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Naval Air Battlesuit

 

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

 

STR: +5 (12/20), DEX: +2 (14), CON: +5 (16/20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Acrobatics 13 (+15), Bluff 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (tactics) 5 (+5), Notice 8 (+10), Pilot 13 (+15), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 3, Fearless, Improved Initiative, Move-by Action, Power Attack, Ultimate Effort (Pilot checks), Uncanny Dodge (Radio)

 

Powers:

Aerocombat Battlesuit (Device 15) (Hard to lose, Restricted use (At least +15 Pilot))

   Fighter Weaponry (Array 16) (default power: blast)

      Electromagnetic Cannon (Nullify 8) (Array; counters: all powers of (type) - electronics/technology, DC 18; Autofire (interval 2, max +5), Effortless)

      Heavy Machine Guns (Blast 8) (Default; DC 23; Autofire (interval 2, max +5), Penetrating)

      Homing Missiles (Blast 10) (Array; DC 25; Explosion Area (100 ft. explosion - General); Homing 2 (2 attempts))

   Flight 7 (Speed: 1000 mph, 8800 ft./rnd)

   Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)

   Protection 10 (+10 Toughness)

   Super-Senses 5 (accurate: Radio, extended: Radio 1 (-1 per 100 ft), radio)

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +18)

 

Attacks: Electromagnetic Cannon (Nullify 8), +12 (DC Will 18), Heavy Machine Guns (Blast 8), +12 (DC 23), Homing Missiles (Blast 10) (DC 25), Unarmed Attack, +8 (DC 20)

 

Defense: +5  (Flat-footed: +1), Size: Medium/Large, Knockback: -11

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 14 (56 ranks) + Feats 16 + Powers 61 + Combat 24 + Saves 15 + Drawbacks 0 = 150

 

 

http://puppeteerlee.deviantart.com/art/Navy-600478189

 

Well. Doesn't have to belong to the Navy. Could be Air Force. Sailor, you should get a kick out of this one. Tank of tanks, yet maneuverable and packing serious goverment issue firepower. It's a variation on the last one, and a bit less weird. But you know, since when does the military (besides the Army) bother with battlesuits, anyway?

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Android Machine Gunner

 

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

 

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

 

Tough: +8/+9, Fort: Immune, Ref: +10, Will: +5

 

Skills: Acrobatics 9 (+12), Bluff 6 (+8), Diplomacy 6 (+8), Gather Information 10 (+12), Intimidate 10 (+12), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 6, Attractive (+4), Defensive Attack, Defensive Roll, Dodge Focus 5, Eidetic Memory, Improved Initiative, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Gatling Gun Arm (Blast 6) (DC 21; Autofire (interval 2, max +5); Temp. Disability 3 (One armed))

Immunity 40 (fortitude saves, mental effects)

Protection 8 (+8 Toughness)

Regeneration 5 (recovery bonus 5 (+5 to recover))

 

Attack Bonus: +8 (Ranged: +14, Melee: +8, Grapple: +12)

 

Attacks: Gatling Gun Arm (Blast 6), +14 (DC 21), Unarmed Attack, +8 (DC 19)

 

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

 

Initiative: +7

 

Drawbacks: Vulnerable, common, moderate, Magnetism

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 16 (64 ranks) + Feats 21 + Powers 68 + Combat 26 + Saves 10 - Drawbacks 3 = 150

 

 

http://puppeteerlee.deviantart.com/art/Serifa-527397635

 

Self healing android with a machine gun for an arm. Constructs are always...interesting. You start down 30 PP, plus however much Protection is replacing natural Con bonus. So for PL 10, you're essentially making one on PL 8 points. Though, the undead get a break, saving 10 PP by not being immune to psionic effects. It's not easy, but I think this one worked out all right.

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Speedster Swordmaster

 

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

 

STR: +2 (14), DEX: +5 (20), CON: +3 (16), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 4 (+8), Diplomacy 4 (+8), Escape Artist 5 (+10), Gather Information 4 (+8), Knowledge (streetwise) 4 (+5), Knowledge (User's choice) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 5 (+10)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Cut Through Air (Damage 10)), Attack Specialization 2 (Sword Strike (Strike 3)), Defensive Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Fast Overrun, Improved Critical (Sword Strike (Strike 3)), Improved Initiative 3, Improved Overrun, Move-by Action, Power Attack, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Fastest Sword In The World (Linked)

   Enhanced Trait 3 (Linked; Feats: Improved Initiative 3)

   Quickness 5+5 (Linked; [Stacking ranks: +5], Perform routine tasks at 2500x speed)

   Speed 5+5 (Linked; [Stacking ranks: +5], Speed: 10000 mph, 88000 ft./rnd)

Speed Swordmanship (Array 5) (default power: - linked powers -)

   Cut The World (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General); Limited (Requires Sword))

   Cut Through Air (Damage 10) (Array; DC 25; Range (ranged); Limited (Requires Sword))

   Faster (Linked)

      Quickness 5 (Linked; Perform routine tasks at 50x speed; Stacks with (Quickness 5+5))

      Speed 5 (Linked; Speed: 250 mph, 2200 ft./rnd; Stacks with (Speed 5+5))

   Hundred Cuts A Minute (Strike 10) (Array; DC 25; Autofire (interval 2, max +5); Limited (Requires Sword))

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

 

Attacks: Cut The World (Strike 10) (DC 25), Cut Through Air (Damage 10), +10 (DC Staged/Tou ), Hundred Cuts A Minute (Strike 10), +10 (DC 25), Sword Strike (Strike 3), +14 (DC 20), Unarmed Attack, +10 (DC 17)

 

Defense: +13  (Flat-footed: +3), Knockback: -2

 

Initiative: +17

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 14 (56 ranks) + Feats 28 + Powers 32 + Combat 26 + Saves 16 + Drawbacks 0 = 150

 

 

http://puppeteerlee.deviantart.com/art/Shuria-523820965

 

Look, the pic's just an excuse. I've wanted to do this one from the start of this Part. Speed plus swordmanship. Nothing special, nothing fancy. I'd kill for a way to add a +1 to a non-equipment attack, though. PL 9.5 with the sword alone was not what I wanted.

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Machine Gun Samurai

 

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

 

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

 

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

 

Skills: Acrobatics 9 (+12), Bluff 9 (+11), Craft (electronic) 4 (+5), Craft (mechanical) 4 (+5), Diplomacy 9 (+11), Gather Information 10 (+12), Intimidate 10 (+12), Knowledge (tactics) 4 (+5), Knowledge (technology) 9 (+10), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+8)

 

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

 

Powers:

Heavy Machine Gun Harness (Device 6) (Hard to lose)

   Heavy Machine Gun (Blast 8) (DC 23; Autofire (interval 2, max +5); Precise)

   Protection 5 (+5 Toughness)

Katana (Device 2) (Easy to lose)

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

 

Attack Bonus: +11 (Ranged: +12, Melee: +11, Grapple: +13)

 

Attacks: Heavy Machine Gun (Blast 8), +12 (DC 23), Katana Strike (Strike 3), +15 (DC 20), Unarmed Attack, +11 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 23 (92 ranks) + Feats 17 + Powers 30 + Combat 38 + Saves 16 + Drawbacks 0 = 150

 

 

http://puppeteerlee.deviantart.com/art/Kamikaze-517603017

 

Because sometimes, you've got to overdo it. Bullets and sharp steel. Feint, demoralize, keep your own gear running. Straightforward combat factory. Competent at a few other things, but all the same.

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Cyber Gunner

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 6 (+8), Craft (electronic) 8 (+10), Craft (mechanical) 8 (+10), Diplomacy 6 (+8), Gather Information 8 (+10), Knowledge (popular culture) 8 (+10), Knowledge (technology) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization 2 (Power Kick (Strike 8)), Defensive Attack, Defensive Roll, Dodge Focus 4, Improved Initiative, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Cybernetic Legs (Container, Passive 5)

   Enhanced Trait 3 (Traits: Dodge Focus 4 +3 (+4))

   Immunity 5 (damage type: Falling; Limited - Half Effect)

   Leaping 5 (Jumping distance: x50)

   Power Kick (Strike 8) (DC 23)

   Protection 4 (+4 Toughness)

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

Wind Blaster (Device 5) (Easy to lose)

   Air Control 8 (Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons, DC 23; Autofire (interval 2, max +5), Damaging; Range (ranged); Freshen Air (Radius: 40 ft.))

 

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

 

Attacks: Air Control 8, +12 (DC 23), Power Kick (Strike 8), +12 (DC 23), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 20 (80 ranks) + Feats 15 + Powers 40 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Lucio-608174406

 

Apparently, this guy's from Overwatch. I don't really play shooters or game online all that much. But this is what I see when I look at him. The blaster could be something else, yeah, but I like it. Air Control is quite versatile. Move things, trip people, keep the air fresh, or just deal damage. His legs help him get around and protect him from even the worst of falls. Best of all, he's got the skills to keep them in peak condition. Dunno if he's anything like the Overwatch guy, but I think he'll do for our game.

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Soul of Flame

 

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

 

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

 

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

 

Skills: Gather Information 5 (+10), Intimidate 15 (+20), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Dodge Focus 5, Fearless, Improved Initiative, Move-by Action, Power Attack, Startle, Uncanny Dodge (Auditory)

 

Powers:

Fire Hardened Flesh (Protection 6) (+6 Toughness)

Immunity 12 (common descriptor: Fire/Heat, environmental condition: Cold, environmental condition: Heat)

Master of Flame (Array 15) (default power: blast)

   Burn, BURN! (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack)

   Burning Aura (Energy Aura 6) (Array; energy type: fire, DC 21; Duration (continuous))

   Burning Touch (Corrosion 10) (Array; DC 25)

   Fire Control 15

   Firebomb (Blast 10) (Array; DC 25; Explosion Area (100 ft. explosion - General))

   Pyro Cannon (Blast 15) (Default; DC 30)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +14)

 

Attacks: Burn, BURN! (Strike 10) (DC 25), Burning Aura (Energy Aura 6), +10 (DC 21), Burning Touch (Corrosion 10), +10 (DC Fort/Tou ), Firebomb (Blast 10) (DC 25), Pyro Cannon (Blast 15), +5 (DC 30), Unarmed Attack, +10 (DC 19)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 9 (36 ranks) + Feats 18 + Powers 53 + Combat 20 + Saves 16 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Fiyah-583486762

 

Remember Aqua Maxima? This is the fire version. His fires burn hot enough to reduce anything to ash. Anything he touches can be destroyed. He is very, very powerful. A terrifying being. And that's pretty much it.

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Flippy Martial Artist

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 9 (+11), Diplomacy 9 (+11), Gather Information 8 (+10), Knowledge (popular culture) 5 (+5), Knowledge (streetwise) 8 (+8), Notice 12 (+15), Sense Motive 12 (+15), Stealth 10 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Attack Specialization (Gauntlets & Boots (Device 2)), Attractive (+4), Challenge - Improved Acrobatic Bluff, Chokehold, Defensive Attack, Defensive Roll, Elusive Target, Endurance (+4), Equipment 2, Evasion, Fearless, Grappling Finesse, Improved Critical 2 (Gauntlets & Boots (Device 2)), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Instant Up, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Gauntlets & Boots (Device 2) (Hard to lose, Only you can use)

   Metal Clad Limbs (Strike 2) (bludgeoning, DC 20; Mighty)

   Protection 3 (+3 Toughness)

   Shield 4 (+4 dodge bonus)

Leaping 1 (Jumping distance: x2)

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

 

Equipment: Archaic Arsenal (Masterwork Spear, Masterwork Sword, Masterwork Warhammer)

 

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +18)

 

Attacks: Masterwork Spear, +14 (DC 21), Masterwork Sword, +14 (DC 21), Masterwork Warhammer, +14 (DC 21), Metal Clad Limbs (Strike 2), +15 (DC 20), Unarmed Attack, +13 (DC 18)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 22 (88 ranks) + Feats 37 + Powers 12 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Oi-528514521

 

http://raichiyo33.deviantart.com/art/Neny-450599363

 

Yes, even among the other ones, she stands out. The flippiest. High bonus, Improved Acrobatic bluff. The punches and kick will rain down from above. Alternatively, grappling. Or the weapons. Look, someone's getting effed up, okay?

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Goddess of the Sea

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +15 (24/40), INT: +0 (10), WIS: +5 (20), CHA: +5 (20)

 

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

 

Skills: Diplomacy 5 (+10), Gather Information 5 (+10), Intimidate 10 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Medicine 5 (+10), Notice 5 (+10), Sense Motive 5 (+10), Swim 15 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Dodge Focus 3, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Immunity 12 (common descriptor: Water, starvation & thirst, suffocation: Drowning)

Ocean Power (Array 15) (default power: water control)

   Dehydrate (Blast 15) (Array; DC 30; Alternate Save (Fortitude); Action (full))

   Drowning On Dry Land (Suffocate 15) (Array; DC 25; Range (ranged); Action (full))

   Oceanic Might (Enhanced Strength 30) (Array; +30 STR)

   Oceanic Snare (Snare 15) (Array; DC 25; Regenerating; Entangle)

   Swimming 7 (Array; Speed: 250 mph, 2200 ft./rnd; Affects Others [4 extra ranks], Shapeable Area (11 cubes of 125 cu. ft. (5x5x5) - General) [4 extra ranks], Stacks with (Swimming 5+7); Environmental Adaptation)

   Tidal Blast (Blast 15) (Array; DC 30)

   Tidal Bomb (Blast 10) (Array; DC 25; Explosion Area (100 ft. explosion - General))

   Tidal Cannon (Trip 15) (Array; Knockback)

   Water Control 15 (Default; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons)

Swimming 5+7 ([Stacking ranks: +7], Speed: 10000 mph, 88000 ft./rnd)

 

Attack Bonus: +3 (Ranged: +5, Melee: +3, Grapple: +3)

 

Attacks: Dehydrate (Blast 15), +5 (DC Fort 30), Drowning On Dry Land (Suffocate 15), +5 (DC Fort 25), Oceanic Snare (Snare 15), +5 (DC Ref/Staged 25), Tidal Blast (Blast 15), +5 (DC 30), Tidal Bomb (Blast 10) (DC 25), Tidal Cannon (Trip 15), +5 (DC 25), Unarmed Attack, +5 (DC 15)

 

Defense: +5  (Flat-footed: +1), Knockback: -7

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 9 + Powers 71 + Combat 10 + Saves 9 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Huracan-521963467

 

Outdoing Aqua Maxima, it's the latest in what's starting to become a series of Goddesses. First Creation, then the Sun, and now the Sea. There's a bit of Aqua Maxima here, sure, but there's more to a god then there is to a mortal. Suffocation, Snaring, and the physical might required of a god of the sea. So, unlike Creation, the Sun, and even Aqua Maxima, she can throw down in hand to hand with the mightest of foes.

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Mistress of Despair

 

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

 

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

 

Tough: +0/+15, Fort: +5, Ref: +5, Will: +10

 

Skills: Bluff 5 (+10), Concentration 7 (+12), Craft (artistic) 10 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Intimidate 15 (+20), Knowledge (art) 10 (+10), Knowledge (behavioral science) 10 (+10), Notice 10 (+15), Perform (dance) 5 (+10), Sense Motive 10 (+15)

 

Feats: Challenge - Improved Demoralize, Luck 3, Uncanny Dodge (Mental)

 

Powers:

Empathy (Mind Reading 10) (DC 20; Limited to Emotions)

Immunity 5 (emotion effects; Limited (No effect against Hope))

Motivation Sapper (Force Field 15) (+15 Toughness; Impervious [8 ranks only])

Super-Senses 4 (accurate: Mental, radius: Mental, ranged: Mental)

The Power of Despair (Array 20) (default power: emotion control)

   Demotivator (Paralyze 10) (Array; DC 20; Range 2 (perception))

   Generate Despair (Emotion Control 10) (Default; DC 20; Perception Area (General), Duration (continuous), Selective Attack; Limited to Emotion (Despair))

   Transform (Mental) 10 (Array; affects: memories, DC 20; Duration (continuous), Range (perception); Limited (to changing emotions to Despair))

   Weaken Will (Drain 10) (Array; drains: single trait - wisdom, DC 20; Alternate Save (Will), Range 2 (perception), Secondary Effect)

   Withering Despair (Mental Blast 10) (Array; DC 25)

Woeful Deflector (Shield 3) (+3 dodge bonus)

 

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

 

Attacks: Demotivator (Paralyze 10) (DC Staged/Will 20), Empathy (Mind Reading 10) (DC Will 20), Generate Despair (Emotion Control 10) (DC Staged/Will 20), Transform (Mental) 10 (DC Will 20), Unarmed Attack, +2 (DC 15), Weaken Will (Drain 10) (DC Staged/Will 20), Withering Despair (Mental Blast 10) (DC Will 25)

 

Defense: +5  (Flat-footed: +1), Knockback: -11

 

Initiative: +1

 

Drawbacks: Power Loss (All Powers), uncommon, minor, When Feeling Hope, Vulnerable, uncommon, major, Emotion Control (Hope)

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 23 (92 ranks) + Feats 5 + Powers 82 + Combat 8 + Saves 14 - Drawbacks 4 = 150

 

 

http://raichiyo33.deviantart.com/art/Monic-484728353

 

Weaponized despair. Gets kind of a bad rap. Anger and fear have produced heroes, so why not despair? And in, of course, typical heroic fashion...if the poor girl feels hopeful her powers go away, leaving her a PL 1 and in the doo-doo. Still, she's quite powerful, and trying to do her best. This is a character that would have to played most carefully, though. Depression is a serious mental illness and not to be belittled, mocked, or mined for comedy. Also there's such a thing as overdoing it on the angst front. Still, good luck with her!

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Swingin' Gadgeteer

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+10), Bluff 6 (+8), Concentration 8 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 6 (+8), Gather Information 8 (+10), Intimidate 6 (+8), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+8)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization 4 (Bladed Boomerang On A Chain (Array 8)), Attack Specialization 5 (Punch w/ Gauntlet (Strike 2)), Defensive Attack, Defensive Roll, Dodge Focus 2, Eidetic Memory, Improved Critical 2 (Bladed Boomerang (Blast 2)), Improvised Tools, Inventor, Power Attack, Skill Mastery (Craft (elec & mech), KN (phy sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Bladed Boomerang On A Chain (Device 5) (Easy to lose, Only you can use)

   Bladed Boomerang On A Chain (Array 8) (default power: blast; Accurate (+2))

      Bladed Boomerang (Blast 2) (Default; DC 20, Feats: Improved Critical 2 (Bladed Boomerang (Blast 2)); Penetrating [3 extra ranks]; Improved Range (50 ft. incr), Mighty 3 (+3 to damage), Progression, Increase Range (max range x2, 500 feet))

      On A Chain (Snare 5) (Array; DC 15; Transparent; Tether (500 ft.))

   On A Chain (Linked)

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

      Super-Movement 2 (Linked; slow fall, swinging)

Gauntlet & Body Armor (Device 4) (Hard to lose)

   Communication 4 (sense type: radio; Omni-Directional Area)

      Datalink 4 (Alternate; sense type: radio; Omni-Directional Area)

   Protection 3 (+3 Toughness)

   Punch w/ Gauntlet (Strike 2) (DC 20; Mighty)

   Shield 5 (+5 dodge bonus)

Magnifying Headpiece (Device 1) (Hard to lose)

   Microscope Mode (Super-Senses 2) (microscopic vision 2 (cell-size))

      Telescope Mode (Super-Senses 2) (Alternate; extended: Normal Vision 2 (-1 per 1k ft))

   Sensory Shield 2 (sense: one sense - visual, +4 to saves vs. Dazzle attacks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8)

 

Attacks: Bladed Boomerang (Blast 2), +15 (DC 20), On A Chain (Snare 5), +15 (DC Ref/Staged 15), Punch w/ Gauntlet (Strike 2), +15 (DC 20), Unarmed Attack, +5 (DC 18)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 26 (104 ranks) + Feats 22 + Powers 37 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Martian-Blues-426004792

 

Okay, so it's another oddball. Three wacky devices and the bare minimum of power. What was this chick thinking? I dunno. It's like she's trying to be a cowl and a weaponmaster and not quite making it to either. Well, it's something, anyway.

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Soccer Player

 

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

 

STR: +2 (14), DEX: +4 (18), CON: +2 (14), INT: +1 (12), WIS: +5 (20), CHA: +4 (18)

 

Tough: +2/+4, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 8 (+12), Bluff 8 (+12), Diplomacy 4 (+8), Gather Information 8 (+12), Knowledge (business) 4 (+5), Knowledge (current events) 4 (+5), Knowledge (life sciences) 4 (+5), Knowledge (popular culture) 4 (+5), Language 4 (+4), Notice 5 (+10), Profession (Soccer player) 10 (+15), Sense Motive 5 (+10), Stealth 4 (+8)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged), Attack Specialization 2 (The Ball (Device 3)), Attack Specialization 3 (Soccer Tackle (Trip 6)), Attractive (+4), Benefit (Fame (Soccer Player)), Benefit 2 (Wealth), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Evasion, Improved Aim, Improved Critical 2 (Soccer Kick (Blast 3)), Improved Disarm, Improved Initiative, Improved Ranged Disarm, Improved Trick, Improved Trip, Move-by Action, Power Attack, Precise Shot, Quick Draw, Uncanny Dodge (Auditory)

 

Powers:

Soccer Tackle (Trip 6) (Range (touch))

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

The Ball (Device 3) (Easy to lose, Restricted use (Soccer players))

   Soccer Kick (Blast 3) (DC 20; Accurate (+2), Improved Range (75 ft. incr), Mighty 2 (+2 to damage), Precise, Progression, Increase Range (max range x2, 750 feet), Ricochet 3 (3 bounces))

 

Attack Bonus: +8 (Ranged: +9, Melee: +8, Grapple: +10)

 

Attacks: Soccer Kick (Blast 3), +15 (DC 20), Soccer Tackle (Trip 6), +14 (DC 16), Unarmed Attack, +8 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -2

 

Initiative: +8

 

Languages: English, French, German, Portuguese, Spanish

 

Totals: Abilities 36 + Skills 18 (72 ranks) + Feats 36 + Powers 14 + Combat 32 + Saves 14 + Drawbacks 0 = 150

 

 

http://raichiyo33.deviantart.com/art/Soccer-Mom-373307660

 

Here's a fun take on the weaponmaster. Nothing like fighting crime by kicking a soccer ball into hooligan faces. And there's always simply taking their legs from under them. Lots of languages, as befits a global superstar who's played on many teams. Nothing too special, really. Just a weaponmaster with a heck of a gimmick.

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Shion Uzuki

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+8), Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 1 (+5), Disable Device 5 (+10), Gather Information 8 (+12), Intimidate 6 (+10), Knowledge (physical sciences) 7 (+12), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 1 (+5)

 

Feats: Attack Focus (melee) 8, Attack Focus (ranged) 6, Attack Specialization (Grapple), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Eidetic Memory, Grappling Finesse, Improved Critical 2 (Heavy Blade (Strike 4)), Improved Grab, Improved Pin, Improved Throw, Improved Trip, Power Attack, Power Attack, Precise Shot, Set-Up, Skill Mastery (Computers, Craft (elec & mech), KN (tech)), Startle, Stunning Attack, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Mobile Weapon System (Device 10) (Easy to lose)

   Communication 8 (sense type: radio; Omni-Directional Area)

   Datalink 3 (sense type: radio)

   Enhanced Feats (Enhanced Trait 8) (Feats: Attack Focus (ranged) 6, Power Attack, Precise Shot)

   Protection 2 (+2 Toughness)

   Shield 4 (+4 dodge bonus)

   Weaponry (Array 7) (default power: strike)

      Blaster (Blast 6) (Array; DC 21; Accurate 2 (+4))

      Heavy Blade (Strike 4) (Default; DC 21, Feats: Improved Critical 2 (Heavy Blade (Strike 4)); Penetrating [2 extra ranks]; Accurate (+2), Mighty)

      Mini Missile (Blast 7) (Array; DC 22; Explosion Area (70 ft. explosion - General); Action (full))

      Taser (Stun 6) (Array; DC 16; Accurate (+2), Extended Reach (5 ft.))

 

Attack Bonus: +4 (Ranged: +10, Melee: +12, Grapple: +18)

 

Attacks: Blaster (Blast 6), +14 (DC 21), Heavy Blade (Strike 4), +14 (DC 21), Mini Missile (Blast 7) (DC 22), Taser (Stun 6), +14 (DC Fort/Staged 16), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 22 (88 ranks) + Feats 29 + Powers 30 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

 

http://magochocobo.deviantart.com/art/Shion-Uzuki-45750122

 

Surprise! It's Xenosaga time. No, I'm not out of ideas. I had just enough spaces left in this part to do the Xenosaga cast and I remembered I wanted to redo them after screwing up saving way back in Part 1 and losing them. So here's Shion. She's an overpointed PL 7 without her M. W. S. A brilliant engineer and computer programmer who can slap around just about any mook with her bare hands or a Chokehold. Then somebody (Miyuki) had the bright idea of arming this wrecking machine, and she jumped to PL 10. Not too much power, but Shion never demonstrated overwhelming might in any of the three games anyway. She's just good enough to complement her teammates, and her tech skills dwarf anyone else on the team. Always useful in a sci-fi setting, and you never know when KOS-MOS or Ziggy will need a tune up.

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KOS-MOS

 

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

 

STR: +5 (20), DEX: +4 (18), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: -1 (8)

 

Tough: +12, Fort: Immune, Ref: +5, Will: +8

 

Skills: Acrobatics 1 (+5), Knowledge (tactics) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 1 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Dodge Focus 2, Eidetic Memory, Improved Critical 2 (Arm Blade (Strike 3)), Improved Initiative, Interpose, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Protection 12 (+12 Toughness; Impervious [6 ranks only])

Super-Movement 1 (perfect balance)

Super-Strength 3 (+15 STR carry capacity, heavy load: 3.2k lbs; +3 STR to some checks)

Weaponry (Array 12) (default power: blast)

   Arm Blade (Strike 3) (Array; DC 23, Feats: Improved Critical 2 (Arm Blade (Strike 3)); Penetrating [5 extra ranks]; Accurate 2 (+4), Mighty)

   Arm Cannon (Blast 8) (Array; DC 23; Penetrating)

   Gatling Cannons (Blast 8) (Default; DC 23; Autofire (interval 2, max +5))

   Hilbert Effect (Nullify 10) (Array; counters: any power of (type) - insubstantial, DC 20; Burst Area (50-250 ft. radius - General), Duration 2 (sustained), Independent, Total Fade; Action (full), Distracting, Range (touch); Progression, Increase Area 2 (area x5), Slow Fade 2 (5 minutes))

   X-Buster (Strike 10) (Array; DC 25; Cone Area (100-2500 ft. cone - General), Penetrating; Action (full); Progression, Increase Area 4 (area x25))

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +13/+16)

 

Attacks: Arm Blade (Strike 3), +12 (DC 23), Arm Cannon (Blast 8), +12 (DC 23), Gatling Cannons (Blast 8), +12 (DC 23), Hilbert Effect (Nullify 10) (DC Will 20), Unarmed Attack, +8 (DC 20), X-Buster (Strike 10) (DC 25)

 

Defense: +8  (Flat-footed: +3), Knockback: -9

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 10 + Skills 7 (28 ranks) + Feats 14 + Powers 84 + Combat 28 + Saves 7 + Drawbacks 0 = 150

 

 

http://seig-warheit.deviantart.com/art/Xenosaga-KOS-MOS-Ver-IV-135613680

 

KOS-MOS is purely a combat android. No feinting. No demoralizing. Just fight, fight, and fight some more. The Hilbert Effect is a hell of a thing, and the only thing standing between her allies and certain death at the hands of the Gnosis. She's also sporting the most raw power of any of the Xenosaga cast in her basic attacks. And the X-Buster covers a loooooot of turf, just in case the numbers are getting out of hand. The Gnosis don't often show up in small easily fought groups, after all. I'd have given her some Speed and Leaping, but constructs are expensive, man.

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chaos

 

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

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +1 (12), WIS: +5 (20), CHA: +0 (10)

 

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

 

Skills: Acrobatics 8 (+12), Craft (electronic) 4 (+5), Craft (mechanical) 4 (+5), Diplomacy 15 (+15), Gather Information 15 (+15), Knowledge (history) 9 (+10), Knowledge (technology) 4 (+5), Knowledge (theology & philosophy) 14 (+15), Notice 10 (+15), Sense Motive 10 (+15), Stealth 11 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 7, Attack Specialization (Aura of Light (Array 6)), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Hide in Plain Sight, Improved Defense, Jack-of-All-Trades, Power Attack, Set-Up, Skill Mastery (Diplomacy, Notice, Sense Motive, Stealth), Takedown Attack, Teamwork, Uncanny Dodge (Mental), Well-Informed

 

Powers:

Aura of Light (Array 6) (default power: stun; Affects Insubstantial 2 (full power))

   Paralyze 6 (Array; DC 16)

   Strike 2 (Array; DC 21; Penetrating [4 extra ranks]; Mighty)

   Stun 6 (Default; DC 16)

Immunity 1 (aging)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +12, Grapple: +16)

 

Attacks: Paralyze 6, +14 (DC Staged/Will 16), Strike 2, +14 (DC 21), Stun 6, +14 (DC Fort/Staged 16), Unarmed Attack, +12 (DC 19)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 26 (104 ranks) + Feats 27 + Powers 22 + Combat 26 + Saves 13 + Drawbacks 0 = 150

 

 

http://lady-of-link.deviantart.com/art/chaos-446435063

 

chaos (his name start with the lower case c) is...a weird case. This build is based on his combat style in game. But in story, he's virtually PL X and just not doing anything in particular. So, he's the only one with any real Stealth ability and I threw in Hide In Plain Sight, because that is often exactly what he's doing. Everyone else has a major impact on the overall story at some point, but chaos? He's just kind of...around. Importantly, unlike the entire rest of the main, secondary, and even tertiary cast, even this weaker version of him has no need for the Hilbert Effect to damage the Gnosis. In fact, if I was GMing I'd give them a Weakness drawback to chaos's powers, as that was how it worked most of the time. He did more damage to Gnosis than any other enemy type. Lastly, with Jack of all Trades, maxed ranks of Gather Info, and Well Informed, there's little in the entire universe he doesn't know something about.

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Gaignun Kukai Jr.

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Bluff 8 (+12), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (business) 9 (+10), Knowledge (current events) 9 (+10), Knowledge (physical sciences) 4 (+5), Knowledge (tactics) 4 (+5), Knowledge (technology) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged) 2, Defensive Roll 2, Dodge Focus 6, Power Attack, Precise Shot 2, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Immunity 1 (aging)

Pistols (Device 4) (Easy to lose)

   Pistol Barrage (Blast 6) (DC 21; Autofire (interval 2, max +5); Accurate 2 (+4))

Red Dragon (Linked)

   Corrosion 8 (Linked; DC 23; Burst Area (40 ft. radius - General); Action (full))

   Nullify 10 (Linked; counters: any power of (type) - regeneration, DC 20; Burst Area (50 ft. radius - General); Action (full), Range (touch))

 

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

 

Attacks: Corrosion 8 (DC Fort/Tou ), Nullify 10 (DC Will 20), Pistol Barrage (Blast 6), +14 (DC 21), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 17 (68 ranks) + Feats 15 + Powers 42 + Combat 28 + Saves 14 + Drawbacks 0 = 150

 

 

http://angelic-raven.deviantart.com/art/Jr-from-Xenosaga-29080817

 

http://satyharvenheit.deviantart.com/art/Rubedo-Jr-103799181

 

Jr. is, well, pretty much just a weaponmaster with a special ability in Red Dragon. He has a scattering of skills and Taunt, but yeah. He's a hotheaded gunslinger. Normally he'd get some Benefit feats to represent his status with the Kukai Foundation and access to the Durandal and the Elsa, but eh. Whatever.

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Ziggy

 

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

 

STR: +5 (20), DEX: +1 (12), CON: +0 (-), INT: +1 (12), WIS: +4 (18), CHA: +0 (10)

 

Tough: +14, Fort: Immune, Ref: +5, Will: +8

 

Skills: Craft (electronic) 4 (+5), Craft (mechanical) 4 (+5), Intimidate 15 (+15), Knowledge (civics) 4 (+5), Knowledge (tactics) 9 (+10), Notice 6 (+10), Sense Motive 6 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Attack Specialization (Grapple), Chokehold, Defensive Attack, Elusive Target, Improved Critical (Arm Blade (Strike 2)), Improved Grab, Improved Pin, Improved Throw, Improved Trip, Interpose, Power Attack, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Arm Blade (Strike 2) (DC 22, Feats: Improved Critical (Arm Blade (Strike 2)); Penetrating [3 extra ranks]; Mighty)

Immunity 30 (fortitude saves)

Protection 14 (+14 Toughness; Impervious [8 ranks only])

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

 

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +20/+24)

 

Attacks: Arm Blade (Strike 2), +13 (DC 22), Unarmed Attack, +13 (DC 20)

 

Defense: +6  (Flat-footed: +3), Knockback: -11

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 12 (48 ranks) + Feats 21 + Powers 69 + Combat 28 + Saves 8 + Drawbacks 0 = 150

 

 

http://hes6789.deviantart.com/art/Xenosaga-Episode-III-Ziggy-543603892

 

Ziggy is the tank. KOS-MOS is tough, but Ziggy is a tank. Over half of him is armored steel with no fancy electronics to get scrambled by a hard shot. He's the professional soldier of the group. A highly skilled combatant, and the only one with quality tactical knowledge. He's got a little skill at repairing himself, too. But mostly he's a tank who'll Startle and lay out mooks by the bucketful.

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MOMO

 

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

 

STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +7 (24)

 

Tough: +2/+4, Fort: +5, Ref: +10, Will: +8

 

Skills: Acrobatics 1 (+5), Concentration 8 (+10), Gather Information 3 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged), Attack Specialization (Energy Bow (Device 3)), Attractive 2 (+8), Defensive Attack, Defensive Roll 2, Dodge Focus 8, Eidetic Memory, Improved Defense, Improved Initiative, Jack-of-All-Trades, Uncanny Dodge (Auditory)

 

Powers:

Energy Bow (Device 3) (Easy to lose)

   Energy Bow Shot (Blast 6) (DC 21; Accurate 3 (+6))

Observational Realian (Super-Senses 1) (analytical: Normal Vision)

Protoype 100 Series Realian Powers (Array 16) (default power: strike)

   ESP 10 (Array; affects: visual senses; Simultaneous)

   Healing 7 (Array; DC 17; Shapeable Area (7 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack; Persistent, Regrowth)

   Hilbert Effect (Nullify 10) (Array; counters: any power of (type) - insubstantial, DC 20; Burst Area (50 ft. radius - General), Duration 2 (sustained), Independent, Total Fade; Action (full), Distracting, Range (touch); Slow Fade 2 (5 minutes))

   Magic Blast (Strike 10) (Default; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack; Variable Descriptor 2 (Broad group - Any Magic))

   Slow (Paralyze 10) (Array; DC 20; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack; Slow)

 

Attack Bonus: +5 (Ranged: +6, Melee: +5, Grapple: +5)

 

Attacks: Energy Bow Shot (Blast 6), +14 (DC 21), Hilbert Effect (Nullify 10) (DC Will 20), Magic Blast (Strike 10) (DC 25), Slow (Paralyze 10) (DC Staged/Will 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 7 (28 ranks) + Feats 20 + Powers 46 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

 

http://mastereni2009.deviantart.com/art/M-O-M-O-from-Xenosaga-420043083

 

And the last one, MOMO. Look, I've made tons of swordmasters. Jin could be any one of them...that isn't superpowered. God of the Sword is a likely candidate. As for MOMO, she's fragile, but with great ether (read: magic) power. And in the latter two games, a ether bow. As the prototype for the 100 Series Realians, she has Analytical Normal Vision, can see far, far away with ESP, and can also use the Hilbert Effect. She doesn't have KOS-MOS's range, though. That's okay for her immediate allies, but not so okay for anyone else.

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  • 1 month later...

Mystic Cowl

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

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

 

Skills: Acrobatics 5 (+8), Bluff 5 (+7), Concentration 5 (+8), Diplomacy 5 (+7), Gather Information 5 (+7), Intimidate 5 (+7), Investigate 3 (+5), Knowledge (arcane Lore) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 3 (+5), Notice 4 (+7), Search 3 (+5), Sense Motive 4 (+7), Stealth 5 (+8)

 

Feats: Attack Focus (melee) 2, Attack Specialization (Cowlrangs (Blast 2)), Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment 3, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Armored Costume (Protection 2) (+2 Toughness)

Collapsible Baton (Strike 2) (DC 19; Mighty, Subtle (subtle))

Cowlrangs (Blast 2) (DC 19; Mighty 2 (+2 to damage))

Grapple Gun (Linked)

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

   Super-Movement 2 (Linked; slow fall, swinging)

Utility Magic  (Array 5) (default power: darkness control; Power Loss (Unable to speak or gesture))

   Concealment 10 (Array; all senses; Blending)

   Darkness Control 5 (Default; Radius: 100 ft.; Selective Attack; Range (touch))

   Move Object 5 (Array; Strength: 25, Carry: 266 / 533 / 800 / 1.6k)

 

Equipment: Armored Costume [Armored Costume (Protection 2), +2 Toughness], Cowl Arsenal (Collapsible Baton [Collapsible Baton (Strike 2), DC 19; Mighty, Subtle (subtle)], Cowlrangs [Cowlrangs (Blast 2), DC 19; Mighty 2 (+2 to damage)]), Grapple Gun [Grapple Gun (Linked)]

 

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

 

Attacks: Collapsible Baton (Strike 2), +10 (DC 19), Cowlrangs (Blast 2), +10 (DC 19), Unarmed Attack, +10 (DC 17)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 15 + Powers 11 + Combat 24 + Saves 11 + Drawbacks 0 = 105

 

 

No picture this time, just me.

 

I'm doing something different for Part 8. This will be the PL 7s. Everybody gets one slot there, and I don't always see people knowing what to do with it. Allow me to help a bit, with a few builds. This is exactly what it says it is. A budding Cowl has a small magical edge. And if mean ol' GM says No Equipment for you, you can always stunt Blast 4 (Power Feat: Accurate) off your magic array and be fine. Don't get tied up or gagged, though. Then no magic for you.

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Lucky Mage

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

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

 

Skills: Bluff 3 (+5), Concentration 2 (+4/+8), Diplomacy 3 (+5), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge (arcane Lore) 4 (+5), Knowledge (popular culture) 4 (+5), Notice 5 (+7), Sense Motive 5 (+7), Stealth 2 (+5)

 

Feats: Artificer, Attack Focus (melee) 3, Attack Specialization (Staff Strike (Strike 2)), Defensive Roll, Luck 3, Ritualist, Second Chance (Concentration Checks), Uncanny Dodge (Ritualist)

 

Powers:

Luckstone (Device 3) (Hard to lose)

   Luck Control 4 (bestow hero points, force a re-roll, negate gm fiat, spend hero point for another, Feats: Luck 3)

Mage Staff (Device 2) (Easy to lose)

   Buys off Tiring on Variable (Features 5)

   Foci (Enhanced Trait 2) (Traits: Concentration +4 (+8), Feats: Second Chance (Concentration Checks))

   Staff Strike (Strike 2) (DC 19; Mighty)

Magic (Variable 5) (acquire: any one of (type) - magic; Tiring; Power Loss (When unable to speak or gesture))

   Force Field & Magic Blast (Power Setting) (Powers: Blast 9, Force Field 5)

      Blast 9 (DC 24; Homing (1 attempt), Precise)

      Force Field 5 (+5 Toughness)

 

Power Settings:

Force Field & Magic Blast (Power Setting) (Powers: Blast 9, Force Field 5)

 

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +10)

 

Attacks: Blast 9, +5 (DC 24), Staff Strike (Strike 2), +10 (DC 19), Unarmed Attack, +8 (DC 17)

 

Defense: +5  (Flat-footed: +3), Knockback: -4

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 8 + Powers 32 + Combat 20 + Saves 11 + Drawbacks 0 = 105

 

 

Still not doing pics yet.

 

This is the proof that I've improved a bit as a builder. I've been wanting to do something like this for a while, but a PL 10 would necessitate a bigger Variable pool, and that's more power than I'm willing to just hand over. The refs would look very closely at it as well. So instead, it's a part of the PL7s. I've included an example allotment of the pool, but you could just as easily use Shield or a different attack power. There's actually enough points to turn her into a mini powerhouse, if you into that. And of course, the Luckstone. Making her a Luck Controller on top of being a mage. Like I said, at PL 10 this very likely wouldn't pass muster.

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Gadgeteer...ish

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

Tough: +2/+4, Fort: +5, Ref: +5, Will: +7

 

Skills: Acrobatics 4 (+5), Bluff 6 (+8), Craft (electronic) 3 (+5), Craft (mechanical) 6 (+8), Diplomacy 6 (+8), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge (popular culture) 3 (+5), Notice 6 (+8), Sense Motive 6 (+8), Stealth 4 (+5)

 

Feats: Attack Focus (ranged), Attack Specialization (Punch (Strike 2)), Attractive (+4), Defensive Roll 2, Equipment 2, Improvised Tools, Inventor, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Fist Weapons (Device 4) (Hard to lose)

   Shield 1 (+1 dodge bonus)

   Weaponry (Array 8) (default power: blast; Custom (Array 7.5))

      Flamethrower (Strike 5) (Array; DC 20; Line Area (5x125 ft. line - General))

      Laser (Blast 5) (Default; DC 20; Penetrating)

      Mini Missile (Blast 5) (Array; DC 20; Explosion Area (50 ft. explosion - General))

      Punch (Strike 2) (Array; DC 19; Mighty)

      Shock Beam (Stun 5) (Array; DC 15; Range (ranged))

 

Equipment: Puddle Jumper

 

Attack Bonus: +8 (Ranged: +9, Melee: +8, Grapple: +10)

 

Attacks: Flamethrower (Strike 5) (DC 20), Laser (Blast 5), +9 (DC 20), Mini Missile (Blast 5) (DC 20), Punch (Strike 2), +10 (DC 19), Shock Beam (Stun 5), +9 (DC Fort/Staged 15), Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +4), Knockback: -2

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 14 (56 ranks) + Feats 11 + Powers 16 + Combat 30 + Saves 12 + Drawbacks 0 = 105

 

 

Puddle Jumper

 

Power Level: 7; Equipment Points Spent: 10

 

STR: +10 (30)

 

Toughness: +10

 

Features: Remote Control

 

Powers:

Leaping 5 (Jumping distance: x50)

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

 

Defense: -2, Size: Huge

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 6 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

 

 

Nope, not back to pics yet.

 

This guy's...kind of a gadgeteer. But not really. He doesn't know how his Fist Weapons really work, just how to control them. He can maybe fix them if they break, but who knows? His Puddle Jumper can make some big leaps. Honestly, he's more of a social monster than a gadgeteer, but it doesn't stop him from trying.

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Light Controlling Alien

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

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

 

Skills: Acrobatics 2 (+5), Bluff 6 (+10), Concentration 10 (+12), Diplomacy 6 (+10), Gather Information 8 (+12), Knowledge (current events) 4 (+5), Knowledge (popular culture) 4 (+5), Notice 5 (+7), Sense Motive 5 (+7), Stealth 2 (+5)

 

Feats: Accurate Attack, Attack Focus (ranged) 2, Attractive (+4), Dodge Focus 2, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Alien Powers (Container, Passive 6)

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

   Force Field 5 (+5 Toughness)

   Glowing Skin (Environmental Control 2) (light, Radius: 10 ft.; Selective Attack; Permanent, Range (touch))

   Light Control (Array 7) (default power: blast)

      Bright Flash (Dazzle 7) (Array; affects: visual senses, DC 17)

      Hard Light Constructs (Create Object 7) (Array; Max Size: 7x 5' cubes, DC 17)

      Hard Light Snare (Snare 7) (Array; DC 17)

      Rainbow Blast (Blast 7) (Default; DC 22)

 

Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +6)

 

Attacks: Bright Flash (Dazzle 7), +7 (DC Fort/Ref 17), Hard Light Snare (Snare 7), +7 (DC Ref/Staged 17), Rainbow Blast (Blast 7), +7 (DC 22), Unarmed Attack, +5 (DC 16)

 

Defense: +7  (Flat-footed: +3), Knockback: -3

 

Initiative: +3

 

Drawbacks: Normal Identity, uncommon

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 13 (52 ranks) + Feats 9 + Powers 30 + Combat 20 + Saves 10 - Drawbacks 3 = 105

 

 

You know the deal. Not yet.

 

More or less straight up. Basic flying blaster, with excellent social skills for a PL 7. Normal Identity strips out the powers and leaves her PL 3 offensively and 4.5 defensively.

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Pint Sized Powerhouse

 

Power Level: 7; Power Points Spent: 105/105

 

STR: +10 (6/30), DEX: +1 (12), CON: +10 (10/30), INT: +1 (12), WIS: +1 (12), CHA: +4 (18)

 

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

 

Skills: Bluff 4 (+8), Knowledge (popular culture) 4 (+5), Notice 6 (+7), Sense Motive 6 (+7)

 

Feats: All-Out Attack, Attack Focus (melee), Attractive (+4), Dodge Focus, Power Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory), Untapped Potential

 

Powers:

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 24 (+24 STR)

Pint Sized (Shrinking 4) (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate)

Protection 1 (+1 Toughness)

Super-Strength 5 (+25 STR carry capacity, heavy load: 19.2 tons; +5 STR to some checks; Super-Breath (+7, Cone: 70 ft., DC 17))

 

Attack Bonus: +3 (Ranged: +3, Melee: +4, Grapple: +9/+14)

 

Attacks: Unarmed Attack, +4 (DC 25)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 14 + Skills 5 (20 ranks) + Feats 9 + Powers 61 + Combat 8 + Saves 8 + Drawbacks 0 = 105

 

 

I'll get back to pictures, don't you fret.

 

Anyway. Small sized brick. Not much more than that. Though, if she wants to hit anything, might want to use some of that All Out Attack. Or have someone use Set Up, or maybe a Aid action.

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Electromagnetic Cyborg

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

Tough: +9, Fort: +7, Ref: +7, Will: +5

 

Skills: Bluff 3 (+5), Computers 8 (+10), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (popular culture) 3 (+5), Knowledge (technology) 6 (+8), Notice 5 (+7), Sense Motive 5 (+7)

 

Feats: Accurate Attack, All-Out Attack, Power Attack, Takedown Attack, Uncanny Dodge (Auditory), Untapped Potential

 

Powers:

Cyborg Toughness (Protection 7) (+7 Toughness)

Electromagnetic Control (Array 9) (default power: electrical control)

   Cyborg Strength (Linked)

      Enhanced Strength 14 (Linked; +14 STR)

      Super-Strength 2 (Linked; +10 STR carry capacity, heavy load: 700 lbs; +2 STR to some checks)

   Datalink 3 (Array; sense type: radio; Omni-Directional Area; Machine Control, Rapid)

   Electrical Control 9 (Default; DC 24)

   Magnetic Control 9

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +7)

 

Attacks: Electrical Control 9, +5 (DC 24), Unarmed Attack, +5 (DC 17)

 

Defense: +5  (Flat-footed: +3), Knockback: -4

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 9 (36 ranks) + Feats 6 + Powers 34 + Combat 20 + Saves 14 + Drawbacks 0 = 105

 

 

eah, i think I'll do the first ten (this is #6) picless.

 

Not too complex over here, either. Electromagnetic controller that just so happens to be a cyborg, too. Oh, and if you haven't guessed by now I've been riffing on my favorite not-a-superteam, the Runaways. But I think Nico, Chase, Karolina, Molly, and Victor is enough. Well, okay. One more.

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Budding Mentalist w/ Pet

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

Tough: +2/+4, Fort: +5, Ref: +5, Will: +7

 

Skills: Bluff 8 (+10), Concentration 6 (+8), Diplomacy 8 (+10), Gather Information 6 (+8), Knowledge (popular culture) 4 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Defensive Roll 2, Dodge Focus 4, Eidetic Memory, Sidekick 12, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Psionic Array (Array 11) (default power: telepathy; Custom (Array 10.5))

   Illusion 7 (Array; affects: all sense types, DC 17; Phantasms)

   Mental Blast 5 (Array; DC 20)

   Telepathy 7 (Default; DC 17, Adds: Communication 7, Mind Reading 7; Sensory Link)

      Communication 7 (sense type: mental)

      Mind Reading 7 (DC 17)

Super-Senses 1 (communication link: Utahraptor)

 

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

 

Attacks: Mental Blast 5 (DC Will 20), Mind Reading 7 (DC Will 17), Telepathy 7 (DC Will 17), Unarmed Attack, +3 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 12 (48 ranks) + Feats 21 + Powers 24 + Combat 14 + Saves 12 + Drawbacks 0 = 105

 

 

Utahraptor

 

Power Level: 7; Power Points Spent: 60/60

 

STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: -2 (6), WIS: +2 (14), CHA: -2 (6)

 

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

 

Skills: Acrobatics 6 (+8), Intimidate 12 (+12), Notice 5 (+7), Sense Motive 5 (+7)

 

Feats: Attack Focus (melee) 6, Dodge Focus 3, Uncanny Dodge (Auditory)

 

Powers:

Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Protection 3 (+3 Toughness)

Strike 1 (DC 20; Mighty)

Super-Senses 2 (scent, tracking: Scent 1 (half speed))

 

Attack Bonus: +3 (Ranged: +3, Melee: +9, Grapple: +18)

 

Attacks: Strike 1, +9 (DC 20), Unarmed Attack, +9 (DC 19)

 

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

 

Initiative: +2

 

Drawbacks: Disability, very common, moderate, Mute, Disability, very common, moderate, No Hands

 

Languages: Native Language

 

Totals: Abilities 4 + Skills 7 (28 ranks) + Feats 10 + Powers 20 + Combat 18 + Saves 9 - Drawbacks 8 = 60

 

 

And the last one, Gert. Readers of the series will know that she doesn't actually have any psionic powers aside from the link to Old Lace. But heck, Nico doesn't have a Luckstone, either. So whatever. Utahraptor is built on less points, but is just as PL 7. So that's nice.

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Weapons Master

 

Power Level: 7; Power Points Spent: 105/105

 

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

 

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

 

Skills: Acrobatics 5 (+8), Bluff 5 (+7), Diplomacy 5 (+7), Gather Information 5 (+7), Knowledge (streetwise) 7 (+8), Notice 6 (+8), Sense Motive 6 (+8), Stealth 5 (+8)

 

Feats: Defensive Attack, Defensive Roll, Elusive Target, Equipment 6, Evasion, Improved Aim, Improved Disarm, Improved Initiative, Improved Ranged Disarm, Instant Up, Move-by Action, Power Attack, Precise Shot, Quick Draw, Stunning Attack, Takedown Attack, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Masterwork Bolos (Snare 4) (DC 14; Custom (Masterwork (+1 Attack with weapon)))

Protection 2 (+2 Toughness; Subtle (subtle))

 

Equipment: Arsenal (Battleaxe, Bow, Masterwork Bolos [Masterwork Bolos (Snare 4), DC 14; Custom (Masterwork (+1 Attack with weapon))], Masterwork Boomerang, Masterwork Chain, Masterwork Quarterstaff, Spear, Sword, Warhammer), Discreet Body Armor [Protection 2, +2 Toughness; Subtle (subtle)], Vehicle: Motorcycle

 

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

 

Attacks: Battleaxe, +9 (DC 20), Bow, +9 (DC 20), Masterwork Bolos (Snare 4), +10 (DC Ref/Staged 14), Masterwork Boomerang, +10 (DC 19), Masterwork Chain, +10 (DC 19), Masterwork Quarterstaff, +10 (DC 19), Spear, +9 (DC 20), Sword, +9 (DC 20), Unarmed Attack, +9 (DC 17), Warhammer, +9 (DC 20)

 

Defense: +8  (Flat-footed: +4), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 11 (44 ranks) + Feats 23 + Powers 0 + Combat 34 + Saves 13 + Drawbacks 0 = 105

 

 

So then. Lots and lots of weapons. How does he ever carry them all? I dunno. Tons of feats for a PL 7. Basically I made just about all the possible weaponmasters at once. With a remote controlled motorcycle. Yes.

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