +4
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 1 + 1 + 3 = 5PP
Toughness: +6 (+4 Con, +2 Undercover Shirt)
Fortitude: +5 (+4 Con, +1)
Reflex: +5 (+4 Dex, +1)
Will: +5 (+2 Wis, +3)


Skills: 72R = 18PP
Bluff 8 (+10)

Diplomacy 8 (+10)

Craft (Electrical) 6 (+10)

Craft (Mechanical) 11 (+15)

Gather Information 6 (+8)

Knowledge (Technology) 8 (+10)

Language (Base: English, Spanish) 1

Notice 8 (+10)

Search 8 (+10)

Sense Motive 8 (+10)

 

Feats: 19PP

Accurate Attack
Attack Focus (Range) 2

Dodge Focus 4

Equipment 4

Luck 2

Grappling Finese

Jack Of All Trades
Improved Iniative

Power Attack

Uncanny Dodge (Hearing)

Well Informed

 

Equipment 20EP

Motorcyle 9EP

Strength 15

Speed 5 (250MPH)

Defense 10

Toughness 8

Size Medium

Pocket Dimensional HQ 8EP

Size Small

Fire Prevention System

Garage

Holding Cells

Living Space

Infirmary

Isolated

Power System

Workshop

Undercover Shirt (Protection 2, Subtle) 3EP

 

Powers: 23 = 23PP
Dimensional Pocket Array (21PP Array, x2 Alternate Powers) 23PP

Base Power: Dimensional Pocket 10 (500,000 lbs, Feats: Progression (Capacity) 1) 21PP

Alterate Power: Blast 10 (Junk Dump, Extras: Progression (Range) 1 (25ft)) 21PP

Alterante Power: Damage 7 (Mass Dump, Extras: Area (Cylinder), Selective) 21PP



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

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)          Damage (Physical)

Blast           Range       DC25 Tougness (Staged)            Damage (Physical)

Damage      Area          DC22 Reflex/Tougness (Staged) Damage (Physical)

Dimensional Pocket Touch DC 20 Reflex                          Pocketed

 

 

 

Totals: Abilities (28) + Combat (12) + Saving Throws (5) + Skills (18) + Feats (19) + Powers (23) - Drawbacks (0) = 105/105 Power Points

 

 

JUNK MAN! I don't use many man things, but I think the name fits. This is a dimensional pocket user who only has the ability of using a dimensional pocket, mind you, the dimensional pocket is HUGE! So much so that they have a full HQ in said dimensional pocket. Of course regardless of their occupation, the term Junk Man comes from how they use they're powers, basically, they open their dimensional pocket and DROP heavy things on people. Because of it's capacity this could be things like toasters and rocks, to planes and cars. Where do these things come from? Junk yards, just pocket them and use them later. This person is also a decent craftsman, and one who is NEVER without tools for the job, they can literately just pop into their pocket and go to their workshop whenever. The picture is Joshua who has a similiar attack style.

Edited by Aoiroo
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02270.gif

 

Character Name: Lucky Charm
Power Level: (7) (105/105PP)
Trade-Offs: None


Abilities: 0 + 6 + 6 + 4 + 0 + 6 = 22PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 16 (+3)


Combat: 8 + 8 = 16PP
Initiative: +11
Attack: +4 Melee, +7 Ranged
Grapple: +7
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -2


Saving Throws: 1 + 5 + 3 = 9PP
Toughness: +7 (+3 Con, +4 Defensive Roll)
Fortitude: +4 (+3 Con, +1)
Reflex: +8 (+3 Dex, +5)
Will: +3 (+0 Wis, +3)


Skills: 72R = 18PP
Bluff 12 (+15)*

Craft (Artistic) 8 (+10)

Diplomacy 7 (+10)*

Gather Information 7 (+10)*

Intimidate 7 (+10)

Knowledge (Pop Culture) 5 (+7)

Knowledge (Physical Sciences) 5 (+7)

Notice 5 (+5)*

Search 5 (+5)

Sense Motive 8 (+8)

Stealth 3 (+6)

*Skill Mastery

Feats: 8PP

Accurate Attack
Attack Focus (Range) 3
All Out Attack

Defensive Roll 2*

Dodge Focus 3*

Equipment 2

Evasion 2*

Grappling Finesse

Improved Iniative 2*

Luck 3*

Power Attack

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

Uncanny Dodge (Hearing)
 

*Enhanced Feats

 

Powers: 9 + 18 + 5 = 32PP

Enhanced Feats (Dodge Focus 3, Defensive Roll 2, Evasion 2, Improved Iniative 2) 9PP
Luck Array (15PP Array, x3 Alternate Powers) 18PP

Base Power: Luck Control 4 ( Spend HP on Someone's Behalf, Give Hero Points to Other players, Negate GM fiat or other peoples hero points, Force someone to Reroll, Feats: Luck 3, Subtle) 15PP

Alternate Power: Blast 7 (Feats: Progression (Range) 1 (25ft)) 15PP

Alternate Power: Damage 7 (Jynx, Extras: Area: Burst, Feats: Progression (Area) 2 (25ft))

Alternate Power: Healing 7 14PP

Immunity 5 (Critical Hits) 5PP




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



DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)

Blast          Range        DC22 Toughness (Staged)     Damage (Physical)

Damage     Area           DC22 Reflex/Toughness        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 (16) + Saving Throws (9) + Skills (18) + Feats (8) + Powers (32) - Drawbacks (0) = 105/105 Power Points

 

 

 

No this isn't Vriska (she's from Homestuck if you didn't know) but it's hard to find decent examples of luck controllers.

 

Anyway, yeah, luck control is a pretty expensive skill, mind you, you cap out at 4 because past that it's useless. Basically it's a mechanically someone who's great for teams, why? Because if you miss, they can just say, nope, reroll cause you didn't. They can also do the same for villains who crit and can actively defy the GM. Off the luck is some basic blasty blasty powers and an area damage. Caution though, the area bad luck isn't selective. Anyway, this character's got fairly good stats, also, enhanced feats, being lucky is what makes this character able to avoid being hurt, not to mention that they are immune to critical hits naturally they dodge the fatal blow. Anyway, great for building upon later. Also, they can heal. You'd be surprised how rare that is (which is one reason why I build lots of characters with medicine skill), so yeah, great for a party, no trade offs, so pretty decent overall. Also they're fast, not speedster fast, but initiative orders gonna have them high up. Anyway, this is for someone with a pretty good grasp on hero point mechanics (which aren't really that hard honestly).

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Character Name: High Flyer

Power Level: (7) (105/105PP)

Trade-Offs: +4 Attack / -4 Damage, +3 Defense / -3 Toughness

 

Abilities: 6 + 10 + 0 + 4 + 0 + 0 = 20PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 10 + 12 = 22PP

Initiative: +11

Attack: +5 Attack, +11 Unarmed

Grapple: +16

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

Knockback: -3

Saving Throws: 3 + 5 + 3 = 11PP

Toughness: +4 (+0 Con, +4 Defensive Roll) +0 Flat-Footed

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

Reflex: +10 (+5 Dex, +5)

Will: +3 (+0 Wis, +3)

Skills: 20R = 5PP

Acrobatics 7 (+10)

Knowledge (Aviation) 8 (+10)

Notice 5 (+5)

Feats: 20PP

Acrobatic Bluff

Attack Specialization (Unarmed) 3

Dazzling Attack

Defensive Roll 2

Dodge Focus 4

Elusive Target

Evasion 2

Paralyzing Attack

Grappling Finesse

Improved Initiative 2

Well Informed

Uncanny Dodge (Hearing)

Powers: 4 + 5 + 18 = 27PP

Device 1 (Goggles) (Hard-To-Lose) 4PP

Immunity 5 (Dazzle Effects) 5PP

 

Immunity 5 (Falling Damage) 5PP

Flight 8 (2,500 MPH, Feats: Maneuverability, Subtle) 18PP

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

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC18 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 (20) + Combat (22) + Saving Throws (11) + Skills (5) + Feats (20) + Powers (27) - Drawbacks (0) = 105/105 Power Points

 

 

Picture pending.

 

Anyway, this is the second time I've taken a character from a comic book comic as opposed to a tv show, in this case he's based on Windstar. This is the high flier, this isn't paragon, this is someone who's ONLY power is flight. They aren't super strong, super tough, they're a bit above strong. But they can fly, and they can fly FAST. They have a pair of nifty goggles to get rid of the wind or the dust in his eye and dazzle to ears as well. They're more accurate then strong, and they're really tough to hit. This is just someone who's great for high speed travel.

Edited by Aoiroo
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  • 1 month later...

the-iron-chef1.jpg

 

Character Name: Iron Chef
Power Level: (7) (105/105PP)
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

Abilities: 0 + 10 - 10 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: -
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 8 + 4 = 12PP
Initiative: +5
Attack: +4
Grapple: +4
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -0


Saving Throws: 0 + 4 + 5 = 9PP
Toughness: +10 (+0 Con, +10 Protection, +4 Impervious Toughness)
Fortitude: -
Reflex: +9 (+5 Dex, +4)
Will: +5 (+0 Wis, +5)


Skills: 32R = 8PP
Craft (Cooking) 10 (+15)

Knowledge (Culinary) 10 (+10)

Notice 6 (+5)

Search 6 (+5)

Feats: 8PP
Accurate Attack

Dodge Focus 2

Interpose

Power Attack

Skill Mastery (Cooking, Knowledge (Culinary), Notice, Search)

Uncanny Dodge (Visual)


Powers: 4 + 24 + 30 + 14 + 1 = 73PP

Comprehend 2 (Speaks and Reads All Languages) 4PP
Iron Chef Arsenal Array (21PP Array, x3 Alternate Powers) 24PP

Base Power: Blast 7 (Kitchen Knife Barrage, Extras: Area: Burst) 21/21PP

Alternate Power: Blast 10 (Flambe, Feats: Progression (Range) 25ft) 21/21PP

Alternate Power: Dazzle 10 (Dash of Pepper, Sight, Smell, Flaws: Touch Range) 20PP

Alternate Power: Stun 10 (Well Seasoned) 20PP

Immunity 30 (All Fortitude Saves) 30PP

Protection 10 (Impervious Toughness 4) 14PP

Super-Sense 1 (Visual, Sight Thermeter (Infared)) 1PP

 

Drawbacks: (-5) = -5PP
Drawback (EMP; Frequency: [Very Uncommon]; Intensity: [Major] (Complete Shutdown, Requires Manual Reboot) [-5PP]

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch        DC15 Toughness (Staged)          Damage (Physical)

Knife Barrage Area       DC22 Reflex/Toughness              Damage (Physical)

Flambe       Range       DC25 Toughness                         Damage (Fire)

Stun           Touch       DC20 Fortitude                            Daze/Stun/Unconcious

Dazzle        Touch       DC20 Fortitude                            Blinded/Smell Messed Up

 

 

 

Totals: Abilities (0) + Combat (12) + Saving Throws (9) + Skills (8) + Feats (9) + Powers (73) - Drawbacks (5) = 105/105 Power Points
 

 

Iron Chef, Iron Chef, does whatever an Iron Chef does.

 

Anyway, ROBOT! First I've made. Fairly simple design, the short version is that this is an artificial intelligence from the future that somehow (maybe he worked on a luxury ship or something) got warped to the past. Or he's from the present, whatever the case, he isn't nessicarily designed for combat, no he is a cooking robot. But despite this, some of the features he has would be useful in regular combat, like an unending array of knives, a personal spice rack, the ability to detect changes in temperatures, and oh, he's bullet proof. He's also incredibly dexterious (as cooking is based on dexterity). Because he's a robot, he doesn't need to breath or anything like that so he has full on fort immunity, but also because he's a robot he is not immune to electromagnetic pulses, and would likely lose a fight with a large magnet. Now he could fight because he has a base protocol to protect humans, or because he himself doesn't like it when people fight (a good meal is a much better alternative) he's not the most accurate person, but he is pretty darn tough, and he comes with a flame thrower (for hibachi).

Edited by Aoiroo
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