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Octopus Totem Mystic

 

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

 

STR: +3 (10/16), DEX: +1 (12), CON: +5 (14/20), INT: +5 (20), WIS: +5 (20), CHA: +3 (16)

 

Tough: +5/+15, Fort: +8, Ref: +5, Will: +10

 

Skills: Bluff 12 (+15), Craft (chemical) 5 (+10), Diplomacy 6 (+9), Gather Information 12 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (ranged) 4, Attack Specialization 2 (Sea Witch Magic (Array 12)), Attack Specialization 2 (Unarmed Attack), Dodge Focus 3, Improved Grapple, Power Attack, Ritualist, Skill Mastery (Bluff, KN (arcane & theo/philo), Swim), Uncanny Dodge (Auditory)

 

Powers:

Force Field 10 (+10 Toughness)

Octopus Traits (Container, Passive 5)

   Enhanced Constitution 6 (+6 CON)

   Enhanced Strength 6 (+6 STR)

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

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

   Super-Senses 2 (radius (type): Visual)

   Swimming 4 (Speed: 25 mph, 220 ft./rnd)

Sea Witch Magic (Array 12) (default power: blast)

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

   Mistress of the Sea (Linked)

      Enhanced Strength 18 (Linked; +18 STR)

      Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 1.8k lbs; +3 STR to some checks)

   Poisonous Ink Cloud (Strike 8) (Array; DC 23; Alternate Save (Fortitude), Cloud Area (40 ft. diameter, lingers - General))

   Transform 8 (Array; affects: 1 thing > broad - people into animals, Transforms: 250 lbs., DC 18; Action (full))

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +7)

 

Attacks: Magic Blast (Blast 8), +12 (DC 23), Poisonous Ink Cloud (Strike 8) (DC Fort 23), Transform 8, +12 (DC Fort 18), Unarmed Attack, +8 (DC 18)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 17 + Powers 62 + Combat 12 + Saves 12 + Drawbacks 0 = 150

 

This request comes from AvengerAssembled, our illustrious leader. It's supposed to be a playable PL 10 version of the Disney villain Ursula, from the film The Little Mermaid. Film version's probably a few PLs higher than this. Or maybe not. Dunno, really. But this can do a pretty passable imitation of most of her feats. Both Wikia articles mentioned a poison mist and a pair of transform effects. I threw in a basic blast just because. And the strength boost is supposed to represent growing to be huge. Because Growth messes with caps too much for me to keep it around. You, however, may feel free to stunt in and get HUGE. Also, Octopus traits. Did you know they could feel light on their skin? Now you do. Their swim speed tops out at about 25 MPH, which is exactly swimming 4. That's probably sprinting, but a totem can do better, right?

 

AA, I hope you like it. More than that, I hope you put it to use. Or somebody. Over 200 builds and nobody's stolen one yet. Ay.

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  • EternalPhoenix

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Telepathic Barrier Warrior

 

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

 

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

 

Tough: +0/+15, Fort: +5, Ref: +5, Will: +8

 

Skills: Bluff 10 (+15), Gather Information 7 (+12), Intimidate 10 (+15), Knowledge (civics) 5 (+5), Knowledge (current events) 5 (+5), Knowledge (streetwise) 10 (+10), Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Power Attack, Skill Mastery (Bluff, Gather Info, Intimidate, KN (streetwise)), Taunt

 

Powers:

Infinitely Sharp Barrier Knives (Array 15) (default power: blast)

   Armor Bypass (Blast 10) (Array; DC 25; Alternate Save (Fortitude))

   Armor Flay (Drain 10) (Array; drains: single trait - toughness, DC 20; Affects Objects, Range (ranged))

   Barrier Knife Throw (Blast 10) (Default; DC 25; Penetrating)

   Throwing Barrage (Strike 10) (Array; DC 25; Cone Area (100 ft. cone - General), Penetrating)

Mind Reading 10 (DC 20; Limited to Surface Thoughts)

Mind Sensing (Super-Senses 5) (accurate: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Protective Barrier (Force Field 15) (+15 Toughness; Impervious [10 ranks only])

 

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

 

Attacks: Armor Bypass (Blast 10), +10 (DC Fort 25), Armor Flay (Drain 10), +10 (DC Fort/Staged 20), Barrier Knife Throw (Blast 10), +10 (DC 25), Mind Reading 10 (DC Will 20), Throwing Barrage (Strike 10) (DC 25), Unarmed Attack, +10 (DC 15)

 

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

 

Initiative: +1

 

Languages: Japanese, Native Language

 

Totals: Abilities 16 + Skills 16 (64 ranks) + Feats 5 + Powers 68 + Combat 30 + Saves 15 + Drawbacks 0 = 150

 

The last one of this part (and the end of the requests for now) is from Ari. Jake Martinez, from Tiger and Bunny. He's telepathic and really, really good at manipulating his personal barrier. To the point where he can use parts of it as infinitely sharp knives. I focused the array on making the opponent's Toughness almost not matter. He can hurt just about anyone. It's not a complicated build on the powers front. He is, however, a capable social guy, with a slight specialty in Demoralizing. And some basic "leader of crminal org" skills, even though turns out that wasn't true. Simple enough, I think.

 

Ari, I hope you like it. This is the last of the requests for a while, and the end of Part 9. It's been real fun, taking other people's ideas and making them reality. Thanks for your help, everyone. We'll meet again, in Part 10.

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String Controller

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Diplomacy 8 (+10), Knowledge (civics) 5 (+5), Knowledge (streetwise) 10 (+10), Knowledge (tactics) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 10 (+15)

 

Feats: Accurate Attack, Attack Focus (ranged) 2, Attack Specialization 2 (Unarmed Attack), Dodge Focus 5, Evasion, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, KN (streetwise), Stealth), Takedown Attack, Uncanny Dodge (Tactile)

 

Powers:

String Armor (Protection 8) (+8 Toughness)

String Control (Array 15) (default power: blast; Indirect 2 (any point, directed away))

   String Eavesdrop (ESP 5) (Alternate; affects: 1 type; Duration (sustained), No Conduit, Simultaneous)

   String Phone (Communication 5) (Alternate; sense type: other; Omni-Directional Area)

   Garrote (Suffocate 10) (Array; DC 20; Range (ranged))

   Self Stitch (Healing 10) (Array; Total; Personal)

   String Snare (Snare 10) (Array; DC 20; Transparent)

   String Swipe (Blast 10) (Default; DC 25; Penetrating)

String Radar (Super-Senses 3) (accurate: Tactile, ranged: Tactile)

 

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

 

Attacks: Garrote (Suffocate 10), +10 (DC Fort 20), String Snare (Snare 10), +10 (DC Ref/Staged 20), String Swipe (Blast 10), +10 (DC 25), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 18 (72 ranks) + Feats 17 + Powers 47 + Combat 26 + Saves 16 + Drawbacks 0 = 150

 

You know, you see this one sometimes in shonen anime, but never in western comics. Which is kind of odd, honestly. It's a good power. String control can bind up your enemies or just cut them in two. There's a string user who can use it to sew up his own wounds and keep fighting. Another who can use it to eavesdrop on far away conversations. Most of them can wrap the string around their own bodies for armor. And of course, there's the old fashioned choke 'em out tactic. This guy is from the stealthy school of string controllers, hence the stealth and acrobatics. I think he's pretty neat. Welcome to Part 10, folks. :D

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Crimson Avenger

 

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

 

Skills: Acrobatics 12 (+15), Diplomacy 3 (+5), Intimidate 8 (+10), Knowledge (civics) 9 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 2 (Unarmed Attack), Defensive Roll 2, Dodge Focus 5, Power Attack, Quick Change, Quick Draw, Uncanny Dodge (Auditory)

 

Powers:

Avenging Pistols (Device 7) (Easy to lose, Only you can use (Arcane Lore +15 and up can lift))

   Avenging Ammo (Array 16) (default power: blast)

      Avenging Shot (Blast 8) (Default; DC 23; Penetrating, Range (perception))

      Body Shot (Blast 8) (Array; DC 23; Alternate Save (Fortitude), Range (perception))

      Draining Shot (Drain 8) (Array; drains: any trait, DC 18; Range 2 (perception))

      Mind Shot (Blast 8) (Array; DC 23; Alternate Save (Will), Range (perception))

Immortality (Regeneration 8) (recovery bonus 6 (+6 to recover), resurrection 2 (1 day); Persistent)

Intangible (Insubstantial 4) (Incorporeal; Action (reaction); Limited (No Effect against Magic); Subtle 2 (unnoticable))

Relive Death (Super-Senses 4) (postcognition; Limited (people about to die violently), Uncontrolled)

 

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

 

Attacks: Avenging Shot (Blast 8) (DC 23), Body Shot (Blast 8) (DC Fort 23), Draining Shot (Drain 8) (DC Fort/Staged 18), Mind Shot (Blast 8) (DC Will 23), Unarmed Attack, +12 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -2

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 12 (48 ranks) + Feats 13 + Powers 57 + Combat 26 + Saves 16 + Drawbacks 0 = 150

 

At long last, I return to DC's 3E books. As the title says, this is the Crimson Avenger. The second one. Iron Age as it gets, aside from the lack of pouches. The book version has only the "Body Shot" at rank 9, and doesn't put it in a easy to lose Device. I did this because...well...that's just too powerful. This version can lose access to the pistols and be forced to fall back on its PL 7 fisticuffs. Though, nobody but it can use the pistols  and even picking them up requires a mastery of magical knowledge. Kept the Perception range because, well, they're magical pistols that never miss. The skill of the wielder has nothing to do with their unerring accuracy, it's just what they are. Everything else is pretty much the same though I did tweak the precog to be less Iron Agey and there's really no room for the Teleport, which is okay. Also, Variable irks me, even on skills. I might use it for my PCs, but not for these builds.

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Air Controlling Android

 

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

 

STR: +10 (30), DEX: +1 (12), CON: +0 (-), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)

 

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

 

Skills: Concentration 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Specialization (Air Blast (Blast 10)), Attack Specialization 3 (Unarmed Attack), Dodge Focus 5, Eidetic Memory, Evasion, Move-by Action, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Air Control (Array 11) (default power: air control)

   Air Blast (Blast 10) (Array; DC 25; Accurate 2 (+4))

   Air Control 10 (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Freshen Air (Radius: 50 ft.), Wind-Blown Effects)

   Tornado (Blast 7) (Array; DC 22; Cylinder Area (35 ft. radius + height - General))

   Wind Armor (Impervious Toughness 10) (Array; Custom (Reflective Extra), Duration (continuous); Duration (sustained))

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

Immunity 30 (fortitude saves)

Protection 12 (+12 Toughness)

Regeneration 8 (recovery bonus 6 (+6 to recover), resurrection 2 (1 day))

 

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

 

Attacks: Air Blast (Blast 10), +10 (DC 25), Tornado (Blast 7) (DC 22), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 6 (24 ranks) + Feats 15 + Powers 85 + Combat 14 + Saves 10 + Drawbacks 0 = 150

 

Continuing the theme, this is Red Tornado. ...I've got nothin'. Tough, punches hard enough to bust steel, controls air, and is never destroyed for long. Done.

 

...all right, there's one special thing here. Reflective Impervious Toughness will throw anything that isn't strong enough to beat it right back at the enemy. Dunno how that works, narratively, but you can figure it out. You're a smart person.

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Undead Powerhouse

 

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

 

STR: +15 (20/40), DEX: +1 (12), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

 

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

 

Skills: Acrobatics 4 (+5), Diplomacy 5 (+5), Intimidate 10 (+10), Knowledge (User's Choice) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Dodge Focus 3, Power Attack, Startle, Takedown Attack, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Enhanced Strength 20 (+20 STR)

Immunity 30 (fortitude saves)

Protection 15 (+15 Toughness; Impervious [10 ranks only])

Regeneration 15 (recovery bonus 15 (+15 to recover))

Super-Strength 5 (+25 STR carry capacity, heavy load: 102.4 tons; +5 STR to some checks)

   Leaping 10 (Alternate; Jumping distance: x2500)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +20/+25)

 

Attacks: Unarmed Attack, +5 (DC 30)

 

Defense: +5  (Flat-footed: +1), Knockback: -12

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 6 + Skills 10 (40 ranks) + Feats 9 + Powers 101 + Combat 14 + Saves 10 + Drawbacks 0 = 150

 

It had come to my attention that I hadn't done one of these, or anything similar. So, problem solved. Very strong, very tough, and also dead. That's it.

 

No, seriously, that's it. Didn't do anything special here. Unless you count allowing it to heal pretty much perfectly (but not any faster) as special. Which, maybe you do?

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Smoke Elemental

 

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

 

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

 

Tough: +0/+12, Fort: Immune, Ref: +5, Will: +8

 

Skills: Concentration 10 (+15), Diplomacy 12 (+12), Knowledge (arcane Lore) 10 (+10), Knowledge (physical sciences) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: All-Out Attack, Attack Focus (ranged) 5, Dodge Focus 4, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

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

Force Field 12 (+12 Toughness)

Immunity 30 (fortitude saves)

Insubstantial 2 (Gaseous; Permanent; Innate)

Smoke Control (Array 15) (default power: suffocate; Affects Corporeal)

   Blast 10 (Array; DC 25; Burst Area (50 ft. radius - General))

   Smoke Monster (Linked)

      Growth 12 (Linked; +3 size categories; Dispersal)

      Obscure 9 (Linked; affects: visual senses, Radius: 2500 ft.; Selective Attack; Range (touch))

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

   Suffocate 10 (Default; DC 20; Range (ranged))

 

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

 

Attacks: Blast 10 (DC 25), Stun 10, +10 (DC Fort/Staged 20), Suffocate 10, +10 (DC Fort 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities -8 + Skills 13 (52 ranks) + Feats 13 + Powers 107 + Combat 18 + Saves 7 + Drawbacks 0 = 150

 

It's a smoke monster. Literally made of smoke. Not even remotely alive in the traditional sense. Heat and smoke related powers. Made of fine particulates, so difficult to hit. With that force field, difficult to hurt even if one can hit it. But! The nemesis is wind. Even a particularly stiff natural breeze can ruin this fella's day. Worth an HP, I think.

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Angel Android

 

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

 

STR: +10 (30), DEX: +12 (34), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +8, Fort: Immune, Ref: +12, Will: +7

 

Skills: Acrobatics 8 (+20), Bluff 6 (+8), Craft (mechanical) 5 (+5), Diplomacy 6 (+8), Gather Information 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 3 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attractive (+4), Power Attack, Set-Up, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Protection 8 (+8 Toughness)

 

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

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +12  (Flat-footed: +6), Knockback: -4

 

Initiative: +12

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 13 (52 ranks) + Feats 8 + Powers 38 + Combat 44 + Saves 5 + Drawbacks 0 = 150

 

I've been wanting to do this for ages, and I remembered, had motivation, and the room at the same time. So here's the deal. Doc Otaku (from the Freedom City book) has three minions called the Angel Androids. They're obviously destructable, but he has their data saved and can redownload them into a new body at any time. So I figure...what if one of those blank bodies woke up pre-download? Or the download went wrong somehow? Well, I figure you'd get something like this. There was really only 5 extra PP to work with, but it worked out fine. Clearly an Angel Android, but with a little something extra. Maybe you like it enough to use it?

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Vampire Thief In Battlesuit

 

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

 

STR: +5 (14/20), DEX: +5 (20), CON: +0 (-), INT: +1 (12), WIS: +4 (18), CHA: +5 (20)

 

Tough: +3/+7, Fort: Immune, Ref: +10, Will: +9

 

Skills: Acrobatics 10 (+15), Bluff 10 (+15), Diplomacy 5 (+10), Disable Device 14 (+15), Gather Information 5 (+10), Knowledge (streetwise) 14 (+15), Notice 6 (+10), Sense Motive 6 (+10), Stealth 10 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Distract (Bluff), Dodge Focus 6, Fascinate (Bluff), Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Blood Drain (Drain 2) (drains: single trait - con, DC 12; Requires Grapple)

Immunity 30 (fortitude saves)

Protection 3 (+3 Toughness)

Thief's Armor (Device 4) (Hard to lose)

   Concealment 4 (all visual senses; Passive)

   Enhanced Strength 6 (+6 STR)

   Movement Gear (Array 3) (default power: - linked powers -)

      Glide Cape (Flight 4) (Alternate; Speed: 100 mph, 880 ft./rnd; Gliding)

      Heel Springs (Leaping 2) (Alternate; Jumping distance: x5)

      Integrated Grapple Gun (Linked)

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

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

   Protection 3 (+3 Toughness)

 

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

 

Attacks: Blood Drain (Drain 2), +11 (DC Fort/Staged 12), Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 20 (80 ranks) + Feats 24 + Powers 50 + Combat 22 + Saves 10 + Drawbacks 0 = 150

 

Based on an afterdark comment, here's a Vampire Thief in a Battlesuit. You'll note it doesn't have any of the tech skills to have created the suit. Because obviously, it stole the suit. A quite capable thief on it's own, the suit upgrades it to superheroic. I didn't include the usual vampire weaknesses because they are ample Complication fodder, and I made it work without the extra PP from them. Which would have to be bought off by the suit anyway, if I wanted daytime adventures.

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Transmuting Powerhouse

 

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

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +5 (20), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Bluff 8 (+12), Craft (chemical) 10 (+15), Diplomacy 8 (+12), Gather Information 8 (+12), Knowledge (physical sciences) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attractive (+4), Dodge Focus 4, Power Attack, Skill Mastery (Bluff, Craft (chem), DIplo, KN (phys sci)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Transmutation (Array 20) (default power: transform)

   Alchemical Strength (Linked)

      Enhanced Strength 20 (Linked; +20 STR)

      Super-Strength 10 (Linked; +50 STR carry capacity, heavy load: 1.4k tons; +10 STR to some checks)

   Blast 12 (Array; DC 27; Secondary Effect; Accurate 2 (+4), Affects Insubstantial (half ranks), Precise)

   Transform 8 (Default; affects: broad > broad - inanimate to inanimate, Transforms: 250 lbs., DC 18; Duration (continuous); Range (touch))

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+30)

 

Attacks: Blast 12, +8 (DC 27), Transform 8, +8 (DC Fort 18), Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 15 + Powers 62 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

http://neilsama.deviantart.com/art/Alt-Costume-Fusion-Character-Model-Non-Canon-653618836

 

Yep, it's the return of the picture builds. Surfed deviantart and picked some that tickled my fancy. This lady is a transmuter at heart. Not the actual character, but the build. She can alter just about any inanimate object into anything else with a touch, and it'll stay that way until she (or somebody else) changes it back. She's done it to herself to pick up some outstanding durability. She can do it again to pick up some outstanding physical might at the cost of being able to transmute at all. Or, she can just throw down a heavy energy blast that eats into an opponent. How did she get this way? Well, she's a scientist. So, SCIENCE happened either on purpose or appropriately dramatic accident. I think she's pretty neat, myself.

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Device Boosted Paragon

 

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

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Acrobatics 4 (+5), Concentration 10 (+12), Diplomacy 11 (+15), Gather Information 11 (+15), Intimidate 11 (+15), Knowledge (tactics) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 4, Move-by Action, Power Attack, Skill Mastery (Diplomacy, Gather Info, Intimidate), Takedown Attack, Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

 

Powers:

Bracers of Deflection (Device 2) (Hard to lose)

   Impervious Toughness 10 (Duration (continuous); Duration (sustained))

Cape of Flying (Device 2) (Hard to lose)

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

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 20 (+20 STR)

Super-Strength 5 (+25 STR carry capacity, heavy load: 44.8 tons; +5 STR to some checks)

Tiara of The Protected Mind (Device 1) (Hard to lose)

   Mind Shield 4 (Impervious +4 to Will saves vs. Mental effects, Feats: Ultimate Effort (Will saves))

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+25)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 17 (68 ranks) + Feats 15 + Powers 70 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

http://mhunt.deviantart.com/art/Kinetics-653375030

 

You know, this lady's probably a telekinetic. I really don't know. However, I'm building what I see, and what I see is a Paragon. Flight from the cape, Impervious Toughness from the bracers, and a bit of protection for her mind from the tiara. Otherwise she's more or less the standard Paragon, although with a more martial bent than most.

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Energy Manipulator

 

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

 

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

 

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

 

Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (current events) 5 (+5), Knowledge (popular culture) 10 (+10), Knowledge (tactics) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (ranged) 5, Attractive (+4), Benefit (AEGIS Agent), Dodge Focus 5, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Energy Manipulation (Array 12) (default power: transform; Variable Descriptor 2 (Broad group - Any Energy))

   Active Absorption (Nullify 12) (Array; counters: all powers of (type) - energy, DC 22)

   Bundle of Energy (Blast 8) (Array; DC 23; Burst Area (40 ft. radius - General))

   Energy Blast (Blast 12) (Array; DC 27)

   Energy Control (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception); Limited Material (Energy))

   Manipulate Energy (Transform 6) (Default; affects: broad > broad - energy into energy, Transforms: 50 lbs., DC 16; Action (full))

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

Force Field 10 (+10 Toughness; Impervious)

Immunity 40 (lethal energy damage, nonlethal energy damage; Limited - Half Effect)

 

Attack Bonus: +3 (Ranged: +8, Melee: +3, Grapple: +3)

 

Attacks: Active Absorption (Nullify 12), +8 (DC Will 22), Bundle of Energy (Blast 8) (DC 23), Energy Blast (Blast 12), +8 (DC 27), Manipulate Energy (Transform 6), +8 (DC Fort 16), Unarmed Attack, +3 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 12 (48 ranks) + Feats 15 + Powers 80 + Combat 12 + Saves 13 + Drawbacks 0 = 150

 

http://texanjoeda.deviantart.com/art/Redwing-Bio-610764736

 

There we go. Energy manipulating AEGIS agent. I don't think I've seen this one done before. A Firestorm type, but for energy instead of matter. Because fire? Energy. Lightning? Energy. Radiation? Energy. Cosmic Energy? Obviously. She's got a bunch of descriptors to work with. And energy attacks without a cosmic (natch) level of power simply won't work on her, as she can just manipulate them into being harmless. I think it's a cool concept and execution, anyway.

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Skywalking Cowl

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 3 (+5), Computers 5 (+10), Diplomacy 8 (+10), Disable Device 10 (+15), Gather Information 8 (+10), Intimidate 3 (+5), Investigate 5 (+10), Knowledge (streetwise) 10 (+15), Notice 12 (+15), Search 5 (+10), Sense Motive 12 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Assessment, Attack Focus (melee) 10, Attractive (+4), Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Eidetic Memory, Evasion, Grappling Finesse, Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive,, Stealth), Stunning Attack, Takedown Attack, Ultimate Effort (Acrobatics checks), Uncanny Dodge (Auditory)

 

Powers:

Gauntlets & Greaves of the Sky (Device 1) (Hard to lose)

   Sky Blow (Strike 3) (DC 20; Extended Reach (5 ft.), Mighty)

Skywalking Shoes (Device 1) (Hard to lose)

   Skywalking Shoes (Linked)

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

      Super-Movement 2 (Linked; air walking 2 (full speed))

 

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

 

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

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 27 (106 ranks) + Feats 34 + Powers 8 + Combat 26 + Saves 15 + Drawbacks 0 = 150

 

http://texanjoeda.deviantart.com/art/Night-Raven-Bio-617090013

 

Honestly I just wanted to do an Acrobatic Cowl. And then  i was like, "but she's kind of flying there" and so Airwalking joined the concept. She's actually a pretty good cowl, but Acrobatics is her specialty. Very high bonus, and the feats to use it to put anyone off balance and ready for a Power Attack. Eidetic Memory and INT 20 set up knowing something about anything under the sun. And that's pretty much it, actually. She's good at what she does, and can do a few other things besides. Like the majority of my builds.

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Clawed Genius

 

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

 

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

 

Tough: +4/+6, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 10 (+15), Bluff 9 (+11), Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 9 (+11), Disable Device 10 (+15), Gather Information 8 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (streetwise) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (The Klaw (Device 3)), Attractive (+4), Defensive Roll 2, Dodge Focus 6, Improved Critical 2 (The Klaw (Device 3)), Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Computers, Diplomacy, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Hacking Goggles (Device 1) (Hard to lose)

   Comprehend 1 (codes & ciphers)

   Datalink 3 (sense type: radio)

The Klaw (Device 3) (Easy to lose)

   Corrosion 5 (DC 20)

 

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

 

Attacks: Corrosion 5, +15 (DC Fort/Tou ), Unarmed Attack, +11 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 33 (132 ranks) + Feats 29 + Powers 13 + Combat 22 + Saves 13 + Drawbacks 0 = 150

 

http://ladydreammaker.deviantart.com/art/Sting-The-Crazy-Genius-586371506

 

Heh. This one's a bit different. Absolutely loaded with skills and yet, no slouch in combat. Corrosion is a mean thing to do to an opponent. Or a wall, for that matter. Need someone to walk that narrow pipe? Here's your girl. Need that lock opened? Here's your girl. Need a critical device build or repaired or the world faces certain doom? Here's your girl. Beware her power attack. Few will stand against it for long.

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Powerhouse Cowl

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 8 (+10), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+10), Knowledge (current events) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+12)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Dodge Focus 5, Improved Initiative, Power Attack, Skill Mastery (Investigate, KN (streetwise), Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 12 (+12 CON)

Enhanced Strength 12 (+12 STR)

Gear Bag (Device 4) (Hard to lose)

   Cowl Gear (Array 8) (default power: blast)

      Cowlrang (Blast 2) (Default; DC 25; Accurate 3 (+6), Improved Range (50 ft. incr), Mighty 8 (+8 to damage))

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

      Sleeping Gas Grenade (Fatigue 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged); Action (full))

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

      Stink Bomb (Nauseate 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged); Action (full))

Mask (Device 1) (Hard to lose)

   Super-Senses 5 (infravision, low-light vision, radio, ultravision)

 

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +20)

 

Attacks: Cowlrang (Blast 2), +10 (DC 25), Flash Bomb (Dazzle 5) (DC Fort/Ref 15), Sleeping Gas Grenade (Fatigue 5) (DC Fort 15), Stink Bomb (Nauseate 5) (DC Fort/Staged 15), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 23 (92 ranks) + Feats 19 + Powers 44 + Combat 18 + Saves 10 + Drawbacks 0 = 150

 

http://originalunoriginal.deviantart.com/art/Commission-by-adagadegelo-Crush-525596544

 

Here's something new. Powerhouses are typically that and that alone, barring maybe a scientist bent. However, this lady aspires to Cowlhood. Maybe she was a fledgling Cowl to begin with (as she's PL 7 without the Enhanced Abilities) and suddenly got superpowers. Or maybe she realized her powers wouldn't quite cut the mustard against more powerful foes and got versatile. However she became this way, she's pretty good at it. Capable enough skills wise, strong enough to crack steel with a punch, and has a small arsenal of gadgetry to take down crooks with. The Cowlrang is designed specifically for someone at or near her strength level. It's much less powerful in unpowered hands. Other than that, pretty simple stuff.

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Explosive Hero

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Concentration 10 (+12), Craft (chemical) 10 (+10), Diplomacy 8 (+12), Gather Information 8 (+12), Intimidate 8 (+12), Knowledge (physical sciences) 8 (+8), Knowledge (popular culture) 10 (+10), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8)

 

Feats: Dodge Focus 6, Evasion 2, Fearless, Improved Initiative, Luck 3, Startle, Uncanny Dodge (Auditory)

 

Powers:

BOOOOM (Array 15) (default power: blast)

   Blown Up And Away (Trip 10) (Array; Cone Area (100 ft. cone - General), Knockback; Range (touch); Improved Throw)

   Explosive Movement (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Range (perception); Limited (Can't Grapple/Pin))

   Personal Space Clearer (Strike 10) (Array; DC 25; Explosion Area (100 ft. explosion - General))

   Ranged Explosion (Blast 10) (Default; DC 25; Explosion Area (100 ft. explosion - General))

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

Explosively Toughened Flesh (Linked)

   Enhanced Constitution 6 (Linked; +6 CON)

   Protection 3 (Linked; +3 Toughness)

Immunity 1 (rare descriptor: Own powers)

 

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

 

Attacks: Blown Up And Away (Trip 10) (DC 20), Personal Space Clearer (Strike 10) (DC 25), Ranged Explosion (Blast 10) (DC 25), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 15 + Powers 49 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

http://scottyfreefall.deviantart.com/art/Welcome-Bombshell-330488041

 

Yeah...she blows s*** up. That's pretty much it. She blows s*** up. Reasonably tough and a skilled pyrotechnician...that blows s*** up.

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Sneaky Blaster

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Concentration 7 (+10), Gather Information 10 (+10), Knowledge (physical sciences) 5 (+5), Knowledge (streetwise) 5 (+5), Notice 12 (+15), Sense Motive 12 (+15), Stealth 15 (+20)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Darkness Control (Array 10)), Dodge Focus 5, Evasion, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Uncanny Dodge (Auditory)

 

Powers:

Darkness Control (Array 10) (default power: darkness control)

   Blast 8 (Array; DC 23; Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet), Subtle (subtle))

   Darkness Control 8 (Default; Radius: 1000 ft.; Improved Range (200 ft. incr), Indirect 2 (any point, directed away), Progression, Increase Range (max range x2, 2000 feet))

   Dazzle 8 (Array; affects: visual senses, DC 18; Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet), Subtle (subtle))

   Snare 8 (Array; DC 18; Improved Range (200 ft. incr), Obscure Sense (Visual), Precise, Progression, Increase Range (max range x2, 2000 feet))

Force Field 8 (+8 Toughness; Impervious)

Immunity 1 (rare descriptor: Own Powers)

Teleport 8 (800 ft. as move action, 2000 miles as full action; Accurate; Medium (Shadows); Change Direction, Change Velocity, Easy, Turnabout)

 

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

 

Attacks: Blast 8, +12 (DC 23), Dazzle 8, +12 (DC Fort/Ref 18), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +4 (DC 15)

 

Defense: +10  (Flat-footed: +3), Knockback: -9

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 19 (76 ranks) + Feats 20 + Powers 60 + Combat 18 + Saves 13 + Drawbacks 0 = 150

 

http://scottyfreefall.deviantart.com/art/The-Darkness-Strikes-518551985

 

Most energy controllers are not subtle people. They don't do stealth or guile all that well, even if their powersets allow for it. This lady is a bit different. She's goes full stealth. It's her thing. I excluded Hide in Plain SIght because she's a Darkness Controller. She's not so great socially, but you can't have everything.

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Cosmic Energy Controlling Battlesuit

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +3 (16)

 

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

 

Skills: Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 12 (+15), Knowledge (current events) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (streetwise) 5 (+10), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 3, Dodge Focus 4, Improvised Tools, Inventor, Luck, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Cosmic Battlesuit (Device 14) (Hard to lose)

   Cosmic Energy Control (Array 12) (default power: cosmic energy control)

      Cosmic Energy Control 12 (Default; DC 27)

      Create Object 8 (Array; Max Size: 8x 5' cubes, DC 18; Independent, Total Fade)

      Disintegration 6 (Array; DC 21; Action (full); Accurate 3 (+6))

      Snare 12 (Array; DC 22)

   Immunity 9 (life support)

   Protection 10 (+10 Toughness; Impervious)

   Teleport 10 (1000 ft. as move action; Short-Range; Change Direction, Change Velocity, Turnabout)

      Flight 6 (Alternate; Speed: 500 mph, 4400 ft./rnd; Moving Feint)

 

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

 

Attacks: Cosmic Energy Control 12, +8 (DC 27), Disintegration 6, +14 (DC Fort/Tou ), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 20 (78 ranks) + Feats 17 + Powers 56 + Combat 18 + Saves 13 + Drawbacks 0 = 150

 

http://scottyfreefall.deviantart.com/art/Mistress-Menace-272956314

 

Technically this picture is a supervillain (as were the last two), but that doesn't mean that much. Most supervillains' powersets can easily be repurposed into heroic format with little problem. However, I don't even know if this is her powerset, aside from the battlesuit part. Honestly, it doesn't make any difference, as I hadn't put an energy controller in a battlesuit before anyway. Now that can be checked off the list...relatively speaking. Energy controllers can vary widely, and it wouldn't be odd if I revisited the idea later.

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Solar Champion

 

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

 

STR: +12 (14/34), DEX: +2 (14), CON: +12 (14/34), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

Tough: +12, Fort: +15, Ref: +8, Will: +8

 

Skills: Acrobatics 8 (+10), Bluff 4 (+8), Diplomacy 6 (+10), Gather Information 4 (+8), Intimidate 4 (+8), Knowledge (physical sciences) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Extreme Sunburn (Blast 12)), Dodge Focus 4, Interpose, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 3) (Hard to lose)

   Immunity 9 (life support)

   Impervious Toughness 6

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

Solar Might (Array 12) (default power: - linked powers -)

   Extreme Sunburn (Blast 12) (Array; DC 27)

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

   Solar Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR)

      Super-Strength 2 (Linked; +10 STR carry capacity, heavy load: 5.6 tons; +2 STR to some checks)

   Solar Rocketry (Flight 12) (Array; Speed: 50000 mph, 440000 ft./rnd; Stacks with (Personal Gravity Well (Flight 3)))

Solar Toughness (Enhanced Constitution 20) (+20 CON)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+22)

 

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

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 13 (52 ranks) + Feats 17 + Powers 65 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

http://dragonestea.deviantart.com/art/Sol-by-Airoliv-430833796

 

This one...she's practically a living star. I'd let her do light and radiation things, as well, as power stunts (PP is, as ever, a harsh mistress). However, as build she's a solid paragon with blasting ability. Gravity manipulation for a power stunting goodness, and her costume protects her from the void of space (though that Fort save is no joke if she finds herself without it in a critical situation). Her Reflex save, unlike many paragons, is actually solid. And if she turns on the jets, she's double back flippin' fast. To the tune of hypersonic being a massive, massive understatement. I haven't made that many builds that would truly thrive in Space, but this is decidedly one of them.

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Mistress of the Air

 

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

 

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

 

Tough: +4/+6, Fort: +8, Ref: +12, Will: +8

 

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

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization 2 (Strato-Shuriken (Device 3)), Attractive (+4), Defensive Roll 2, Dodge Focus 6, Evasion 2, Improved Initiative 2, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Flight 12 (Speed: 50000 mph, 440000 ft./rnd, Feats: Improved Initiative 2)

Immunity 2 (environmental condition: Cold, suffocation: High Altitude)

Strato-Shuriken (Device 3) (Hard to lose)

   Strato-Shuriken Throw (Blast 4) (DC 23; Improved Range (100 ft. incr), Mighty 4 (+4 to damage), Precise, Progression, Increase Range (max range x2, 1000 feet))

Super-Senses 2 (direction sense, distance sense)

 

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

 

Attacks: Strato-Shuriken Throw (Blast 4), +12 (DC 23), Unarmed Attack, +4 (DC 19)

 

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

 

Initiative: +12

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 10 (40 ranks) + Feats 22 + Powers 42 + Combat 20 + Saves 16 + Drawbacks 0 = 150

 

http://dragonestea.deviantart.com/art/Stratosphere-by-Pryce14-428986159

 

So this one I kept pretty simple. A ton of Flight, a few Required Secondary Powers from someone who spends a lot of time at high altitudes, and a weapon to fling at enemies. She's got a bit of speedster vibe, but overall she's a breezy flier with a ranged weapon. Who has trouble ever getting lost.

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Personal Mass Controller

 

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

 

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

 

Tough: +6, Fort: +7, Ref: +5, Will: +8

 

Skills: Bluff 4 (+8), Concentration 10 (+12), Diplomacy 4 (+8), Gather Information 8 (+12), Intimidate 10 (+14), Knowledge (physical sciences) 5 (+5), Knowledge (streetwise) 15 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Dodge Focus 4, Improved Critical 2 (Unarmed Attack), Improved Grab, Improved Grapple, Improved Pin, Luck 2, Power Attack, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Personal Mass Control (Array 26) (default power: - linked powers -)

   Giant Form (Linked)

      Growth 12 (Linked; +24 STR, +12 CON, +3 size categories)

      Size Countering (Enhanced Trait 16) (Linked; Traits: Attack Bonus +4 (+8), Defense Bonus +4 (+12))

   Insubstantial Form (Linked)

      (Strength Bonus) Strike 8 (Linked; Feats: Attack Specialization 2 (Unarmed Attack); Affects Corporeal)

      Enhanced Strength 16 (Linked; +16 STR)

      Insubstantial 4 (Linked; Incorporeal)

      Protection 6 (Linked; +6 Toughness)

   Shrunken Form (Linked)

      Enhanced Constitution 10 (Linked; +10 CON)

      Enhanced Dexterity 6 (Linked; +6 DEX)

      Enhanced Strength 16 (Linked; +16 STR)

      Enhanced Trait 6 (Linked; Traits: Reflex +4 (+9), Feats: Evasion 2)

      Shrinking 12 (Linked; -3 Toughness, -3 size categories, 1/4 movement speed; Normal Strength; Custom (Normal Strength Extra Counter); Custom (Normal Strength Power Feat))

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

   Ultradense Form (Linked)

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

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

         Super-Strength 4 (+20 STR carry capacity, heavy load: 1.6k lbs; +4 STR to some checks)

      Impervious Toughness 4

      Super-Strength 6 (Linked; +30 STR carry capacity, heavy load: 3.2 tons; +6 STR to some checks)

Protection 2 (+2 Toughness)

 

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

 

Attacks: Unarmed Attack, +12 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -3

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 19 (76 ranks) + Feats 23 + Powers 57 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

http://scottyfreefall.deviantart.com/art/Colossal-Woman-Empowered-330215178

 

This is a heck of a build. It is an amazing thing. Each one of the four forms brings it's own strengths to the table. Giant Form is strong, intimidating, and really good at grappling. Ultra Dense Form is truly, incredibly strong and is the only form with Impervious Toughness. Insubstantial Form is, well, Insubstantial, and still hits like a truck. Shrunken Form has that power covered and is super stealthy. She's not much with her array inactive, but why would anyone have it inactive? It's that good.

 

I can honestly say that I love this build. It does so many different things, but fits within concept almost perfectly. Increase mass, concentrate mass, disperse mass, and reduce mass. I may have done the impossible, honestly. It's really, really good and I think someone should use this bad girl, pronto.

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Temporal Hacker

 

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

 

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

 

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

 

Skills: Acrobatics 3 (+5), Computers 15 (+20), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 9 (+10), Sense Motive 9 (+10)

 

Feats: Accurate Attack, Dodge Focus 4, Improvised Tools, Inventor, Power Attack, Skill Mastery 2 (Acrobatics, Computers, Craft (elec & mech), KN (phys sci & tech), Notice, Sense Mot, Ultimate Effort (Computers checks), Uncanny Dodge (Auditory)

 

Powers:

Chronal Gauntlets (Device 11) (Hard to lose)

   Time Control (Array 25) (default power: - linked powers -)

      Chronal Beams (Blast 10) (Array; DC 25; Autofire (interval 2, max +5), Secondary Effect; Accurate 3 (+6), Homing (1 attempt), Ricochet (1 bounce))

      Chronal Charged Fists (Strike 10) (Array; DC 25; Autofire (interval 2, max +5), Penetrating, Secondary Effect; Accurate 3 (+6))

      Personal Chronal Acceleration (Linked)

         Concealment 10 (Linked; all senses; Close Range)

         Enhanced Trait 7 (Linked; Feats: Improved Initiative 7)

         Quickness 11 (Linked; Perform routine tasks at 5000x speed; Stacks with (Quickness 5))

         Speed 11 (Linked; Speed: 25000 mph, 220000 ft./rnd; Stacks with (Speed 5))

      Time Stop 10 (Array; Radius: 50 ft., DC 20; Action (full), Range (touch))

   Variable Output (Enhanced Trait 2) (Feats: Accurate Attack, Power Attack)

Hacking Helmet (Device 3) (Hard to lose)

   Datalink 5 (sense type: mental; Omni-Directional Area; Cyberspace, Machine Control, Rapid 2)

   Super-Senses 1 (time sense)

Time Suit (Device 4) (Hard to lose)

   Protection 10 (+10 Toughness)

   Quickness 5 (Perform routine tasks at 50x speed)

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

 

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

 

Attacks: Chronal Beams (Blast 10), +10 (DC 25), Chronal Charged Fists (Strike 10), +10 (DC 25), Time Stop 10 (DC Ref 20), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 19 (76 ranks) + Feats 10 + Powers 72 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

http://schneekatze09.deviantart.com/art/Time-Hack-Commission-271403864

 

This one's fairly unique. Somewhere between Speedster, Gadgeteer, and Time Controller. There's a bunch of things crammed in here. Let me break it down from the top.

 

The Helmet tells her what time it is, and lets her whip out her incredible Computers skill on any machines within 5 miles. With Skill Mastery, she can run support for any team with the Machine Control feat. Or heck, evacuate civilians in an orderly fashion. She owns machines with this Device.

 

The Costume is fairly simple. Makes her a bit faster and protects her from damage. However, it is the Gauntlets that make everything go. She can use them to jack up her speed to "around the planet in 15 mins" level, time freeze everyone and everything within a 50 ft radius, or damage her enemies a ton of times this turn and the next. That's right. Secondary Effect is representing a temporal echo of her attacking that target again.

 

Add on Inventor and the usual tech expertise, and she's legitimately a force to be reckoned with. That's two really good builds in a row. I might be on a roll, here.

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Spatial Warper.

 

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

 

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

 

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

 

Skills: Concentration 8 (+10), Gather Information 10 (+10), Intimidate 15 (+15), Knowledge (physical sciences) 12 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Dodge Focus 4, Power Attack, Startle, Uncanny Dodge (Auditory)

 

Powers:

Force Field 10 (+10 Toughness; Impervious)

Space Warping (Array 17) (default power: teleport)

   Personal Null Space (Concealment 10) (Array; all senses)

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

   Spatial Warping Boost (Teleport 10) (Default; 1000 ft. as move action, 200000 miles as full action; Accurate, Stacks with (Spatial Warping (Teleport 5+10)); Change Direction, Change Velocity, Easy, Turnabout)

   Warp Energy Blast (Blast 12) (Array; DC 27; Dimensional 3 (any dimension), Homing 2 (2 attempts), Improved Range (300 ft. incr), Precise, Progression, Increase Range (max range x2, 3000 feet), Ricochet 2 (2 bounces))

Spatial Warping (Teleport 5+10) ([Stacking ranks: +10], 1500 ft. as move action, Anywhere in the same solar system as full action; Accurate; Change Direction, Change Velocity, Easy, Turnabout)

 

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

 

Attacks: Spatial Shockwave (Blast 10) (DC 25), Unarmed Attack, +4 (DC 15), Warp Energy Blast (Blast 12), +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 16 (61 ranks) + Feats 13 + Powers 76 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Immaterial-commission-525406579

 

Nah, not on a roll. This one's less exciting. Just has control over space. Force Field, couple of Blasts, Concealment (for bending space so that she remains undetected) and the prize, boosting that bit of teleport so she can get across a solar system. Useful, that.

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Goddess of Winter

 

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: +0 (10)

 

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

 

Skills: Concentration 3 (+8), Diplomacy 10 (+10), Intimidate 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Winter's Edge (Strike 10)), Power Attack, Precise Shot, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

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

Immunity 12 (aging, common descriptor: Cold/Ice, environmental condition: Cold)

Winter's Fury (Array 15) (default power: cold control)

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

   Ice Walls (Create Object 15) (Array; Max Size: 15x 5' cubes, DC 25; Independent)

   Winter's Chill (Cold Control 10) (Default; Radius: 5000-250000 ft., DC 20; Independent, Total Fade; Range (touch); Progression, Increase Area 5 (area x50), Slow Fade 5 (5 hours))

   Winter's Edge (Strike 10) (Array; DC 25; Penetrating, Secondary Effect)

   Winter's Mercy (Strike 10) (Array; DC 25; Alternate Save (Fortitude), Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General))

 

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

 

Attacks: Ice Blast (Blast 15), +5 (DC 30), Unarmed Attack, +8 (DC 15), Winter's Edge (Strike 10), +10 (DC 25), Winter's Mercy (Strike 10) (DC Fort 25)

 

Defense: +5  (Flat-footed: +3), Knockback: -7

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 12 (48 ranks) + Feats 11 + Powers 72 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Winter-Storm-commission-525406341

 

The bitter chill of winter comes to the Goddess series. I've done a cold controller or two before, but this is a Goddess. Pinnacle of durability and raw power. Her Cold Control alone could alter Earth's weather for generations. It can be anywhere from about a mile to almost 100 miles across. Endless ice strewn everywhere, raised as a barrier or fired at the fools who dared oppose her. Grapplers frozen solid for their insolence. The Goddess stands, incredibly sharp (it cuts twice, it's so sharp) blade of ice in hand. She tells whoever's next to bring it.

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Medical Battlesuit

 

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

 

STR: +10 (10/30), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +5 (20), CHA: +0 (10)

 

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

 

Skills: Concentration 5 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 10 (+10), Gather Information 10 (+10), Knowledge (life sciences) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Medicine 15 (+20), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Attack Specialization 3 (Unarmed Attack), Dodge Focus 6, Improvised Tools, Interpose, Inventor, Skill Mastery 2 (Craft (elec & mech), Diplomacy, KN (life sci, phys sci, tech), Medicine, Sense Moti, Takedown Attack, Ultimate Effort (Medicine checks), Uncanny Dodge (Auditory)

 

Powers:

Medical Battlesuit (Device 14) (Hard to lose)

   Armor (Protection 8) (+8 Toughness)

   Array 15 (default power: - linked powers -)

      Medic Mode (Healing 10) (Array; DC 20; Custom (Check Required as +/-0 Flaw), Restoration; Check Required (Medcine))

      Strength Mode (Linked)

         Enhanced Strength 20 (Linked; +20 STR)

         Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)

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

   Medical Sensors (Super-Senses 11) (accurate (type): Auditory, microscopic vision 2 (cell-size), ultra-hearing, x-ray vision)

   Sealed Systems (Immunity 10) (life support, starvation & thirst)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +14/+19)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 25 (100 ranks) + Feats 17 + Powers 56 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/M-A-S-H-commission-525406391

 

Okay, so this guy? Not that great of a fighter. He can do just fine in combat, but that's not his strength. He's a doctor first and foremost, and he's just about the finest on the planet. He's so good, he built a battlesuit so he could go help more people. His healing power is check required, but because hecan make that check easily I didn't give him points back from it. If somebody steals his suit they'll be in for a shock if they try to use it. He'll keep the more powerful heroes in the fight, and tend to civilians. That's his job, because he's a doctor. He'd get along really well with my Professional Doctor in Part 9.

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