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Reaver of Souls

 

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: +3/+8, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 2 (+5), Craft (mechanical) 8 (+10), Diplomacy 12 (+15), Gather Information 9 (+12), Intimidate 12 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (technology) 8 (+10), Knowledge (theology & philosophy) 8 (+10), Notice 8 (+10), Sense Motive 13 (+15), Stealth 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Hand Claws (Strike 3)), Defensive Attack, Dodge Focus 4, Fearless, Improved Critical (Hand Claws (Strike 3)), Improved Critical 2 (Scythe Strike (Strike 5)), Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Comprehend 1 (spirits)

Reaver Costume (Device 2) (Hard to lose)

   Hand Claws (Strike 3) (DC 21, Feats: Improved Critical (Hand Claws (Strike 3)); Mighty)

   Protection 5 (+5 Toughness)

Scythe (Device 3) (Easy to lose)

   Scythe Strike (Strike 5) (DC 23, Feats: Improved Critical 2 (Scythe Strike (Strike 5)); Penetrating; Extended Reach 2 (10 ft.), Mighty)

Super-Senses 1 (awareness: Spiritual (visual))

The Sending (Super-Movement 2) (dimensional: Choose Dimension 2 (group); Affects Others; Affects Insubstantial 2 (full power))

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

 

Attacks: Hand Claws (Strike 3), +14 (DC 21), Scythe Strike (Strike 5), +12 (DC 23), Unarmed Attack, +12 (DC 18)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 25 (100 ranks) + Feats 17 + Powers 28 + Combat 32 + Saves 16 + Drawbacks 0 = 150

 

 

http://liang-xing.deviantart.com/art/DEAD-MASTER-553353993

 

This was one of the ones that just kind of came together the more I added to it. Basically she's the servant of a death god, tasked with bringing the wayward dead home. She's not too bad at it, either. Very capable fighter with enough Diplomacy and Intimidate to convince any wayward spirit to move on. It's a pretty heroic mission, I think. And there's nothing to stop a little freelancing to save the world. Everyone dies in the end, so there's no harm in saving people for a few more paltry years or decades. And even if you don't quite succeed in saving innocent lives, she can always make sure their souls make it to the afterlife.

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  • EternalPhoenix

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Pixie Mage

 

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

 

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

 

Tough: +2/+8, Fort: +5, Ref: +10, Will: +10

 

Skills: Acrobatics 4 (+8), Bluff 10 (+12), Concentration 8 (+12), Gather Information 6 (+8), Notice 6 (+10), Sense Motive 6 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 4, Evasion 2, Improved Defense, Improved Trick, Luck 2, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Force Field 6 (+6 Toughness)

Pixie Magic (Array 8) (default power: blast)

   Blast 8 (Default; DC 23)

   Illusion 8 (Array; affects: visual senses, DC 18)

   Move Object 8 (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)

   Snare 8 (Array; DC 18)

Pixie Sized (Shrinking 12) (-3 size categories, 1/4 movement speed; Custom (Duration (Shrinking is permanent, however can be Medium sized as sustained power)), Normal Strength, Normal Toughness; Custom (Normal Strength is houseruled as power feat, HeroLab obviously did not get that memo); Custom (Normal Strength Power Feat))

Pixie Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

 

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

 

Attacks: Blast 8, +12 (DC 23), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +8 (DC 15)

 

Defense: +12  (Flat-footed: +4), Size: Medium/Diminutive, Knockback: -1

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 18 + Powers 67 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

 

http://liang-xing.deviantart.com/art/Marvelous-Fairy-Raili-adv-414527510

 

Made a Giant Archer not too long ago. Figured I'd do something with Shrinking too. And so, your Pixie Mage. She's about 6 inches tall, good at tricking the silly big people, a capable mage, and able to grow to big person size. That Duration Extra I saw on the ATT archive, and I'd say it's the best way to model someone who normally has permanent Shrinking or Growth but can "turn it off" (mechanically speaking) as a sustained duration effect. She's only PL 8 at Medium size, though she doesn't have to put up with Medium sized attacks turning into Area effects. So, pros and cons.

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Jewel Mage

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +10

 

Skills: Acrobatics 3 (+5), Bluff 6 (+8), Concentration 7 (+12), Diplomacy 6 (+8), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge (arcane Lore) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10), Stealth 6 (+8)

 

Feats: Artificer, Attack Focus (ranged) 5, Dodge Focus 4, Uncanny Dodge (Auditory)

 

Powers:

Jewel of Offense (Device 6) (Hard to lose, Restricted use (KN (arcane Lore) +15 and up))

   Jewels of Offense (Array 11) (default power: blast; Custom (Array 10.5))

      (Elemental) Blast (Blast 10) (Default; DC 25; Variable Descriptor (Narrow group - Any Elemental))

      Air Control 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

      Earth Control 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

      Fire Control 10

      Water Control 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

Jewel of Protection (Device 2) (Hard to lose, Restricted use (KN (arcane Lore) +15 and up))

   Protection 10 (+10 Toughness)

Transference Jewels (Device 7) (Hard to lose, Restricted use (KN (arcane Lore) +15 and up))

   Transference Jewels (Array 15) (default power: life control)

      Communication 10 (Array; sense type: magic; Omni-Directional Area; Subtle 2 (unnoticable))

      Drain 10 (Array; drains: all traits of type - magic, DC 20; Range (ranged); Action (full))

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

      Impervious Toughness 10 (Array; Custom 2 (Reflective 2 (all attacks)))

      Life Control 10 (Default; DC 20; Range (ranged))

      Mind Reading 10 (Array; DC 20; Duration (sustained), Sensory Link)

 

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

 

Attacks: (Elemental) Blast (Blast 10), +10 (DC 25), Drain 10, +10 (DC Fort/Staged 20), Life Control 10, +10 (DC Fort 20), Mind Reading 10 (DC Will 20), Unarmed Attack, +5 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 11 + Powers 63 + Combat 18 + Saves 11 + Drawbacks 0 = 150

 

 

http://misspinku.deviantart.com/art/Gemsona-Fossil-582992318

 

The pic is almost unrelated at this point, but eh. There's a lot more Rin Tohsaka in here than...I think that's an Steven Universe OC? Well, whatever. Pic's the inspiration, not necessarily the final result. Speaking of, two separate arrays each with its own device. And a device for protection. You'd think this was more Gadgeteer than Mystic, buuuuut...they only work specifically because a skilled mage put the time and effort into both making and fueling them up. Got more in common with an Archer than a Gadgeteer, I say. Eh, what do I know? Main point is, she can do a heck of a lot of things. Read carefully. Oh, and Multiple Weapons could both be and not be in effect here. You decide.

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Rain Controller

 

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

 

STR: +2 (14), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +5 (20), CHA: +3 (16)

 

Tough: +2/+10, Fort: +7, Ref: +7, Will: +7

 

Skills: Bluff 9 (+12), Concentration 15 (+20), Diplomacy 9 (+12), Gather Information 9 (+12), Knowledge (life sciences) 10 (+10), Knowledge (physical sciences) 5 (+5), Medicine 5 (+10), Notice 5 (+10), Sense Motive 5 (+10), Stealth 8 (+10)

 

Feats: Attack Focus (ranged) 4, Dodge Focus 5, Luck 2, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Armor of Rain (Force Field 8) (+8 Toughness)

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

Immunity 1 (environmental condition: Cold)

Rain Control (Array 12) (default power: blast; Limited (Enviromental Control MUST be active))

   Freezing Rain (Snare 8) (Array; DC 18; Secondary Effect)

   Hard Rain (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18; Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))

   Mist Form (Linked)

      Growth 8 (Linked; +2 size categories; Dispersal)

      Insubstantial 2 (Linked; Gaseous)

      Obscure 6 (Linked; affects: visual senses, Radius: 250 ft.; Range (touch))

   Rain Bullets (Blast 8) (Default; DC 23; Autofire (interval 2, max +5))

   Transform 6 (Array; affects: broad > 1 thing - stuff into water, Transforms: 50 lbs., DC 16)

Rainstorm (Environmental Control 8) (visibility, wind, Radius: 1000 ft.; Range (touch))

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10)

 

Attacks: Freezing Rain (Snare 8), +12 (DC Ref/Staged 18), Rain Bullets (Blast 8), +12 (DC 23), Transform 6, +12 (DC Fort 16), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 20 (80 ranks) + Feats 13 + Powers 51 + Combat 26 + Saves 12 + Drawbacks 0 = 150

 

 

http://misspinku.deviantart.com/art/8-Rain-580631769

 

And here we have a rain controller. Fitting somewhere between water and weather controllers, it's a weird little niche. I had to do a bit of research on the superpower wikia. It's not that complicated. The only special thing is Mist Form. Grow to Huge while going Gaseous and unleasing a misty Obscure.

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Spatial Displacer

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Concentration 8 (+10), Diplomacy 8 (+10), Escape Artist 5 (+10/+15), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (User's Choice) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization (Unarmed Attack), Defensive Attack, Elusive Target, Evasion, Improved Initiative, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Body Portal (Shield 10) (+10 dodge bonus)

Fold Space (Elongation 5) (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)

Temporary Wormhole (Teleport 5) (500 ft. as move action, 5 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Progression, Mass 2 (carry 500 lbs), Turnabout)

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +16/+21)

 

Attacks: Unarmed Attack, +13 (DC 20)

 

Defense: +15  (Flat-footed: +3), Knockback: -2

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 17 + Powers 36 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

 

http://misspinku.deviantart.com/art/Space-556675736

 

And now I'm doing something relatively simple again. This is really just a martial artist with an edge. The ability to warp space to teleport and send attacks elsewhere. Yeah...I don't have anything else to say here, really. This one's really simple.

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Survivalist Animal Mimic

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+8), Bluff 4 (+8), Concentration 11 (+15), Diplomacy 4 (+8), Gather Information 4 (+8), Intimidate 4 (+8), Knowledge (history) 6 (+10), Knowledge (life sciences) 6 (+10), Medicine 6 (+10), Notice 6 (+10), Sense Motive 6 (+10), Survival 11 (+15)

 

Feats: Attack Focus (melee) 4, Defensive Roll 2, Dodge Focus 4, Power Attack, Skill Mastery (KN (History, life sci), Medicine, Survival), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Animal Mimicry 2

Natural Weapon (Strike 4) (DC 23; Mighty, Variable Descriptor 2 (Broad group - Any Physical))

 

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

 

Attacks: Natural Weapon (Strike 4), +12 (DC 23), Unarmed Attack, +12 (DC 19)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 48 + Skills 18 (72 ranks) + Feats 15 + Powers 25 + Combat 32 + Saves 12 + Drawbacks 0 = 150

 

 

http://misspinku.deviantart.com/art/Presence-526525884

 

I really like how this one came together. She's just...really good at what she was designed to do. Pretty much an explorer of lost and forgotten places. A historian and a veterinarian, though the skills don't get that granular so she can help humans too. And the Animal Mimicry, while not allowed to affect caps (as she meets them on both sides), allows her to throw 10 PP at any animal power that might get her out of this situation. Flight 5, Stealth +8 & Enhanced Dex 2, or maybe even a bit of Super Strength and Impervious Toughness. Certain Super Senses are not off the table, either. Honestly, she's quite capable. Give her a try.

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Stage Magician

 

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

 

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

 

Tough: +2/+6, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 10 (+15), Craft (mechanical) 2 (+5), Diplomacy 10 (+15), Disable Device 12 (+15), Disguise 5 (+10), Escape Artist 10 (+15), Gather Information 5 (+10), Knowledge (physical sciences) 2 (+5), Knowledge (popular culture) 2 (+5), Knowledge (technology) 2 (+5), Notice 10 (+15), Perform (Stage Magic) 10 (+15), Sense Motive 10 (+15), Sleight of Hand 10 (+15), Stealth 10 (+15)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Sword Cane (Strike 3)), Benefit 3 (Wealth), Defensive Roll 2, Dodge Focus 4, Equipment 4, Hide in Plain Sight, Improved Critical (Sword Cane (Strike 3)), Improved Critical (Throwing Knives (Blast 3)), Power Attack, Quick Change, Skill Mastery (Acrobatics, Disable Device, Escape Artist, Sleight of Hand), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Discreet Body Armor (Protection 2) (+2 Toughness; Subtle (subtle))

Stage Magic Arsenal (Array 5) (default power: blast)

   Flashing Mirror (Dazzle 5) (Array; affects: visual senses, DC 15)

   Magic Rope (as Bolos) (Snare 5) (Array; DC 15)

   Smoke Bomb (Obscure 5) (Array; affects: visual senses, Radius: 100 ft.; Independent)

   Sword Cane (Strike 3) (Array; DC 20, Feats: Improved Critical (Sword Cane (Strike 3)); Mighty, Subtle (subtle))

   Throwing Knives (Blast 3) (Default; DC 20, Feats: Improved Critical (Throwing Knives (Blast 3)); Mighty 2 (+2 to damage), Subtle (subtle))

 

Equipment: Discreet Body Armor [Discreet Body Armor (Protection 2), +2 Toughness; Subtle (subtle)], Stage Magic Arsenal [Stage Magic Arsenal (Array 5), default power: blast]

 

Attack Bonus: +11 (Ranged: +15, Melee: +11, Grapple: +13)

 

Attacks: Flashing Mirror (Dazzle 5), +15 (DC Fort/Ref 15), Magic Rope (as Bolos) (Snare 5), +15 (DC Ref/Staged 15), Sword Cane (Strike 3), +15 (DC 20), Throwing Knives (Blast 3), +15 (DC 20), Unarmed Attack, +11 (DC 17)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 44 + Skills 30 (120 ranks) + Feats 25 + Powers 0 + Combat 38 + Saves 13 + Drawbacks 0 = 150

 

 

http://misspinku.deviantart.com/art/Showtime-479253927

 

You know, every now and again you've got to do someone without any powers or special devices. Someone only human, without access to magical artifacts or advanced technology. So here's a stage magician. Smooth talker, incredibly skilled in the illusionary arts, and all around fun lady. Fully capable of making repairs to her Equipment, too. Note her Wealth 3. According to houserules, that mean she can have almost any kind of noncombat equipment free of charge. Hopefully that includes a standard straight out of the book vehicle, otherwise she's walking to the crime scene.

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Smooth Talking Summoner

 

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

 

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

 

Tough: +2/+7, Fort: +5, Ref: +8, Will: +10

 

Skills: Acrobatics 7 (+10), Bluff 12 (+15), Concentration 12 (+15), Diplomacy 12 (+15), Disable Device 8 (+10), Gather Information 12 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (streetwise) 13 (+15), Knowledge (theology & philosophy) 3 (+5), Notice 7 (+10), Sense Motive 12 (+15), Stealth 7 (+10)

 

Feats: Attack Specialization 3 (Sword), Chokehold, Defensive Roll, Dodge Focus 4, Equipment 1, Improved Pin, Luck 2, Skill Mastery (Bluff, Diplomacy, Gather Info, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Armor (Device 2) (Hard to lose)

   Enhanced Strength 6 (+6 STR)

   Protection 4 (+4 Toughness)

Summoned Creature (Move Object 12) (Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons, DC 27, Feats: Chokehold, Improved Pin; Damaging; Range (touch); Indirect 2 (any point, directed away))

 

Equipment: Sword

 

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

 

Attacks: Summoned Creature (Move Object 12), +8 (DC 27), Sword, +14 (DC 21), Unarmed Attack, +8 (DC 18)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 27 (108 ranks) + Feats 14 + Powers 36 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

 

http://raikoart.deviantart.com/art/Commander-Blackwood-586248647

 

And now, once again, for something completely different. The basic concept here is that of the loveable rogue with one good trick. More than a little reckless and eager to get into trouble only her silver tongue or good buddy can get her out of. Those expecting a run of the mill swordswoman will get a rude shock when a invincible monster rises to her defense. She's not bad at all with her sword, but as stated she's a talker, not a fighter. Well, I think it's workable, anyway.

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Sci Fi Soldier

 

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

 

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

 

Tough: +4/+12, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 1 (+5), Bluff 6 (+10), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 6 (+10), Gather Information 6 (+10), Intimidate 6 (+10), Knowledge (tactics) 8 (+10), Knowledge (technology) 3 (+5), Notice 6 (+10), Sense Motive 6 (+10), Stealth 6 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Defensive Attack, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Battle Rifle (Device 5) (Easy to lose)

   Autoblaster (Blast 8) (DC 23; Autofire (interval 2, max +5))

      Energy Grenade Launcher (Blast 8) (Alternate; DC 23; Explosion Area (80 ft. explosion - General))

Combat Armor (Device 4) (Hard to lose)

   Enhanced Strength 8 (+8 STR)

   Protection 8 (+8 Toughness)

   Super-Strength 2 (+10 STR carry capacity, heavy load: 3.7k lbs; +2 STR to some checks)

 

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +18/+20)

 

Attacks: Autoblaster (Blast 8), +12 (DC 23), Energy Grenade Launcher (Blast 8) (DC 23), Unarmed Attack, +12 (DC 23)

 

Defense: +8  (Flat-footed: +4), Knockback: -6

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 44 + Skills 15 (60 ranks) + Feats 12 + Powers 31 + Combat 36 + Saves 12 + Drawbacks 0 = 150

 

 

http://raikoart.deviantart.com/art/Thinkin-the-same-thing-579138798

 

Haven't plumbed the techie well in quite a while, actually. Gone through pretty much the entirety of this part with only the one tech hero, and that was my Sentient Computer Program. Hardly a proper Gadgeteer. Well, this one isn't either. She can maintain her Devices, but that's about it. Pretty much just a fighter, here. Nothing too special. But like I said with my Giant Archer, every team needs a combat specialist. This soldier is now enlisted in a new army. A bit irregular, and gods only know who's in command. But the mission hasn't changed. Save the civilians and take down the enemy. Shall we get started?

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Warrior Angel

 

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

 

STR: +7 (24), DEX: +2 (14), CON: +7 (24), INT: +2 (14), WIS: +7 (24), CHA: +5 (20)

 

Tough: +7/+12, Fort: +12, Ref: +8, Will: +10

 

Skills: Diplomacy 10 (+15), Gather Information 5 (+10), Intimidate 5 (+10), Knowledge (theology & philosophy) 13 (+15), Medicine 8 (+15), Notice 3 (+10), Sense Motive 8 (+15)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Attack Specialization (Sword Strike (Strike 3)), Defensive Attack, Dodge Focus 2, Fearless, Improved Critical (Sword Strike (Strike 3)), Power Attack, Skill Mastery (Diplomacy, KN (theo & philo), MedicineSense Motive), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Angel Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

Direct To Heaven (Super-Movement 1) (dimensional: Heaven 1 (one dimension))

Heavenly Armor (Device 1) (Hard to lose, Restricted use (Angels))

   Protection 5 (+5 Toughness)

Heavenly Sword (Device 3) (Easy to lose, Restricted use (Angels))

   Sword Strike (Strike 3) (DC 25, Feats: Improved Critical (Sword Strike (Strike 3)); Penetrating [7 extra ranks]; Mighty)

Holy Light (Environmental Control 5) (light (bright), Radius: 100 ft.; Range (touch))

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +15)

 

Attacks: Sword Strike (Strike 3), +10 (DC 25), Unarmed Attack, +8 (DC 22)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 60 + Skills 13 (52 ranks) + Feats 16 + Powers 27 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

 

http://raikoart.deviantart.com/art/Asuriel-the-Vigilant-561000684

 

You want to talk about pains in the butt. I haven't had to min max like this in ages. But the result is as you see. A warrior angel come down from Heaven to battle the forces of darkness. Kind of a weaponmaster, but kind of not. it's another relatively uncomplicated build. Enviromental Control can be used to stunt all sorts of useful things. Like Healing. Or Nullify. Diplomat, Healer. Warrior. I think it's a pretty cool build.

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Powerhouse Speedster

 

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

 

STR: +12 (14/34), DEX: +3 (16), CON: +12 (14/34), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Acrobatics 2 (+5), Bluff 2 (+4), Diplomacy 2 (+4), Intimidate 8 (+10), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attractive (+4), Dodge Focus 4, Improved Initiative 4, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 20 (+20 STR)

Impervious Toughness 8

Super Speed (Linked)

   Enhanced Trait 4 (Linked; Feats: Improved Initiative 4)

   Quickness 8 (Linked; Perform routine tasks at 500x speed)

   Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd)

Super-Strength 4 (+20 STR carry capacity, heavy load: 22.4 tons; +4 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+24)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -10

 

Initiative: +19

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 15 + Powers 76 + Combat 16 + Saves 11 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Angel-rkgk01-597776158

 

You didn't really think I'd go two whole Parts without giving you a Speedster, did you? I've been looking for a reason to do this for a while. Just had to figure out how I wanted it to look. Ended up basically doing Luke Cage, but prettier. And faster, of course. Speed, strength, and durability. Crime will never know what hit it.

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Solar Mage

 

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

 

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

 

Tough: +2/+12, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 3 (+5), Bluff 8 (+10), Concentration 10 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (arcane Lore) 13 (+15), Knowledge (theology & philosophy) 13 (+15), Medicine 3 (+8), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Artificer, Attack Focus (melee) 4, Attack Specialization 3 (Sword Strike (Strike 3)), Dodge Focus 4, Improved Critical (Sword Strike (Strike 3)), Luck, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Solar Magic (Array 10) (default power: blast)

   Purge the Darkness (Nullify 10) (Array; counters: all powers of (type) - darkness/shadow, DC 20; Burst Area (50 ft. radius - General); Range (touch))

   Solar Beam (Strike 10) (Array; DC 25; Line Area (5x250 ft. line - General))

   Solar Bomb (Blast 10) (Default; DC 25; Explosion Area (100 ft. explosion - General); Action (full))

   Solar Flash (Dazzle 10) (Array; affects: visual senses, DC 20; Perception Area (General); Range (touch))

   Sun's Light (Environmental Control 10) (Array; light (bright), Radius: 5000 ft.; Selective Attack; Range (touch))

Sun Gem (Device 5) (Hard to lose, Restricted use (Solar Mages))

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

   Force Field 10 (+10 Toughness)

   Immunity 20 (common descriptor: Fire/Heat, common descriptor: Light; Limited - Half Effect)

   Immunity 3 (environmental condition: Cold, environmental condition: Heat, environmental condition: Radiation)

Sword (Device 2) (Easy to lose)

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

 

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

 

Attacks: Purge the Darkness (Nullify 10) (DC Will 20), Solar Beam (Strike 10) (DC 25), Solar Bomb (Blast 10) (DC 25), Solar Flash (Dazzle 10) (DC Fort/Ref 20), Sword Strike (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 21 (84 ranks) + Feats 15 + Powers 51 + Combat 18 + Saves 15 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/XGS-c03-591353095

 

Yes, it is the last one for Part 6. And it's, as per usual, a little impressive. I know, Goddess of the Sun wasn't that long ago, but I think there's more than one way to skin a cat. At any rate, this lady's definitely more human. Her signature move is the Solar Bomb, but it takes a little while to charge up so it is a full action. The rest are a bit easier to pull off, but no less impressive feats for a mortal. Not quite the raw power of a sun deity, but not bad at all. She meets caps with her Sword, but other than that isn't really good with it. Just a backup weapon.

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  • 2 weeks later...

Wind Controlling Swordmaster

 

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

 

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

 

Tough: +3/+9, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Concentration 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (User's Choice) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization 3 (Wind Saber Strike (Strike 3)), Defensive Attack, Defensive Roll, Dodge Focus 4, Evasion, Improved Critical (Wind Saber Strike (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Force Field 5 (+5 Toughness)

Wind Control (Array 10) (default power: air control)

   Become The Wind (Concealment 4) (Alternate; all visual senses; Limited (to miss chance))

   Become The Wind (Insubstantial 2) (Alternate; Gaseous)

   Become The Wind (Teleport 5) (Alternate; 500 ft. as move action; Short-Range; Change Direction, Change Velocity; Power Loss (in Strong Winds))

   Air Control 10 (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

   Suffocate 10 (Array; DC 20; Range (ranged); Action (full))

   Windblade (Blast 10) (Array; DC 25; Autofire (interval 2, max +5); Limited (Requires Sword))

Wind Saber (Device 2) (Easy to lose)

   Wind Saber Strike (Strike 3) (DC 21, Feats: Improved Critical (Wind Saber Strike (Strike 3)); Penetrating [2 extra ranks]; Mighty)

 

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

 

Attacks: Suffocate 10, +10 (DC Fort 20), Unarmed Attack, +8 (DC 18), Wind Saber Strike (Strike 3), +14 (DC 21), Windblade (Blast 10), +10 (DC 25)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 16 (63 ranks) + Feats 20 + Powers 44 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Riani-596157511

 

Who's ready for Part 7? There's no need to actually speak, I have literally no way to hear you. Anyway, wind controller with a sword. Well, a bit more than that. More like swordmaster who can control wind, too. The fancy ability is Become The Wind, which is kind of literal. Turns into the air itself (Insubstantial 2), a sudden burst of speed like a gust of wind (Teleport), and appearing so much like the real air around her an enemy can't be sure where she ends and it begins (Visual Concealment). And they don't all have to be used at once, because they're purposefully not Linked. Beyond that, pretty standard for my weaponmasters and a wind controller. Welcome to the Blendarama, if you haven't been here before. This is what I do.

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Ink Controller

 

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

 

STR: +0 (10), DEX: +0 (10), CON: +5 (20), INT: +0 (10), WIS: +5 (20), CHA: +5 (20)

 

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

 

Skills: Bluff 15 (+20), Concentration 10 (+15), Craft (chemical) 5 (+5), Diplomacy 5 (+10), Gather Information 5 (+10), Intimidate 15 (+20), Knowledge (art) 10 (+10), Knowledge (physical sciences) 5 (+5), Knowledge (theology & philosophy) 10 (+10), Notice 5 (+10), Sense Motive 15 (+20)

 

Feats: Attack Focus (ranged) 5, Distract (Bluff), Distract (Intimidate), Dodge Focus 5, Fascinate (Bluff), Fascinate (Intimidate), Startle, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Gorgeous Kimono (Device 2) (Hard to lose, Restricted use (Females with at least 20 CHA, and +15 Bluff))

   Beautiful, Finely Layered Silk (Protection 5) (+5 Toughness, Feats: Distract (Bluff), Fascinate (Bluff); Subtle (subtle))

   Keeps You Cool In Summer And Warm In Winter (Immunity 2) (environmental condition: Head, environmental condition: Cold; Limited - Half Effect)

   Self Cleaning (Features 1)

Immunity 2 (poison, rare descriptor: Own Powers)

Ink Control (Array 15) (default power: suffocate)

   Acidic Ink (Blast 10) (Array; DC 25; Secondary Effect)

   Commandment (Mind Control 10) (Array; DC 20; Conscious; Limited (to one command per use), Sense-Dependent (Visual); Precise, Subtle (subtle))

   Drown In Ink (Suffocate 10) (Default; DC 20; Perception Area (General), Selective Attack; Action (full))

   Ink Spit (Dazzle 10) (Array; affects: visual senses, DC 20; Autofire (interval 2, max +5))

   Projected Themography (Transform 10) (Array; affects: 1 thing > 1 thing - ink into ink, Transforms: 1000 lbs., DC 20; Duration (continuous); Range (touch))

 

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

 

Attacks: Acidic Ink (Blast 10), +10 (DC 25), Commandment (Mind Control 10) (DC Will 20), Drown In Ink (Suffocate 10) (DC Fort 20), Ink Spit (Dazzle 10), +10 (DC Fort/Ref 20), Projected Themography (Transform 10), +5 (DC Fort 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +0

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 25 (100 ranks) + Feats 15 + Powers 45 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Ink-601436200

 

Sometimes I like to whip out the unusual powersets. Ink Control isn't that different from Water Control, honestly. With that said, Sadako (the girl from The Ring) sported Ink Control, and between her and the classiest medieval Japanese maiden, we've got this lady. She can function as a spy or an assassin that almost doesn't need Stealth to get by. Between Mind Control, Transform, and her social skills, there's nowhere she couldn't eventually get into. If a fight happens, she can simply drown her collected opposition in ink that bubbles up from inside them, burn them with acidic ink, or blind them with ink to the eyes. She's a heck of a thing, honestly.

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Dense Gadgeteer

 

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

 

STR: +12 (34), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)

 

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

 

Skills: Computers 10 (+15), Concentration 8 (+8), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Attack Specialization 2 (Gravity Gun (Device 5)), Attack Specialization 2 (Unarmed Attack), Dodge Focus 3, Eidetic Memory, Improvised Tools, Inventor, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Anti-Grav Armor (Device 5) (Hard to lose, Only you can use)

   Datalink 1 (sense type: radio)

   Enhanced Feats (Enhanced Trait 0) (Progression 4 (Decrease Weight (removes Density multiplier)))

   Flight 3 ([0 active, 0/6 PP, 2/r], Speed: 50 mph, 440 ft./rnd)

      Super-Strength 3 (Alternate; [0 active, 0/6 PP, 2/r], +15 STR carry capacity, heavy load: 179.2 tons; +3 STR to some checks)

   Protection 7 (+7 Toughness; Impervious [4 ranks only])

Density 12 (+24 STR, +6 Toughness, Weight Multiplier: x25, Adds: Immovable 4, Super-Strength 4; Permanent)

   Immovable 4 (Resist Movement: +16, Resist Knockback: -4)

   Super-Strength 4 (+20 STR carry capacity, heavy load: 22.4 tons; +4 STR to some checks)

Gravity Gun (Device 5) (Easy to lose)

   Gravimetric Blast (Blast 12) (DC 27)

      Gravity Control (Move Object 12) (Alternate; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Duration (continuous); Limited Direction (Up and down))

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +16/+20)

 

Attacks: Gravimetric Blast (Blast 12), +8 (DC 27), Unarmed Attack, +8 (DC 27)

 

Defense: +5  (Flat-footed: +1), Knockback: -16

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 22 (88 ranks) + Feats 12 + Powers 73 + Combat 12 + Saves 15 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Break-606608215

 

Once upon a time there was an accident in a lab, and a promising graduate student was forever changed. He/She became super dense. Well, physically. Mentally it could be argue that he/she had possessed that quality from birth. Fortunately, this was Freedom City, and the graduate student's thesis was in gravitic manipulation. A workshop montage later, and he/she was clad in armor that was more than enough to return his/her weight to normal without removing the absolutely lovely increase in strength, and wielding the culmination of his/her research in the Gravity Gun. Now this, the most dense of Gadgeteers (in more ways than the one), was Freedom City's newest superhero.

 

A good story, I think. I do hope Progression will be allowed to decrease weight. I don't see why not, and as Enhanced Feats, they can be shut off or used selectively. Having trouble restraining a criminal? Sit on him (literally) and shut off the weight compensators. 5-10 tons of weight will convince anyone to stay around a while. Everything else is more or less typical Gadgeteer stuff. No biggie. Saves aren't great, but by God it's a Gadgeteer. Their saves are rarely that good anyway.

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Poison Assassin

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 3 (+5), Craft (chemical) 13 (+15), Diplomacy 3 (+5), Gather Information 8 (+10), Intimidate 10 (+12), Knowledge (life sciences) 8 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (streetwise) 13 (+15), Medicine 5 (+10), Notice 10 (+15), Sense Motive 10 (+15), Stealth 15 (+20)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Attack Specialization 2 (Poison Chamber Sword (Device 5)), Defensive Attack, Defensive Roll, Dodge Focus 4, Elusive Target, Equipment 1, Evasion, Hide in Plain Sight, Improved Critical (Acid Edge (Strike 4)), Improved Critical (Poison Edge (Strike 4)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Craft (chem), KN (streetwise), Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Discreet Body Armor (Protection 3) (+3 Toughness; Subtle (subtle))

Immunity 1 (poison)

Poison Chamber Sword (Device 5) (Easy to lose, Restricted use (Craft (chem) +15 and up))

   Poison Chambers (Array 9) (default power: strike)

      Acid Edge (Strike 4) (Default; DC 21, Feats: Improved Critical (Acid Edge (Strike 4)); Penetrating [2 extra ranks], Secondary Effect [2 extra ranks]; Mighty)

      Confusing Edge (Confuse 6) (Array; DC 16; Autofire (interval 2, max +5), Secondary Effect)

      Death Edge (Drain 6) (Array; drains: all traits of type - all ability scores, DC 16; Secondary Effect; Limited (to Physical Ability Scores))

      Fatiguing Edge (Fatigue 6) (Array; DC 16; Secondary Effect)

      Paralyzing Edge (Paralyze 6) (Array; DC 16; Alternate Save (Fortitude), Secondary Effect)

      Poison Edge (Strike 4) (Array; DC 21, Feats: Improved Critical (Poison Edge (Strike 4)); Alternate Save (Fortitude) [2 extra ranks], Secondary Effect [2 extra ranks]; Mighty)

      Sickening Edge (Nauseate 6) (Array; DC 16; Secondary Effect)

      Stun Edge (Stun 6) (Array; DC 16; Secondary Effect)

 

Equipment: Discreet Body Armor [Discreet Body Armor (Protection 3), +3 Toughness; Subtle (subtle)]

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +12)

 

Attacks: Acid Edge (Strike 4), +14 (DC 21), Confusing Edge (Confuse 6), +12 (DC Will 16), Death Edge (Drain 6), +14 (DC Fort/Staged 16), Fatiguing Edge (Fatigue 6), +14 (DC Fort 16), Paralyzing Edge (Paralyze 6), +14 (DC Fort/Staged 16), Poison Edge (Strike 4), +14 (DC Fort 21), Sickening Edge (Nauseate 6), +14 (DC Fort/Staged 16), Stun Edge (Stun 6), +14 (DC Fort/Staged 16), Unarmed Attack, +10 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 29 (116 ranks) + Feats 23 + Powers 17 + Combat 32 + Saves 11 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Akiko-605844891

 

How's about a cheerful assassin trainee who decides that, you know, killing people for money is wrong, but gosh and golly, poisoning people is just so much fun? Solution: Poison the bad guys with her Cool Sword. I threw every effect you could want onto that thing. The way it's supposed to work is that she flicks a hidden selector switch in the base to select which poison she wants to use. Only someone with enough chemical expertise can use it without poisoning themselves. However, she both has the expertise and is immune to poisons anyway. Additionally, +20 Stealth with Skill Mastery and Hide In Plain Sight means the enemy is only catching sight of her when she's taking them out. On the meanest streets of Freedom City (or anywhere else, for that matter), she's a force to be reckoned with.

 

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Black Ice Operative

 

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

 

STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +4 (18), CHA: +2 (14)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 8 (+10), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (tactics) 6 (+8), Medicine 1 (+5), Notice 11 (+15), Sense Motive 11 (+15), Stealth 10 (+15), Survival 1 (+5)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 8, Attack Specialization (Black Ice Daggers (Device 4)), Benefit (Status (former black ops organization member)), Connected, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Improved Critical (Cryoblades (Strike 2)), Improved Critical (Icy Blades (Strike 2)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Medicine, Stealth, Survival), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Black Ice Daggers (Device 4) (Easy to lose)

   Array 7 (default power: strike)

      Black Ice Field (Trip 5) (Array; Shapeable Area (5 cubes of 125 cu. ft. (5x5x5) - General), Duration 2 (sustained), Independent, Opposed by (Dexterity); Range (touch); Power Loss (Low Humidity))

      Cryoblades (Strike 2) (Array; DC 20, Feats: Improved Critical (Cryoblades (Strike 2)); Alternate Save (Fortitude) [3 extra ranks], Autofire (interval 2, max +5) [3 extra ranks]; Mighty)

      Cryoline (Strike 5) (Array; DC 20; Line Area (5x125 ft. line - Targeted), Selective Attack; Power Loss (Low Humidity))

      Door Be Gone (Drain 5) (Array; drains: single trait - toughness, DC 15; Affects Objects, Autofire (interval 2, max +5); Power Loss (Low Humidity))

      Icy Blades (Strike 2) (Default; DC 20, Feats: Improved Critical (Icy Blades (Strike 2)); Autofire (interval 2, max +5) [3 extra ranks], Penetrating [3 extra ranks]; Mighty)

   Immunity 2 (environmental condition: Heat, environmental condition: Cold)

Black Ice Skates (Device 1) (Hard to lose)

   Immunity 2 (custom: Trip 2; Limited (to slippery surfaces))

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

   Super-Movement 1 (water walking; Limited (to shallow bodies of liquid))

Black Operations Gear (Device 1) (Hard to lose)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +16)

 

Attacks: Black Ice Field (Trip 5) (DC 15), Cryoblades (Strike 2), +15 (DC Fort 20), Cryoline (Strike 5), +15 (DC 20), Door Be Gone (Drain 5), +15 (DC Fort/Staged 15), Icy Blades (Strike 2), +15 (DC 20), Unarmed Attack, +13 (DC 18)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 24 (96 ranks) + Feats 29 + Powers 20 + Combat 26 + Saves 13 + Drawbacks 0 = 150

 

 

http://wickedalucard.deviantart.com/art/Auni-02-583854647

 

Every country's got their own specialists. When something vitally important has to happen without said country being implicated, they call on one of their black ops teams. And when even that is too risky, they call on a certain organization. This one's a retired member of that organization. Took her tools of the trade with her. I figure not everyone can do it forever. Eventually, everyone with a functioning conscience has to walk away from the violence and double dealing. However, one doesn't have to dwell in darkness to protect what matters.

 

Not terribly complicated as a build, I suppose. Mostly a weaponmaster, the weapon in question being dual daggers with a cryonic twist. I think I priced Immunity to Trip right. Weapons are cool, Skates are a neat little gimmick, and she's PL8 without her gear and barehanded. So, you know, still pretty badass.

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Ocular Mentalist

 

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

 

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

 

Tough: +2/+15, Fort: +5, Ref: +5, Will: +10

 

Skills: Bluff 10 (+15), Computers 10 (+15), Concentration 7 (+12), Diplomacy 10 (+15), Disable Device 10 (+15), Gather Information 10 (+15), Knowledge (current events) 5 (+10), Knowledge (popular culture) 5 (+10), Knowledge (technology) 5 (+10), Notice 7 (+12/+20), Perform (stringed instruments) 10 (+15), Sense Motive 7 (+12/+20)

 

Feats: Attack Focus (melee) 4, Attack Specialization (Club), Dodge Focus, Eidetic Memory, Equipment 1, Skill Mastery (Bluff, Diplomacy,), Uncanny Dodge (Auditory)

 

Powers:

Armored Wheelchair (Device 3) (Hard to lose)

   Protection 13 (+13 Toughness)

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

   Super-Strength 1 (+5 STR carry capacity, heavy load: 350 lbs; +1 STR to some checks; Limited (to Carrying Capacity))

Golden Eye (Container, Passive 8)

   Array 11 (default power: mind reading)

      Datalink 5 (Array; sense type: infrared; Omni-Directional Area; Machine Control)

      Illusion 5 (Array; affects: all sense types, DC 15; Selective Attack; Phantasms; Progression, Area 2 (25 ft. radius))

      Mental Blast 10 (Array; DC 25; Sense-Dependent (Visual), Side-Effect (sometimes - Must resist effect if no damage done))

      Mind Control 10 (Array; DC 20; Conscious; Sense-Dependent (Visual); Subtle 2 (unnoticable))

      Mind Reading 10 (Default; DC 20; Perception Area (General), Selective Attack; Distracting; Subtle 2 (unnoticable))

   Enhanced Trait 4 (Traits: Notice +8 (+20), Sense Motive +8 (+20))

   Super-Senses 11 (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, darkvision; Power Loss (if eye is covered))

 

Equipment: Club, Masterwork Guitar 1

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10/+11)

 

Attacks: Club, +10 (DC 19), Mental Blast 10 (DC Will 25), Mind Control 10 (DC Will 20), Mind Reading 10 (DC Will 20), Unarmed Attack, +8 (DC 17)

 

Defense: +5  (Flat-footed: +2), Knockback: -7

 

Initiative: +1

 

Drawbacks: Disability, common, major, Paraplegic

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 24 (96 ranks) + Feats 10 + Powers 52 + Combat 16 + Saves 12 - Drawbacks 4 = 150

 

 

http://wickedalucard.deviantart.com/art/Kira-s-Workstation-584119795

 

I don't know. I just don't know. Professor Xavier as a Millennial blogger? Maybe? Hopefully it suits somebody, but this one ended up being weird.

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Cold Sniper

 

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

 

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

 

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

 

Skills: Acrobatics 5 (+10), Concentration 5 (+10), Diplomacy 6 (+8), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 4 (+5), Notice 15 (+20), Sense Motive 5 (+10), Stealth 15 (+20)

 

Feats: Accurate Attack, Attack Focus (ranged) 5, Attack Specialization 2 (Unarmed Attack), Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment 3, Evasion, Fearless, Hide in Plain Sight, Improved Aim, Improved Critical 2 (.50 Cal Shot (Blast 7)), Improved Initiative, Power Attack, Precise Shot 2, Takedown Attack, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

.50 Cal Sniper Rifle (Device 6) (Easy to lose)

   .50 Cal Shot (Blast 7) (DC 22, Feats: Improved Critical 2 (.50 Cal Shot (Blast 7)); Penetrating [5 ranks only]; Improved Range 3 (700 ft. incr), Progression, Increase Range 3 (max range x10, 7000 feet))

   Super-Senses 3 (extended (type): Visual 1 (-1 per 100 ft), infravision)

Sniper Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Sniper Rifles))

 

Equipment: Arsenal (Masterwork Knife, Masterwork Light Pistol, Sniper Rifle)

 

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

 

Attacks: .50 Cal Shot (Blast 7), +13 (DC 22), Masterwork Knife, +9 (DC 18), Masterwork Light Pistol, +14 (DC 18), Sniper Rifle, +13 (DC 20), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 20 (80 ranks) + Feats 30 + Powers 20 + Combat 32 + Saves 12 + Drawbacks 0 = 150

 

 

http://kymg.deviantart.com/art/butterfly-M82A1-127220997

 

Just a girl with a gun. Every now and again it's necessary to show just how dangerous a single shot from stealth can be even to the most powerful of supers. Don't sleep on the .50 cal. It's a helluva gun. Take your time, aim properly, and take the target out. Done and done.

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Rifle Toting Gadgeteer

 

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

 

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

 

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

 

Skills: Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (melee), Attack Focus (ranged) 5, Attack Specialization (Unarmed Attack), Attractive 2 (+8), Dodge Focus 4, Eidetic Memory, Improvised Tools, Inventor, Move-by Action, Uncanny Dodge (Auditory)

 

Powers:

Gigantic Rifle (Device 7) (Easy to lose, Only you can use)

   Automatic Fire (Blast 10) (DC 25; Autofire (interval 2, max +5))

      Left Side Mount Flamethrower (Strike 10) (Alternate; DC 25; Cone Area (100 ft. cone - General), Secondary Effect)

      Right Side Mount Laser Beam (Blast 10) (Alternate; DC 25; Penetrating)

      Smash With Stock (Strike 5) (Alternate; DC 25, Feats: Attack Focus (melee); Accurate 2 (+4), Extended Reach (5 ft.), Mighty)

      Underbarrel Rocket Launcher (Blast 10) (Alternate; DC 25; Explosion Area (100 ft. explosion - General))

   Datalink 1 (sense type: radio)

Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks)

The Engineship (Device 5) (Hard to lose, Only you can use)

   Heavy Armor Plating (Protection 10) (+10 Toughness)

   Hover Jets (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Platform)

   Self Contained Enviroment w/ Cached Supplies (Immunity 10) (life support, starvation & thirst)

 

Attack Bonus: +5 (Ranged: +10, Melee: +6, Grapple: +11/+13)

 

Attacks: Automatic Fire (Blast 10), +10 (DC 25), Left Side Mount Flamethrower (Strike 10) (DC 25), Right Side Mount Laser Beam (Blast 10), +10 (DC 25), Smash With Stock (Strike 5), +10 (DC 25), Unarmed Attack, +8 (DC 20), Underbarrel Rocket Launcher (Blast 10) (DC 25)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 19 (76 ranks) + Feats 17 + Powers 49 + Combat 18 + Saves 13 + Drawbacks 0 = 150

 

 

http://kymg.deviantart.com/art/KYMG-103286210

 

Another weird one. Based more or less entirely on the pic. A gadgeteer with a little flying ship and a really big, heavily modified, gun. And a little superhuman strength on the side. Attractive 2 helps in the social department, but then gadgeteers aren't known for being social wunderkinds anyway. Look, I'm on a weirdness kick. Just roll with it.

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Transforming Gadgeteer

 

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

 

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

 

Tough: +4/+10, Fort: +7, Ref: +10, Will: +10

 

Skills: Acrobatics 6 (+10), Bluff 6 (+10), Computers 10 (+15), Concentration 6 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 6 (+10), Disable Device 10 (+15), Gather Information 6 (+10), Investigate 3 (+8), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 6 (+10), Search 3 (+8), Sense Motive 6 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 5, Attack Specialization (Handcannon (Device 2)), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Eidetic Memory, Evasion, Improved Initiative, Improvised Tools, Inventor, Power Attack, Quick Change, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Handcannon (Device 2) (Easy to lose)

   Handcannon Shot (Blast 5) (DC 20)

Power Gauntlet (Device 14) (Hard to lose, Only you can use; Action (free); Subtle (subtle))

   Enhanced Abilities (Enhanced Trait 20) (Traits: Strength +4 (14, +2), Constitution +4 (18, +4), Wisdom +4 (18, +4), Charisma +4 (18, +4), Dexterity +4 (18, +4))

   Enhanced Attack (Enhanced Trait 8) (Traits: Attack Bonus +4 (+8))

   Enhanced Feats (Enhanced Trait 9) (Traits: Attack Focus (ranged) 5 +2 (+5), Feats: Accurate Attack, All-Out Attack, Defensive Attack, Evasion, Improved Initiative, Power Attack, Quick Change)

   Justice Punch! (Array 9) (default power: strike)

      Drain 12 (Array; drains: single trait - toughness, DC 22; Affects Objects (Only))

      Strike 10 (Default; DC 27; Penetrating [6 ranks only]; Knockback, Mighty)

      Strike 8 (Array; DC 25; Line Area (5x200 ft. line - General); Mighty)

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

   Protection 4 (+4 Toughness; Impervious [4 extra ranks])

 

Attack Bonus: +4/+8 (Ranged: +7/+13, Melee: +4/+8, Grapple: +6/+10)

 

Attacks: Drain 12, +8 (DC Fort/Staged 22), Handcannon Shot (Blast 5), +15 (DC 20), Strike 10, +8 (DC 27), Strike 8 (DC 25), Stun 8, +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +2), Knockback: -9

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 27 (108 ranks) + Feats 15 + Powers 51 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

 

http://kymg.deviantart.com/art/kymg-2010-174832354

 

Here we have a Gadgeteer who really, really wanted be either a magical girl or a super sentai heroine. And so she made her own transformation item. She's a perfectly functional PL 7 without her Power Gauntlet, easily fitting into the techie niche on lower level teams. But with the feces gets real, it's henshin time. Break out the tough as nails hero with a steel busting fist of ABSOLUTE JUSTICE. The action flaw on her Power Gauntlet means it doesn't just work automatically like the vast majority of Devices do. She has to activate it. It only takes a free action, true, but that could bite her in the butt if something happens and she's not ready. And yes, also because she wants to transform before every fight, even if that isn't always prudent. The subtle is because a casual glance won't reveal that it's anything more than a toy.

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Guitar Slinging Gadgeteer

 

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

 

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

 

Tough: +2/+6, Fort: +5, Ref: +8, Will: +8

 

Skills: Acrobatics 5 (+10), Bluff 5 (+10), Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (art) 10 (+15), Knowledge (business) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (popular culture) 5 (+10), Knowledge (technology) 10 (+15), Notice 8 (+10), Perform (dance) 5 (+10), Perform (singing) 10 (+15), Perform (stringed instruments) 10 (+15), Sense Motive 8 (+10), Stealth 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Sonic Guitar Rifle (Device 5)), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Equipment 2, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Change, Quick Draw, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Modified School Uniform (Protection 2) (+2 Toughness; Subtle (subtle))

Sonic Guitar Rifle (Device 5) (Easy to lose, Only you can use)

   Reverb Shot (Blast 8) (DC 23; Autofire (interval 2, max +5))

      Brain Scrambling (Stun 8) (Alternate; DC 18; Range (ranged))

 

Equipment: Modified School Uniform [Modified School Uniform (Protection 2), +2 Toughness; Subtle (subtle)], Vehicle: Bicycle

 

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

 

Attacks: Brain Scrambling (Stun 8), +12 (DC Fort/Staged 18), Reverb Shot (Blast 8), +12 (DC 23), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 34 (136 ranks) + Feats 29 + Powers 17 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

 

http://kymg.deviantart.com/art/Guitar-girl-103284554

 

Whipped this up in no time at all. Gadgeteer sharing space with weaponmaster and musician. It's a little unusual. A little different. And this time around that's what I'm aiming for.

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Mage Hunting Archer

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 5 (+8), Diplomacy 5 (+8), Disguise 2 (+5), Escape Artist 5 (+10), Gather Information 5 (+8), Intimidate 5 (+8), Knowledge (arcane Lore) 8 (+10), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Notice 10 (+15), Sense Motive 10 (+15), Sleight of Hand 5 (+10), Stealth 10 (+15), Survival 10 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 6, Attack Specialization (Bow and Antimagic Arrows (Device 4)), Attack Specialization (Sword), Defensive Attack, Defensive Roll, Dodge Focus 5, Equipment 2, Evasion, Improved Aim, Improved Initiative, Power Attack, Quick Draw, Skill Mastery (Acrobatics, KN (arcane lore), Stealth, Survival), Track, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Bow and Antimagic Arrows (Device 4) (Easy to lose, Restricted use (Mage Hunters))

   Antimagic Arrows (Array 8) (default power: nullify; Custom (Array 7.5))

      Antimagic Arrow (Nullify 5) (Default; counters: all powers of (type) - magic, DC 15; Alternate Save (Reflex), Effortless)

      Flash Burst Arrow (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25 ft. radius - General))

      Magic Draining Arrow (Drain 5) (Array; drains: all traits of type - magic, DC 15)

      Piercing Arrow (Blast 5) (Array; DC 20; Penetrating)

      Sleep Arrow (Fatigue 5) (Array; DC 15; Range (ranged))

      Smoke Arrow (Obscure 5) (Array; affects: 1 type + visual - mental, Radius: 100 ft.)

Discreet Body Armor (Protection 3) (+3 Toughness; Subtle (subtle))

 

Equipment: Discreet Body Armor [Discreet Body Armor (Protection 3), +3 Toughness; Subtle (subtle)], Sword

 

Attack Bonus: +7 (Ranged: +13, Melee: +7, Grapple: +9)

 

Attacks: Antimagic Arrow (Nullify 5), +15 (DC Ref 15), Flash Burst Arrow (Dazzle 5) (DC Fort/Ref 15), Magic Draining Arrow (Drain 5), +9 (DC Fort/Staged 15), Piercing Arrow (Blast 5), +15 (DC 20), Sleep Arrow (Fatigue 5), +15 (DC Fort 15), Sword, +9 (DC 20), Unarmed Attack, +7 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 26 (104 ranks) + Feats 28 + Powers 13 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

 

http://www.deviantart.com/art/Witch-Hunter-pt-2-WIP-575584868

 

Here's another odd selection. Archers are fairly common in...just about every setting one can think of. However, most of them are rather broadly spread in their capabilities. This is an archer with a laser tight focus on taking out mages. Nullify and Drain remove the magic, Dazzle and Fatigue exploit known mage weaknesses (Reflex and Fort saves), Obscure for slipping around mage eyes and special (more often mental as a base) senses, and a Penetrating shot to get past those Impervious force fields should it come to a straight fight. Basically, this guy is about as dangerous to magic users as a mortal man can be.

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Chainsaw Cyborg

 

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

 

STR: +2 (14), DEX: +5 (16/20), CON: +8 (16/26), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Acrobatics 5 (+10), Bluff 3 (+5), Craft (mechanical) 4 (+5), Diplomacy 3 (+5), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 4 (+5), Knowledge (technology) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Monofilament Chainsaw Arm (Strike 8)), Defensive Attack, Improved Critical (Monofilament Chainsaw Arm (Strike 8)), Improved Initiative, Improved Sunder, Improvised Tools, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cybernetics (Container, Passive 12)

   Enhanced Constitution 10 (+10 CON)

   Enhanced Dexterity 4 (+4 DEX)

   Leaping 2 (Jumping distance: x5)

   Monofilament Chainsaw Arm (Strike 8) (DC 23, Feats: Improved Critical (Monofilament Chainsaw Arm (Strike 8)); Autofire (interval 2, max +5), Penetrating)

   Protection 4 (+4 Toughness)

   Sensor Suite (Super-Senses 13) (accurate: Radio, accurate (type): Auditory, direction sense, distance sense, radio, time sense, ultra-hearing, ultravision)

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

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10)

 

Attacks: Monofilament Chainsaw Arm (Strike 8), +12 (DC 23), Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +4), Knockback: -6

 

Initiative: +9

 

Drawbacks: Vulnerable, common, moderate, Magnetic Effects

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 16 (64 ranks) + Feats 16 + Powers 60 + Combat 24 + Saves 11 - Drawbacks 3 = 150

 

 

http://zeronis.deviantart.com/art/Chainsaw-Mancer-01-571240853

 

It's a cyborg. With a chainsaw in its arm. I dunno, man. Only fancy thing here is that it has both sonar and radar, so it's tough to hide from it. Like a horror movie monster or something. You can run, but you can't hide. No, scratch that sorority girls. It's faster than you and can out leap you. You're just screwed. Or you would be, if it wasn't after the real killer.

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Heavy Artillery Soldier

 

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

 

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

 

Tough: +4/+14, Fort: +10, Ref: +5, Will: +8

 

Skills: Bluff 5 (+5), Diplomacy 5 (+5), Gather Information 10 (+10), Intimidate 10 (+10), Knowledge (physical sciences) 5 (+5), Knowledge (tactics) 10 (+10), Knowledge (technology) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Improved Aim, Improved Initiative, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Artillery Lance (Device 8) (Easy to lose)

   Array 18 (default power: blast)

      Artillery Fire (Blast 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Improved Range 2 (500 ft. incr), Progression, Increase Area 2 (area x5), Progression, Increase Range 2 (max range x5, 5000 feet))

      Automatic Fire (Strike 10) (Array; DC 25; Line Area (5x100-250 ft. line - General), Penetrating; Progression, Decrease Area 6 (-6 ranks))

      Hit The Target (Blast 12) (Array; DC 27; Penetrating [4 ranks only]; Homing 2 (2 attempts), Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet), Ricochet 2 (2 bounces))

      Solo Target Shell (Blast 12) (Default; DC 27; Penetrating [8 ranks only]; Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

      The Pointy End (Strike 4) (Array; DC 23; Penetrating [4 extra ranks]; Mighty)

Heavy Combat Armor (Device 8) (Hard to lose)

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

   Immunity 9 (life support)

   Protection 10 (+10 Toughness; Impervious)

   Super-Senses 1 (extended: Normal Vision 1 (-1 per 100 ft))

 

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

 

Attacks: Artillery Fire (Blast 10) (DC 25), Automatic Fire (Strike 10) (DC 25), Hit The Target (Blast 12), +8 (DC 27), Solo Target Shell (Blast 12), +8 (DC 27), The Pointy End (Strike 4), +12 (DC 23), Unarmed Attack, +12 (DC 19)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 17 (66 ranks) + Feats 10 + Powers 56 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

 

http://zeronis.deviantart.com/art/Lancer-Girl-PK-Zeronis-447386593

 

A little less weirdness this time, but all the same...artillery lance and thick, heavy sci fi armor. A walking artillery piece, without the hassle of superpowers and their politics. Most soldiers would kill for this kind of kit. Nothing too special on a mechanical front, though a homing attack is always kind of interesting. And that durability!

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