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Poisonous Martial Artist

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +4/+8, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 6 (+10), Bluff 6 (+8), Disable Device 3 (+5), Escape Artist 6 (+10), Gather Information 6 (+8), Investigate 6 (+8), Knowledge (life sciences) 5 (+7), Knowledge (physical sciences) 5 (+7), Knowledge (streetwise) 6 (+8), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 6 (+10), Stealth 6 (+10)

 

Feats: Attack Focus (melee) 8, Dodge Focus 6, Elusive Target, Evasion, Improved Initiative, Power Attack, Quick Change, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness, Feats: Quick Change)

Poisonous Attack Array (Array 16) (default power: strike)

   Drain 8 (Array; drains: any trait, DC 18; Poison, Secondary Effect)

   Fatigue 8 (Array; DC 18; Poison, Secondary Effect)

   Paralyze 8 (Array; DC 18; Alternate Save (Fortitude), Poison, Secondary Effect)

   Strike 4 (Default; DC 23; Alternate Save (Fortitude) [4 extra ranks], Poison [4 extra ranks], Secondary Effect [4 extra ranks]; Mighty)

   Stun 8 (Array; DC 18; Poison, Secondary Effect)

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +16)

 

Attacks: Drain 8, +12 (DC Fort/Staged 18), Fatigue 8, +12 (DC Fort 18), Paralyze 8, +12 (DC Fort/Staged 18), Strike 4, +12 (DC Fort 23), Stun 8, +12 (DC Fort/Staged 18), Unarmed Attack, +12 (DC 19)

 

Defense: +12  (Flat-footed: +3), Knockback: -4

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 20 (80 ranks) + Feats 20 + Powers 40 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

 

I was inspired by Cheshire. DC's poison using assassin and before that whole Nu52 thing, Roy Harper's ex lover and the mother of his child, Lian. And I'm forever thinking about how to make and justify characters that more or less refrain from touching their opponent's Toughness saves but remain very effective regardless.

 

Backstory on this one in my head is a bit Iron Fist-y. Remote city in the mountains. Harsh training. Etcetera. But you can do what you want with it.

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Tacocat

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +8 (18/26), DEX: +8 (18/26), CON: +8 (18/26), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

Tough: +8, Fort: +8, Ref: +12, Will: +8

 

Skills: Acrobatics 4 (+12), Bluff 4 (+8), Gather Information 4 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+12)

 

Feats: Attack Focus (melee) 4, Dodge Focus 6, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 8 (+8 CON)

Enhanced Dexterity 8 (+8 DEX)

Enhanced Strength 8 (+8 STR)

Super-Senses 2 (low-light vision, scent)

Taco POWER (Array 13) (default power: create object)

   Beef Entrancement (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

   Hard Shell Barrage (Blast 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4))

   Refried Bean Goop (Snare 12) (Array; DC 22; Obscure Sense 2)

   String Cheese Swingline (Linked)

      Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

      Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

   Taco Creation (Create Object 8) (Default; Max Size: 8x 25' cubes, DC 18; Duration (continuous), Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons); Limited (to tacos and taco ingredients); Progression, Object Size 2)

   Ultrahot Salsa (Acid 8) (Array; DC 23; Range (ranged); Accurate 2 (+4))

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +20)

 

Attacks: Beef Entrancement (Stun 8), +12 (DC Fort/Staged 18), Hard Shell Barrage (Blast 8), +12 (DC 23), Refried Bean Goop (Snare 12), +8 (DC Ref/Staged 22), Ultrahot Salsa (Acid 8), +12 (DC 23), Unarmed Attack, +12 (DC 23)

 

Defense: +12  (Flat-footed: +3), Knockback: -4

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 8 (32 ranks) + Feats 11 + Powers 57 + Combat 28 + Saves 10 + Drawbacks 0 = 150

 

 

I know nobody remembers, but I did this one pretty much on a dare. Feline totem with taco powers. My mind's...a little off, compared with other people. Anyway, I think it works pretty well. No knowledge skills and the feats are minimal, but you could always rejigger a few things.

 

Honestly, I just did this one because I could.

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Ricardo The Mariachi

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

Tough: +4/+6, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 8 (+12), Climb 3 (+5), Craft (mechanical) 10 (+12), Diplomacy 4 (+8), Escape Artist 5 (+8), Gather Information 8 (+12), Knowledge (art) 10 (+12), Knowledge (business) 3 (+5), Knowledge (physical sciences) 10 (+12), Knowledge (streetwise) 6 (+8), Knowledge (technology) 10 (+12), Language 1 (+1), Notice 8 (+10), Perform (singing) 8 (+12), Perform (stringed instruments) 8 (+12/+16), Sense Motive 8 (+10), Sleight of Hand 5 (+8), Stealth 7 (+10), Swim 3 (+5)

 

Feats: All-Out Attack, Attack Focus (ranged) 5, Attack Specialization (Guitar (Device 4)), Defensive Roll 2, Dodge Focus 4, Evasion, Improved Critical 2 (Guitar Combat (Array 8)), Power Attack, Precise Shot 2, Quick Draw, Skill Mastery 2 (Bluff, Craft (mech), Gather Info, KN (art, phys sci, tech), Perfom (sing, strings)), Uncanny Dodge (Auditory)

 

Powers:

Guitar (Device 4) (Easy to lose; Disguised)

   Guitar Combat (Array 8) (default power: blast)

      Flamethrower (Strike 6) (Array; DC 21; Line Area (5x150 ft. line - General))

      Machine Gun (Blast 5) (Default; DC 20; Autofire (interval 2, max +5); Precise)

      Missile Barrage (Blast 5) (Array; DC 20; Burst Area (25 ft. radius - Targeted))

      Song of Salvation (Healing 4) (Array; DC 14; Burst Area (20 ft. radius - General), Restoration)

   Masterwork Guitar (Enhanced Trait 1) (Traits: Perform (stringed instruments) +4 (+16))

 

Attack Bonus: +8 (Ranged: +13, Melee: +8, Grapple: +10)

 

Attacks: Flamethrower (Strike 6) (DC 21), Machine Gun (Blast 5), +15 (DC 20), Missile Barrage (Blast 5), +15 (DC 20), Unarmed Attack, +8 (DC 17)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +3

 

Languages: English, Spanish

 

Totals: Abilities 34 + Skills 33 (132 ranks) + Feats 23 + Powers 13 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

 

Know the videogame Shadow Hearts: From The New World? No? You should give a whirl. It's on PS2 and gloriously loony.  The plot itself is quite dark, but the characters...well...Frank the Brazilian trained American ninja. The large cat pretending to be Al Capone's consigliere, who just so happens to be a kung fu master. And this guy. Ricardo. A mariachi whose guitar just so happens to make him a one man army. Somebody's seen the El Mariachi trilogy, yesssss.

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Johnny The Kid

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (14/30), DEX: +4 (14/18), CON: +10 (14/30), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

 

Tough: +10/+11, Fort: +12, Ref: +10, Will: +8/+10

 

Skills: Acrobatics 3 (+7), Bluff 3 (+5), Climb 6 (+16), Diplomacy 3 (+5), Disable Device 6 (+10), Escape Artist 3 (+7), Gather Information 6 (+8), Investigate 6 (+10), Knowledge (current events) 1 (+5), Knowledge (popular culture) 3 (+7), Knowledge (streetwise) 4 (+8), Notice 6 (+8/+12), Sense Motive 6 (+8/+12), Stealth 6 (+10), Swim 6 (+16)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee), Attack Specialization 2 (Custom Knife), Benefit 2 (Wealth), Defensive Attack, Defensive Roll, Dodge Focus 2, Eidetic Memory, Equipment 1, Improved Critical 2 (Dark Energy Saber (Strike 2)), Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Alternate Form 12

   Alternate Form (Powers: Dark Energy Saber (Strike 2), Immunity 9, Strength +16 (30, +10), Constitution +16 (30, +10), Dexterity +4 (18, +4), Intimidate +8 (+10), Notice +4 (+12), Sense Motive +4 (+12), Will +2 (+10), Feats: Accurate Attack, All-Out Attack)

      Dark Energy Saber (Strike 2) (DC 27, Feats: Improved Critical 2 (Dark Energy Saber (Strike 2)); Accurate 2 (+4), Mighty)

      Immunity 9 (life support)

 

Power Settings:

Alternate Form (Powers: Dark Energy Saber (Strike 2), Immunity 9, Strength +16 (30, +10), Constitution +16 (30, +10), Dexterity +4 (18, +4), Intimidate +8 (+10), Notice +4 (+12), Sense Motive +4 (+12), Will +2 (+10), Feats: Accurate Attack, All-Out Attack)

 

Equipment: Custom Knife (Knife, Masterwork Weapon)

 

Attack Bonus: +3 (Ranged: +3, Melee: +4, Grapple: +14)

 

Attacks: Custom Knife, +9 (DC 26), Dark Energy Saber (Strike 2), +8 (DC 27), Unarmed Attack, +4 (DC 25)

 

Defense: +8  (Flat-footed: +3), Knockback: -5

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 13 + Powers 60 + Combat 18 + Saves 14 + Drawbacks 0 = 150

 

 

Johnny is technically the protagonist of Shadow Hearts: From The New World. He's your basic kid detective, and I've represented that as his untransformed PL 6 self. I won't spoil why he transforms (seriously, go play the game), but it does switch him from kind of the The Load to being one of the better combat options in game. So there's that.

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Gravity Controller

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +3/+4, Fort: +7, Ref: +8, Will: +8

 

Skills: Concentration 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (physical sciences) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Defensive Roll, Dodge Focus 7, Uncanny Dodge (Auditory)

 

Powers:

Gravity Control (Array 25) (default power: move object)

   Move Object 16 (Default; Strength: 80, Carry: 272.4 tons / 544.8 tons / 819.2 tons / 1.6k tons; Cylinder Area (80 ft. radius + height - General), Range (perception); Limited Direction (Up and Down); Precise, Selective)

   Paralyze 10 (Array; DC 20; Range 2 (perception), Secondary Effect)

   Snare 10 (Array; DC 20; Range (perception), Regenerating, Transparent)

   Strike 15 (Array; DC 30; Secondary Effect; Accurate (+2), Extended Reach (5 ft.), Knockback 3)

   Trip 15 (Array; Knockback, Secondary Effect; Accurate (+2), Improved Throw, Knockback 3)

Leaping 8 (Jumping distance: x500)

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Super-Movement 3 (air walking 1 (half speed), slow fall, water walking)

 

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +3)

 

Attacks: Paralyze 10 (DC Staged/Will 20), Snare 10 (DC Ref/Staged 20), Strike 15, +5 (DC 30), Trip 15, +5 (DC 25), Unarmed Attack, +3 (DC 15)

 

Defense: +15  (Flat-footed: +4), Knockback: -2

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 12 (48 ranks) + Feats 9 + Powers 70 + Combat 22 + Saves 17 + Drawbacks 0 = 150

 

 

A couple of people have made Gravity Controllers. I wanted to try my hand. The job, it is done. Hits like a train, but quite fragile, check. Can practically (but not actually) fly, check. Move Object...c'mon. Check. He can do a couple of cool things that I didn't see either of the other two do, so there's that. Done and done.

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Color Controlling Cowl

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

 

Tough: +4/+6, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 4 (+8), Bluff 6 (+8), Computers 1 (+5), Craft (artistic) 6 (+10), Diplomacy 6 (+8), Escape Artist 1 (+5), Gather Information 6 (+8), Investigate 1 (+5), Knowledge (art) 6 (+10), Knowledge (streetwise) 4 (+8), Notice 8 (+10), Search 1 (+5), Sense Motive 8 (+10), Stealth 6 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Paintbrush Staff (Device 1)), Defensive Roll 2, Dodge Focus 6, Elusive Target, Endurance (+4), Evasion, Jack-of-All-Trades, Power Attack, Skill Mastery (Craft (art), KN (art), Notice, Sense Motive), Stunning Attack, Uncanny Dodge (Auditory)

 

Powers:

Master Artist (Array 12) (default power: color control)

   Color Control 12 (Default; 60-ft. cube, DC 22)

   Dazzle 8 (Array; affects: visual senses, DC 18; Range (perception))

   Dazzle 8 (Array; affects: visual senses, DC 18; Burst Area (40 ft. radius - General))

   Illusion 10 (Array; affects: visual senses, DC 20; Progression, Area 4 (100 ft. radius))

   Obscure 8 (Array; affects: visual senses, Radius: 1000 ft.; Selective Attack)

Paintbrush Staff (Device 1) (Easy to lose)

   Immunity 2 (sleep, starvation & thirst)

   Strike 2 (DC 21; Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16)

 

Attacks: Color Control 12, +8 (DC Ref 22), Dazzle 8 (DC Fort/Ref 18), Dazzle 8 (DC Fort/Ref 18), Strike 2, +14 (DC 21), Unarmed Attack, +12 (DC 19)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 16 (64 ranks) + Feats 22 + Powers 31 + Combat 28 + Saves 13 + Drawbacks 0 = 150

 

 

This one is one of my favorites, up there with Speedster Archer. Color control gets a bad rap, and it's not entirely undeserved. I mean, it's an incredibly situational power. But I wanted to redeem it. Show it could be useful, if it was all you had as a hero. So I thought a bit, and voila. Playing with colors can be super useful for a cowl. He's got the art and investigative skills to do quite a bit of damage to the local criminal underworld. The staff lets him "paint" criminals into jail all day and night without any need for rest. Even disarmed he's still PL 8 offensively.

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Device Using Psychiatrist

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (12/30), DEX: +3 (16), CON: +10 (12/30), INT: +4 (18), WIS: +4 (18), CHA: +5 (20)

 

Tough: +10, Fort: +10, Ref: +8, Will: +7

 

Skills: Bluff 7 (+12), Diplomacy 7 (+12), Intimidate 3 (+8), Investigate 4 (+8), Knowledge (behavioral science) 11 (+15), Knowledge (current events) 4 (+8), Knowledge (streetwise) 4 (+8), Notice 8 (+12), Sense Motive 8 (+12)

 

Feats: Attack Specialization 3 (Blast 10), Attack Specialization 3 (Unarmed Attack), Attractive (+4), Defensive Attack, Dodge Focus 4, Improved Aim, Power Attack, Ultimate Effort (Behavioral Science checks), Uncanny Dodge (Auditory)

 

Powers:

Device 14 (Hard to lose)

   Blast 10 (DC 25; Split Attack (2 targets))

      Dazzle 10 (Alternate; affects: visual senses, DC 20; Burst Area (50 ft. radius - General); Range (touch))

      Insubstantial 4 (Alternate; Incorporeal)

   Enhanced Constitution 18 (+18 CON)

   Enhanced Strength 18 (+18 STR)

   Flight 5 (Speed: 250 mph, 2200 ft./rnd)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +14)

 

Attacks: Blast 10, +10 (DC 25), Dazzle 10 (DC Fort/Ref 20), Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 14 (56 ranks) + Feats 16 + Powers 56 + Combat 20 + Saves 8 + Drawbacks 0 = 150

 

 

This is Marvel's Moonstone. Full disclosure time. I was on the ATT archive, browsing a build thread. And I thought, you know, I think I can fix up this Moonstone build to be playable at FCPBP. So that is what I did. Dangerously good face person. Strong, tough, a few interesting options outside of that. Done.

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Sonic Device User

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +3/+10, Fort: +7, Ref: +8, Will: +7

 

Skills: Acrobatics 3 (+8), Bluff 3 (+5), Computers 4 (+5), Diplomacy 5 (+7), Disable Device 4 (+5), Intimidate 3 (+5), Investigate 1 (+2), Knowledge (streetwise) 6 (+7), Knowledge (technology) 6 (+7), Notice 8 (+10), Perform (singing) 6 (+8), Sense Motive 8 (+10), Survival 3 (+5)

 

Feats: Attack Specialization (Array 16), Attractive (+4), Defensive Attack, Dodge Focus 4, Grappling Finesse, Improved Aim, Improved Critical (Array 16), Improved Grab, Improved Initiative, Improved Pin, Move-by Action, Power Attack, Teamwork, Uncanny Dodge (Audiory)

 

Powers:

Sonic Device (Device 11) (Hard to lose, Only you can use)

   Array 16 (default power: create object)

      Dazzle 10 (Array; affects: 1 sense type, DC 20; Burst Area (50 ft. radius - General); Range (touch))

      Dazzle 10 (Array; affects: 1 sense type, DC 20)

      Move Object 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Duration (continuous))

      Snare 10 (Array; DC 20; Obscure Sense)

      Solid Sound Shapes (Create Object 10) (Default; Max Size: 10x 10' cubes, DC 20; Duration (continuous); Precise, Progression, Object Size)

      Sonic Blast (Blast 10) (Array; DC 25; Indirect 3 (any point, any direction), Split Attack (2 targets))

      Sonic Shape Weapons (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - Targeted))

      Subtle Suggestions (Mind Control 10) (Array; DC 20; Perception Area (Targeted))

   Flight 5 (Speed: 250 mph, 2200 ft./rnd; Power Loss (Bound Wings))

   Force Field 7 (+7 Toughness)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13)

 

Attacks: Dazzle 10 (DC Fort/Ref 20), Dazzle 10, +10 (DC Fort/Ref 20), Snare 10, +10 (DC Ref/Staged 20), Sonic Blast (Blast 10), +10 (DC 25), Sonic Shape Weapons (Strike 10), +10 (DC 25), Subtle Suggestions (Mind Control 10) (DC Will 20), Unarmed Attack, +8 (DC 18)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 17 + Powers 46 + Combat 28 + Saves 12 + Drawbacks 0 = 150

 

 

This is Marvel's Songbird. Like my Device Using Psychiatrist, she's based on a build on the ATT archive. By the same guy, in fact. There's a bit more of my work in this one, though. That array was a disaster. Putting your attack options and your force field in an array is begging for a butt kicking. Now she's very much playable, shoud anyone actually want to play as a Songbird expy and not want to build her themselves.

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Transforming Weapon Master

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (16/20), DEX: +5 (16/20), CON: +5 (18/20), INT: +2 (14), WIS: +4 (18), CHA: +4 (18)

 

Tough: +6/+7, Fort: +8, Ref: +9/+10, Will: +7

 

Skills: Acrobatics 7 (+12), Bluff 4 (+8), Climb 3 (+8), Computers 6 (+8), Disable Device 6 (+8), Gather Information 4 (+8), Knowledge (streetwise) 3 (+5), Knowledge (technology) 5 (+7), Notice 6 (+10), Sense Motive 6 (+10), Stealth 3 (+8), Swim 3 (+8)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Defensive Attack, Defensive Roll, Dodge Focus 2, Evasion, Improved Critical (Strike 3), Improved Critical (Strike 3), Improved Initiative, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Super Modo (Container, Active 9)

   Enhanced Constitution 2 (+2 CON)

   Enhanced Dexterity 4 (+4 DEX)

   Enhanced Strength 4 (+4 STR)

   Enhanced Trait 18 (Traits: Attack Bonus +4 (+8), Reflex +1 (+10), Concentration +8 (+12), Defense Bonus +2 (+12), Feats: Dodge Focus 2, Evasion)

   Flight 5 (Speed: 250 mph, 2200 ft./rnd)

   Impervious Toughness 6

   Protection 1 (+1 Toughness)

Sword (Device 1) (Easy to lose)

   Strike 3 (DC 23, Feats: Improved Critical (Strike 3); Mighty)

 

Attack Bonus: +4/+8 (Ranged: +4/+8, Melee: +8/+12, Grapple: +13/+17)

 

Attacks: Strike 3, +12 (DC 23), Unarmed Attack, +12 (DC 20)

 

Defense: +10/+12  (Flat-footed: +5), Knockback: -6

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 14 (56 ranks) + Feats 14 + Powers 48 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

 

Remember how I said my mind's...off, compare with other people. Well, another example for you. This is Neptunia, of Hyper Dimension Neptunia fame. Or rather, a tweaked version of her to playable. PL 7 swordsgirl, who can activate her Super Modo and jump to a tougher, stronger, and slightly more accurate PL 10. Who can fly. I gave her my basic skill package. Feats a proper melee weapon master should have. And as a bonus, she works just as well as a PL 7/105 PP. Just remove Super Modo whole, and you're good. You're welcome.

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Size Changing Golden Age Legacy

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +15 (20/40), DEX: +2 (14), CON: +15 (20/40), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +15, Fort: +15, Ref: +5, Will: +8

 

Skills: Bluff 3 (+5), Climb 3 (+8), Craft (mechanical) 10 (+12), Drive 7 (+9), Gather Information 3 (+5), Intimidate 6 (+12), Knowledge (technology) 6 (+8), Notice 8 (+10), Pilot 7 (+9), Sense Motive 8 (+10), Swim 3 (+8)

 

Feats: Accurate Attack, All-Out Attack, Distract (Intimidate), Improved Grab, Improved Pin, Interpose, Power Attack, Startle, Takedown Attack, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Atomic Expansion (Linked)

   Enhanced Constitution 10 (Linked; +10 CON)

   Growth 10 (Linked; +20 STR, +10 CON, +2 size categories)

   Impervious Toughness 5 (Linked; Stacks with (Tough (Impervious Toughness 5+5)))

Tough (Impervious Toughness 5+5) ([Stacking ranks: +5])

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +30)

 

Attacks: Unarmed Attack, +5 (DC 30)

 

Defense: +5  (Flat-footed: +3), Size: Medium/Huge, Knockback: -23

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 16 (64 ranks) + Feats 11 + Powers 50 + Combat 28 + Saves 9 + Drawbacks 0 = 150

 

 

This is the first of the 3e DC verse conversions. Atom Smasher, to be precise. In the book, he's only a hundred and twenty something PP. So...I copied the way they built him, knowing I'd have a few PP left over to punch him up a bit. I think he's lovely. PL 5 who's immune to pistol fire while small, and a giant butt kicker who can tank cannon fire when big.

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Digital Shadow (Hacker Gadgeteer)

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +7 (24), WIS: +2 (14), CHA: +0 (10)

 

Tough: +2/+7, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 2 (+3), Computers 13 (+20), Craft (electronic) 8 (+15), Craft (mechanical) 3 (+10), Disable Device 8 (+15), Drive 4 (+5), Gather Information 15 (+15), Knowledge (current events) 3 (+10), Knowledge (streetwise) 8 (+15), Knowledge (technology) 8 (+15), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 2 (+3), Stealth 14 (+15)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Masterwork Baton (Device 1)), Contacts, Defensive Roll, Dodge Focus 6, Eidetic Memory, Inventor, Online Research, Skill Mastery (Computers, Disable Device, Gather Info, KN (tech)), Ultimate Effort (Computers skill checks), Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Custom Smartphone (Device 5) (Easy to lose)

   Custom Apps (Array 10) (default power: esp)

      Hack The World (Datalink 5) (Array; sense type: radio; Omni-Directional Area; Machine Control)

      Hidden Observation (ESP 5) (Default; affects: 2 types, inc. visual; No Conduit, Simultaneous; Medium)

      Maximum Privacy Worm (Concealment 10) (Array; all senses; Limited to Machines; Close Range)

      Shutdown Worm Blitz (Nullify 5) (Array; counters: all powers of (type), DC 15; Nullifying Field (10-6250 ft. radius); Progression, Decrease Area 3 (-3 ranks), Progression, Increase Area 7 (area x250))

      Still A Smartphone (Communication 5) (Array; sense type: radio; Omni-Directional Area; Custom (Cellular network connectivity))

      Targeted Shutdown Worm (Nullify 5) (Array; counters: all powers of (type), DC 15; Accurate 2 (+4), Precise, Subtle (subtle), Triggered 2 (any trigger))

Lightweight Body Armor (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness; Subtle (subtle))

Masterwork Baton (Device 1) (Easy to lose)

   Baton Strike (Strike 2) (DC 19; Accurate 2 (+4), Mighty)

Pistol (Device 3) (Easy to lose)

   Pistol Shot (Blast 5) (DC 20; Accurate 2 (+4), Improved Range (125 ft. incr), Precise, Progression, Increase Range (max range x2, 1250 feet))

 

Attack Bonus: +7 (Ranged: +11, Melee: +7, Grapple: +9)

 

Attacks: Baton Strike (Strike 2), +15 (DC 19), Pistol Shot (Blast 5), +15 (DC 20), Shutdown Worm Blitz (Nullify 5) (DC Will 15), Targeted Shutdown Worm (Nullify 5), +15 (DC Will 15), Unarmed Attack, +7 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 26 (104 ranks) + Feats 21 + Powers 31 + Combat 26 + Saves 18 + Drawbacks 0 = 150

 

 

I get my inspirations from the strangest places sometimes. Remember Watch Dogs? Video game? Never played it myself, but I did watch Miracle of Sound's video on youtube for the game. I made that guy. I have no idea what he can do in game, and honestly I don't really care. He's a gadgeteer, but modern style. He's got some decent gear he made himself in case of combat, but his whole gimmick is being a hacker. The +20 to Computers and Skill Mastery will help with that.

 

His smartphone is his signature device, and it does everything that earns him the name Digital Shadow. Shutting tech down, being invisible to security cameras and motion detectors, or spying on anyone in town. And of course, Datalink. Yeah, he's a favorite of my builds.

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Winged Sniper

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +5 (20), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +8, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 5 (+8), Bluff 6 (+8), Diplomacy 6 (+8), Disable Device 8 (+10), Gather Information 6 (+8), Knowledge (current events) 3 (+5), Knowledge (streetwise) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Attack Focus (ranged) 3, Attack Specialization 2 (Bow (Device 4)), Dodge Focus 4, Evasion, Improved Aim, Improved Critical 2 (Bowshot (Blast 3)), Improved Initiative, Improved Ranged Disarm, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Uncanny Dodge (Auditory)

 

Powers:

Bow (Device 4) (Easy to lose)

   Bowshot (Blast 3) (DC 20; Improved Range 6 (3000 ft. incr), Mighty 2 (+2 to damage), Progression, Increase Range 6 (max range x100, 30000 feet))

Immunity 3 (environmental condition: Cold, suffocation (all); Limited - Half Effect)

Protection 3 (+3 Toughness)

Super-Senses 11 (darkvision, direction sense, distance sense, extended (type): Visual 3 (-1 per 2 mi), ultra-hearing)

Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Bound Wings))

 

Attack Bonus: +8 (Ranged: +11, Melee: +8, Grapple: +10)

 

Attacks: Bowshot (Blast 3), +15 (DC 20), Unarmed Attack, +8 (DC 17)

 

Defense: +12  (Flat-footed: +4), Knockback: -4

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 21 + Powers 37 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

 

I came up with this one based on one singular idea. Most characters that are highly accurate at long ranges are meant to do all their shooting with both feet firmly on the ground. I thought to myself, does that HAVE to be the case? We do live in a three dimensional universe, after all. And now here's the Winged Sniper. Basically she's a bird of prey mutant with a very long range bow. Meaning you shouldn't just look around when she's after you, like most snipers. You should also keep your eyes on the sky.

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Matter Eater

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +4 (18), DEX: +1 (12), CON: +15 (24/40), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

 

Tough: +15, Fort: +15, Ref: +5, Will: +8

 

Skills: Craft (chemical) 6 (+10), Diplomacy 6 (+8), Gather Information 6 (+8), Investigate 3 (+7), Knowledge (earth sciences) 1 (+5), Knowledge (physical sciences) 6 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 2 (Unarmed Attack), Endurance (+4), Inventor, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Impervious Toughness 10

Super Stomach (Array 15) (default power: matter-eater)

   Acid 8 (Array; DC 23; Range (ranged); Accurate 2 (+4))

   Corrosion 8 (Array; DC 23; Accurate 2 (+4))

   Matter-Eater 12 (Default; Stomach Storage (Unlimited))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +12)

 

Attacks: Acid 8, +12 (DC 23), Corrosion 8, +12 (DC Fort/Tou ), Unarmed Attack, +12 (DC 19)

 

Defense: +5  (Flat-footed: +3), Knockback: -12

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 11 (44 ranks) + Feats 5 + Powers 58 + Combat 26 + Saves 10 + Drawbacks 0 = 150

 

 

Remember my Color Controlling Cowl? No? Well, I redeemed Color Control with him. For my next trick, I redeem Matter Eater. I figure whatever happened to this scientist during the accident made him a real tough guy. Plus he spit acid for a ranged attack and corrode the daylights out of anything in front of him. All that, and he's not too bad with his bare hands either. Go Science!

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Sky Dreamer

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +5 (20), CHA: +4 (18)

 

Tough: +2/+4, Fort: +5, Ref: +5, Will: +10

 

Skills: Concentration 3 (+8), Diplomacy 8 (+12), Gather Information 6 (+10), Knowledge (life sciences) 5 (+5), Medicine 2 (+7), Notice 5 (+10), Sense Motive 7 (+12)

 

Feats: Defensive Roll 2, Dodge Focus 8, Uncanny Dodge (Mental)

 

Powers:

Dream Array (Array 21) (default power: fatigue)

   Emotion Control 10 (Array; DC 20; Mind Blank)

   Fatigue 10 (Default; DC 20; Alternate Save (Will), Range 2 (perception); Sedation)

   Illusion 10 (Array; affects: all sense types, DC 20; Selective Attack; Phantasms)

   Mental Blast 10 (Array; DC 25)

   Telepathy 10 (Array; DC 20, Adds: Communication 10, Mind Reading 10; Omni-Directional Area, Sensory Link; Rapid 2)

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

Dream Travel 10 (DC 20)

Flight 5 (Speed: 250 mph, 2200 ft./rnd)

Super-Senses 4 (precognition; Uncontrolled)

Super-Senses 5 (accurate: Mental, acute: Mental, radius: Mental, ranged: Mental)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

 

Attacks: Emotion Control 10 (DC Staged/Will 20), Fatigue 10 (DC Will 20), Mental Blast 10 (DC Will 25), Mind Reading 10 (DC Will 20), Telepathy 10 (DC Will 20), Unarmed Attack, +4 (DC 15)

 

Defense: +14  (Flat-footed: +3), Knockback: -2

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 9 (36 ranks) + Feats 11 + Powers 73 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

 

Miracle of Sound again. This time, Bioshock Infinite and his Dream of the Sky. With that said, she's got nothing to do with the game or the song. She flies, does telepathic things, and can travel through anyone's dreams. The core, however, is her precognitive dreams.

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Mixed Martial Artist

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

Tough: +6/+7, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 7 (+10), Climb 4 (+7), Diplomacy 5 (+8), Drive 2 (+5), Escape Artist 5 (+8), Gather Information 5 (+8), Intimidate 5 (+8), Knowledge (current events) 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 8 (+10), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 5 (+8), Swim 4 (+7)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 10, Attack Specialization 2 (Grapple), Challenge - Improved Feint, Chokehold, Defensive Attack, Defensive Roll, Elusive Target, Endurance (+4), Equipment 2, Evasion, Fearless, Improved Critical 2 (Unarmed Attack), Improved Defense, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

MMA Striking (Strike 2) (DC 20; Mighty)

Protection 3 (+3 Toughness)

 

Equipment: Vehicle: Motorcycle

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +22)

 

Attacks: MMA Striking (Strike 2), +15 (DC 20), Unarmed Attack, +15 (DC 18)

 

Defense: +12  (Flat-footed: +6), Knockback: -3

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 39 + Powers 6 + Combat 34 + Saves 16 + Drawbacks 0 = 150

 

 

So I made a martial artist. One whose Ability Scores weren't that ludicrous next to your average soldiers. Of course, the idea here is that he's not some kung fu master or anything similar, but a modern mixed martial artist. Throw some punches, grapple your foes, or take them down and tap them out. Options are nice. So are motorcycles.

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Fey-Touched Artificer

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +7 (24), WIS: +3 (16), CHA: +0 (10)

 

Tough: +2/+12, Fort: +5, Ref: +7, Will: +8

 

Skills: Concentration 9 (+12), Craft (artistic) 8 (+15), Craft (chemical) 8 (+15), Craft (structural) 8 (+15), Disable Device 8 (+15), Investigate 8 (+15), Knowledge (arcane Lore) 8 (+15), Medicine 2 (+5), Notice 7 (+10), Pilot 4 (+5), Search 3 (+10), Sense Motive 7 (+10), Sleight of Hand 4 (+5)

 

Feats: Artificer, Dodge Focus 2, Eidetic Memory, Equipment 3, Improvised Tools, Set-Up, Skill Mastery (Two Craft skills, Disable Device, Sleight of Hand), Uncanny Dodge (Auditory)

 

Powers:

Amulet of Protection (Device 2) (Hard to lose)

   Protection 10 (+10 Toughness)

Illusion 5 (affects: 2 sense types, DC 15)

Immunity 1 (aging)

Mojo Pouch (Device 6) (Easy to lose, Restricted use)

   Array 13 (default power: blast)

      Blast 12 (Default; DC 27; Indirect 2 (any point, directed away))

      Create Object 10 (Array; Max Size: 10x 100' cubes, DC 20; Progression, Object Size 4, Selective, Stationary)

      Dimensional Pocket 12 (Array; Capacity: 500000 lbs., DC 22; Time Passage (slower) 2 (1/5 time))

      Stun 8 (Array; DC 18; Range (ranged); Accurate 2 (+4))

      Telekinesis 12 (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Precise, Subtle (subtle))

Super-Senses 10 (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, detect: Hidden (Visual) 1)

Super-Senses 2 (acute: Mystic Awarenes, awareness: Mystic)

 

Equipment: HQ: Sanctum

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +8)

 

Attacks: Blast 12, +8 (DC 27), Dimensional Pocket 12, +8 (DC Ref/Will 22), Stun 8, +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 15)

 

Defense: +8  (Flat-footed: +3), Knockback: -6

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 21 (84 ranks) + Feats 11 + Powers 50 + Combat 28 + Saves 14 + Drawbacks 0 = 150

 

 

I was reading the Book of Magic again, and I wanted to do something with the fey-touched template. Not something obvious, like a mystic, or out of left field, like a speedster. So I merged it with the Artificer archtype. Something to do, I suppose.

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Mistress of Fear

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (14/30), DEX: +1 (12), CON: +0 (-), INT: +0 (10), WIS: +3 (16), CHA: +3 (16)

 

Tough: +10, Fort: Immune, Ref: +5, Will: +10

 

Skills: Intimidate 12 (+15), Knowledge (arcane Lore) 7 (+7), Notice 7 (+10), Sense Motive 12 (+15), Stealth 6 (+7)

 

Feats: Attack Specialization 3 (Unarmed Attack), Dodge Focus 6, Fearless, Startle, Uncanny Dodge (Auditory)

 

Powers:

Emotion Control 10 (DC 20; Perception Area (General); Limited to Emotion (Fear))

Enhanced Strength 16 (+16 STR)

Flight 3 (Speed: 50 mph, 440 ft./rnd)

Immunity 30 (fortitude saves)

Impervious Toughness 10 (Limited (to Fear-affected))

Protection 10 (+10 Toughness)

Super-Senses 5 (accurate: Mental, awareness: Fear (Mental), radius: Mental, ranged: Mental)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +14)

 

Attacks: Emotion Control 10 (DC Staged/Will 20), Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +2), Knockback: -10

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 8 + Skills 11 (44 ranks) + Feats 12 + Powers 92 + Combat 16 + Saves 11 + Drawbacks 0 = 150

 

 

One of the enemies is the Book of Magic is the Demon of Fear. High PL. Over 200 PP. A heroic version sounded narratively interesting. Challenge accepted. Though...I do wonder if it was worth it. So much sliced away, alas. Now she's just an undead powerhouse with a gimmick. Ah, what can you do?

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Phantom Swordsman

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +0 (-), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +4/+6, Fort: Immune, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Diplomacy 6 (+8), Escape Artist 5 (+8), Gather Information 6 (+8), Knowledge (history) 3 (+5), Knowledge (tactics) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 2 (+5)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Ghostly Sword (Device 2)), Defensive Roll 2, Dodge Focus 6, Evasion, Fearless, Improved Critical (Strike 3), Improved Initiative, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Flight 1 (Speed: 10 mph, 88 ft./rnd; Permanent)

Ghostly Sword (Device 2) (Easy to lose, Restricted use (Incorporeal))

   Strike 3 (DC 20, Feats: Improved Critical (Strike 3); Affects Corporeal [2 extra ranks]; Mighty)

Immunity 10 (mental effects; Limited - Half Effect)

Immunity 30 (fortitude saves)

Insubstantial 4 (Incorporeal; Permanent)

Protection 4 (+4 Toughness)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +11)

 

Attacks: Strike 3, +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 14 (56 ranks) + Feats 23 + Powers 68 + Combat 22 + Saves 11 + Drawbacks 0 = 150

 

 

On the heels of making the Mistress of Fear...I had a thought. Nobody ever makes ghost versions of the archtypes. And I thought after that, why not a swordsman? The good stuff that makes a melee weapon master is all here. Plus, he's incorporeal with a sword that'll cut you regardless. Well, I think it's pretty cool.

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Queen of Hellfire

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +2 (14), CON: +7 (24), INT: +0 (10), WIS: +3 (16), CHA: +8 (26)

 

Tough: +7/+8, Fort: +10, Ref: +5, Will: +10

 

Skills: Bluff 4 (+12), Concentration 7 (+10), Diplomacy 4 (+12), Disguise 4 (+12/+32), Intimidate 4 (+12), Knowledge (arcane Lore) 10 (+10), Notice 7 (+10), Sense Motive 12 (+15)

 

Feats: Attack Focus (ranged) 6, Attractive (+4), Defensive Roll, Dodge Focus 5, Fascinate (Bluff), Taunt, Uncanny Dodge (Auditory)

 

Powers:

Array 10 (default power: hellfire control)

   Drain 10 (Array; drains: single trait, DC 20; Range (ranged))

   ESP 5 (Array; affects: all types)

   Hellfire Control 10 (Default; DC 25)

   Illusion 5 (Array; affects: all sense types, DC 15; Selective Attack; Phantasms)

   Mental Blast 5 (Array; DC 20)

   Strike 10 (Array; DC 25; Accurate 3 (+6), Extended Reach (5 ft.), Precise, Variable Descriptor (Narrow group))

   Super-Movement 2 (Array; dimensional: Choose Dimension 2 (group))

   Teleport 9 (Array; 900 ft. as move action, 20000 miles as full action; Easy, Progression, Mass (carry 250 lbs))

Immunity 10 (aging, life support)

Morph 4 (morph: broad group, +20 Disguise)

 

Attack Bonus: +4 (Ranged: +10, Melee: +4, Grapple: +7)

 

Attacks: Drain 10, +10 (DC Fort/Staged 20), Hellfire Control 10, +10 (DC 25), Mental Blast 5 (DC Will 20), Strike 10, +10 (DC 25), Unarmed Attack, +4 (DC 18)

 

Defense: +11  (Flat-footed: +3), Knockback: -4

 

Initiative: +2

 

Drawbacks: Normal Identity, uncommon

 

Languages: Native Language

 

Totals: Abilities 46 + Skills 13 (52 ranks) + Feats 16 + Powers 45 + Combat 20 + Saves 13 - Drawbacks 3 = 150

 

 

Still feeling vaguely dissatisfied by my Mistress of Fear, I took another challenge in the Hellfire Queen. This one went better, since really she's just a high CHA mystic with a gimmick. Hey, she doesn't do anything with the higher STR anyway, so MOAR pp for other stuff. Done and done.

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Plant Battlesuit

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +0 (10)

 

Tough: +2/+12, Fort: +5, Ref: +7, Will: +12

 

Skills: Craft (chemical) 10 (+15), Knowledge (earth sciences) 5 (+10), Knowledge (life sciences) 10 (+15), Knowledge (physical sciences) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 4, Eidetic Memory, Interpose, Move-by Action, Power Attack, Precise Shot, Quick Change, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Lab Grown Plant Battlesuit (Device 14) (Hard to lose)

   Array 15 (default power: plant control)

      - Linked Powers -

         Enhanced Strength 20 (Linked; +20 STR)

         Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 1.4k lbs; +3 STR to some checks; Bracing, Groundstrike (Radius: 20 ft., DC 12), Shockwave (+2, Cone: 20 ft., DC 12), Thunderclap (Area: 10 ft., DC 12))

      Fatigue 10 (Array; DC 20; Range (ranged))

      Nauseate 10 (Array; DC 20; Range (ranged))

      Plant Control 10 (Default; Radius: 50 ft., DC 20; Selective Attack)

      Stun 10 (Array; DC 20; Range (ranged))

   Immunity 3 (poison, sleep, starvation & thirst)

   Leaping 5 (Jumping distance: x50)

   Protection 10 (+10 Toughness; Impervious)

   Speed 2 (Speed: 25 mph, 220 ft./rnd)

   Super-Movement 3 (slow fall, swinging, wall-crawling 1 (half speed))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

 

Attacks: Fatigue 10, +8 (DC Fort 20), Nauseate 10, +8 (DC Fort/Staged 20), Plant Control 10 (DC Ref 20), Stun 10, +8 (DC Fort/Staged 20), Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 13 (51 ranks) + Feats 14 + Powers 56 + Combat 24 + Saves 19 + Drawbacks 0 = 150

 

 

This one sparked off from an idea I had in chat. A genius botanist decides to build a battlesuit and fight crime! One problem, though, he's no techie. So instead of building his battlesuit, he grows it! Pretty much just a plant controller in a device, minus any of the really outlandish things plant controllers can do but plus some basic battlesuit stuff and a heaping helping of omnidisciplinary scientist.

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Flying Transmuter

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +8 (26), DEX: +2 (14), CON: +8 (26), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +8/+9, Fort: +8, Ref: +8, Will: +8

 

Skills: Knowledge (physical sciences) 14 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 4, Evasion, Move-by Action, Power Attack, Uncanny Dodge (Auditory), Untapped Potential

 

Powers:

Flight 3 (Speed: 50 mph, 440 ft./rnd)

Heightened Senses (Super-Senses 8) (extended (type): Visual 1 (-1 per 100 ft), infravision, microscopic vision 4 (atom-size), ultravision)

Nuclear Control (Array 14) (default power: transform)

   Atomic Rearrangement (Transform 4) (Default; affects: broad > broad - inorganic to inorganic, Transforms: 10 lbs., DC 14; Duration (continuous); Accurate 4 (+8))

   Intangible (Insubstantial 4) (Array; Incorporeal)

   Nuclear Bolt (Blast 12) (Array; DC 27)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +16)

 

Attacks: Atomic Rearrangement (Transform 4), +16 (DC Fort 14), Nuclear Bolt (Blast 12), +8 (DC 27), Unarmed Attack, +12 (DC 23)

 

Defense: +10  (Flat-footed: +3), Knockback: -4

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 46 + Skills 8 (30 ranks) + Feats 12 + Powers 44 + Combat 28 + Saves 12 + Drawbacks 0 = 150

 

 

Remember when I said the 3e conversions had started? Yep, wasn't fibbing. This is Firestorm. Transform is staggeringly expensive, you guys. But he does what he was designed to do, and with a little more PP, well...let's just say a proper Firestorm wouldn't be PL 10/150 PP and leave it at that.

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Living Electromagnetism

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +2 (14), CON: +4 (18), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

 

Tough: +4/+6, Fort: +5, Ref: +10, Will: +8

 

Skills: Concentration 5 (+7), Knowledge (physical sciences) 7 (+7), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (melee) 5, Defensive Roll 2, Dodge Focus 8, Evasion, Move-by Action, Uncanny Dodge (Auditory)

 

Powers:

Energy Form (Alternate Form 17) (Action (move))

   Energy (Powers: Energy Aura 7, Flight 16, Immunity 10, Insubstantial 3)

      Energy Aura 7 (DC 22)

      Flight 16 (Speed: 1000000 mph, 8800000 ft./rnd)

      Immunity 10 (life support, starvation & thirst)

      Insubstantial 3 (Energy)

 

Power Settings:

Energy (Powers: Energy Aura 7, Flight 16, Immunity 10, Insubstantial 3)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +13)

 

Attacks: Energy Aura 7, +10 (DC 22), Unarmed Attack, +10 (DC 18)

 

Defense: +12  (Flat-footed: +2), Knockback: -3

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 7 (28 ranks) + Feats 18 + Powers 68 + Combat 18 + Saves 15 + Drawbacks 0 = 150

 

 

This is one of the 3e conversions, too. His name is Air Wave. He's PL 9 in the book, and a Golden Ager. Not much to say here. He can transform into living energy and fly stupidly fast. I just thought he'd be interesting to play for someone, so here he is.

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Martial Artist w/ Sonic Scream

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +3/+5, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Drive 3 (+8), Escape Artist 5 (+10), Knowledge (streetwise) 8 (+10), Notice 10 (+12), Sense Motive 10 (+12), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 10, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion, Grappling Finesse, Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Array 15 (default power: damage)

   Damage 10 (Default; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack)

   Dazzle 10 (Array; affects: 1 sense type, DC 20; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack)

   Stun 10 (Array; DC 20; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General))

Strike 3 (DC 20; Mighty)

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +20)

 

Attacks: Damage 10 (DC Staged/Tou ), Dazzle 10 (DC Fort/Ref 20), Strike 3, +15 (DC 20), Stun 10 (DC Fort/Staged 20), Unarmed Attack, +15 (DC 17)

 

Defense: +13  (Flat-footed: +4), Knockback: -2

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 14 (56 ranks) + Feats 27 + Powers 36 + Combat 26 + Saves 15 + Drawbacks 0 = 150

 

 

C'mon, did you think I wasn't going to do Black Canary? Shame on you. SHAME. It's a simple build. Martial arts with a dash of sonic controller. This is a 3e conversion, by the way. Last one for a bit, though. Haven't found anyone who appeals yet.

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Squid Girl

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (20), DEX: +4 (18), CON: +10 (20/30), INT: +0 (10), WIS: +0 (10), CHA: +7 (24)

 

Tough: +10, Fort: +10, Ref: +8, Will: +5

 

Skills: Acrobatics 1 (+5), Climb 4 (+9), Language 2 (+2), Notice 5 (+5), Sense Motive 5 (+5), Swim 15 (+20)

 

Feats: Attack Focus (melee) 4, Attack Specialization 3 (Unarmed Attack), Attractive 2 (+8), Dodge Focus 6, Environmental Adaptation (Aquatic), Evasion, Fascinate (Bluff), Fascinate (Diplomacy), Improved Grab, Improved Grapple, Improved Pin, Move-by Action, Power Attack, Skill Mastery (Bluff, Climb, Diplomacy, Swim), Uncanny Dodge (Auditory/Sonar)

 

Powers:

Elongation 3 (Elongation: 25 ft., range incr 30 ft., +3 Escape & Grapple; Limited 2 (to Tenacles, No Escape Bonus))

Enhanced Constitution 10 (+10 CON)

Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning)

Ink Spew (Dazzle 5) (affects: visual senses, DC 15; Accurate 5 (+10))

Super-Senses 3 (sonar)

Super-Strength 4 (+20 STR carry capacity, heavy load: 3.2 tons; +4 STR to some checks; Limited (to Tentacles))

Swimming 5 (Speed: 50 mph, 440 ft./rnd)

   Speed 3 (Alternate; Speed: 50 mph, 440 ft./rnd)

Tentacles (Additional Limbs 4) (10 extra limbs; +4 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Innate)

   (Strength Bonus) Strike 5 (Alternate; Autofire (interval 2, max +5))

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +14/+21)

 

Attacks: Ink Spew (Dazzle 5), +15 (DC Fort/Ref 15), Unarmed Attack, +15 (DC 20)

 

Defense: +10  (Flat-footed: +2), Knockback: -5

 

Initiative: +4

 

Languages: English, Japanese, Squiddish

 

Totals: Abilities 42 + Skills 8 (32 ranks) + Feats 25 + Powers 48 + Combat 18 + Saves 9 + Drawbacks 0 = 150

 

 

You guys know I like anime, right? Because I do. And one of my favorite comedies of the past five years or so just so happens to be Ika Musume. Or in English, Squid Girl. I was pondering what to build next, and I thought I'd give her a whirl. Technically, a show accurate version would be more along the lines of a PL 6-7. Heck, a 5 wouldn't be THAT weird. But that ain't the point.

 

She's got ten tentacles coming out from under the weird looking hat on her head. Which is actually part of her body, and can't be removed on pain of death. Her tentacles are very strong, and she's a grappling monster. They can stretch out longer, too. She can spit ink like a proper squid and swim darn fast for someone that humanoid. I threw in some Required Secondary Powers for someone who apparently lived in the deep ocean darkness before coming ashore. CHA 24, Attractive 2, Skill Mastery, and Fascinate explain how her appeal can be...variable in series. I think she'd be a bit fun for someone to play. Just...skip the cutsy speech quirk, unless you're doing the English translation. Then it's squidding ridiculous. Heh.

Edited by EternalPhoenix
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Kitsune Paragon

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +2 (14), WIS: +1 (12), CHA: +4 (18)

 

Tough: +12, Fort: +12, Ref: +5, Will: +7

 

Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (life sciences) 6 (+8), Medicine 7 (+8), Notice 9 (+10), Sense Motive 9 (+10)

 

Feats: Attack Focus (melee) 4, Dodge Focus 4, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 20 (+20 STR)

Flight 5 ([0 active, 0/10 PP, 2/r], Speed: 250 mph, 2200 ft./rnd)

   Super-Strength 5 (Alternate; [0 active, 0/10 PP, 2/r], +25 STR carry capacity, heavy load: 44.8 tons; +5 STR to some checks)

Illusion 2 (affects: all sense types, DC 12; Phantasms)

Impervious Toughness 10

Morph 2 (morph: broad group - humanoids, +10 Disguise)

   Morph 3 (Alternate; morph: single appearance - normal fox, +15 Disguise; Metamorph)

Super-Senses 3 (awareness: Smell (magical, darkvision)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 11 (43 ranks) + Feats 12 + Powers 77 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

Squid Girl got me reading Mecha and Manga, and before I knew it it was build time again. I wanted to do something completely out of the box for the Kitsune template. So I thought, why not a paragon? Standard flying brick, except it's a fox spirit doing the flying brickage. Why? That, dear player, is up to you. I made him/her a doctor just for kicks.

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