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Acrobatic Powerhouse

 

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

 

STR: +10 (14/30), DEX: +5 (20), CON: +10 (14/30), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Acrobatics 15 (+20), Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 8 (+12), Intimidate 1 (+5), Knowledge (art) 12 (+12), Notice 8 (+10), Perform (dance) 8 (+12), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 5, Attractive (+4), Challenge - Improved Acrobatic Bluff, Dodge Focus 5, Evasion, Improved Trick, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Gather Info, KN (art), Perform (dance)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Enhanced Strength 16 (+16 STR)

Impervious Toughness 10

Super-Strength 4 (+20 STR carry capacity, heavy load: 12.8 tons; +4 STR to some checks)

   Leaping 5 (Alternate; Jumping distance: x50)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+24)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 17 (68 ranks) + Feats 21 + Powers 51 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Glory Bound.

 

Here's something you don't see every day. You see, most powerhouses are about as mobile as a brick. Hence their alternate name. This is someone strong enough to crack steel, yet a skilled enough gymnast to win an Olympic medal. She's got some people skills, and is a knowledgeable and skilled dancer, but the acrobatics is where she shines.

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Immortal Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (history) 8 (+10), Knowledge (tactics) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Medicine 1 (+5), Notice 8 (+12), Sense Motive 8 (+12), Stealth 8 (+12)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Sword), Beginner's Luck, Defensive Roll 2, Dodge Focus 4, Equipment 6, Improved Aim, Improved Initiative, Luck, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Immunity 1 (aging)

Regeneration 15 (recovery bonus 5 (+5 to recover), resurrection 10 (instantly); Persistent, Regrowth)

 

Equipment: Arsenal (Autoblaster, Bow, Flash-Bang, Sleep Gas Grenade, Smoke Grenade, Sword, Tear Gas Grenade), Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)]

 

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

 

Attacks: Autoblaster, +15 (DC 20), Bow, +15 (DC 20), Flash-Bang, +15 (DC Fort/Ref 14), Sleep Gas Grenade, +15 (DC Fort/Ref 14), Smoke Grenade, +15 (DC 15), Sword, +15 (DC 20), Tear Gas Grenade, +15 (DC Fort/Ref 14), Unarmed Attack, +11 (DC 17)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 23 (90 ranks) + Feats 25 + Powers 18 + Combat 38 + Saves 14 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission INFINITY.

 

trollthumper did something like this once, and I thought I'd do the same. This lady simply can't die. She's immune to aging and resurrects from death instantly, barring the cause of her demise being something like a lava pit or the bottom of the ocean. Because of this, she's older, wise, and a more skilled combatant than the vast majority of the human race. She's had the time to get really good, after all. In days past, Attack Focus was on Melee and Specialization was on Bow. However, the Age of Firearms started a while back, and she's since respec'ed. She's got skils everywhere. She's not the best in any given area, but she likely can do something. And with Beginner's Luck, old memories can pop up at any time to help out with the current adventure. I think she's solid enough.

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Electric Engineer

 

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

 

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

 

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

 

Skills: Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Craft (structural) 5 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 5 (+10), Notice 8 (+10), Pilot 2 (+5), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Dodge Focus 4, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Change, Skill Mastery (Computers, Craft (elec & mech), KN (phys sci)), Startle, Uncanny Dodge (Auditory)

 

Powers:

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

Ionic Control (Array 12) (default power: blast)

   Datalink 8 (Array; sense type: electricity; Omni-Directional Area)

   Ion Blast (Blast 12) (Default; DC 27)

   Ion Bomb (Blast 8) (Array; DC 23; Burst Area (40 ft. radius - General))

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

   Neuron Shock (Confuse 12) (Array; DC 22)

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

Protection 10 (+10 Toughness)

 

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

 

Attacks: Ion Blast (Blast 12), +8 (DC 27), Ion Bomb (Blast 8) (DC 23), Neuron Shock (Confuse 12), +8 (DC Will 22), Taser Fist (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 13 + Powers 45 + Combat 24 + Saves 13 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission ION GIRL

 

You know...most energy controllers aren't that bright, actually. They make have a high Knowledge skill or two, but their INT? Traditionally pretty close to average. The people who do have that high INT and the skills to go with it are Gadgeteers and Battlesuits. Not exactly the crowd that often has powers of their own. However, this young woman is different..She can throw down like an Energy Controller, or stay in the lab and invent stuff like a Gadgeteer or Battlesuit. Archetypes have been blended again.

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Demon Rider

 

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

 

STR: +10 (14/30), DEX: +4 (18), CON: +8 (26), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

 

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

 

Skills: Acrobatics 1 (+5), Concentration 8 (+10), Intimidate 15 (+20), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 15 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 2, Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 5, Fearless, Improved Trip, Instant Up, Luck, Move-by Action, Skill Mastery (Intimidate, KN (theo & philo), Notice, Sense Motive), Startle, Takedown Attack, Ultimate Effort (Intimidate checks), Uncanny Dodge (Auditory)

 

Powers:

Demon's Vengeance (Array 11) (default power: - linked powers -)

   Blast of Hellfire (Blast 10) (Array; DC 25; Accurate (+2), Precise)

   Chains of Vengeance (Snare 10) (Array; DC 20; Accurate (+2), Tether (1000 ft.))

   Demonic Strength (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

      Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 6.4 tons; +3 STR to some checks)

Demonic Motorcycle (Container, Active 2)

   Speed 6 (Speed: 500 mph, 4400 ft./rnd)

   Super-Movement 2 (wall-crawling 2 (full speed))

Protection 2 (+2 Toughness)

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +20/+23)

 

Attacks: Blast of Hellfire (Blast 10), +10 (DC 25), Chains of Vengeance (Snare 10), +10 (DC Ref/Staged 20), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +4

 

Drawbacks: Normal Identity, uncommon

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 15 (60 ranks) + Feats 20 + Powers 36 + Combat 26 + Saves 14 - Drawbacks 3 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission JACK O LANTERN 2.

 

Yeah, this is Ghost Rider. Chains, hellfire, superhuman strength, and of course, the motorcycle. I've built the cycle here as an extension of his powers rather than some destructible piece of Equipment or as a Device. It's a better mental image, I think, for the bike to just appear underneath him in a flash of hellfire. I'm not sure if the Snare's Tether remains when you switch to a different array slot. I'm working under the assumption that it stays until the Snared opponent escapes, in which case hop on your demoncycle and drag them behind you. All the way to Hell.

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Super Agent

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Computers 13 (+15), Diplomacy 12 (+15), Disable Device 13 (+15), Gather Information 12 (+15), Knowledge (current events) 8 (+10), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 3, Attack Specialization (Masterwork Blaster Pistol), Beginner's Luck, Benefit (AEGIS Agent), Defensive Roll, Dodge Focus 3, Equipment 11, Evasion, Improved Aim, Improved Initiative, Improvised Tools, Jack-of-All-Trades, Luck 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Disable Device, Gather Info, Stealth), Uncanny Dodge (Auditory), Well-Informed

 

Powers:

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

Enviromental Protection (Immunity 5) (enviromental conditions (all); Limited - Half Effect)

 

Equipment: Agent Gear (Binoculars, Camera, 5x Camo Clothing, Concealable Microphone, Digital Audio Recorder, Flash Goggles, Gas Mask, Handcuffs, Laptop Computer, Lock Release Gun, Medkit (Basic), Mini-Tracer, Multi-Tool, Night Vision Goggles, Parabolic Microphone, Rebreather, Reference Materials, Toolkit (Basic), Video Camera), Arsenal (Blaster Rifle, Flash-Bang, Knife, Masterwork Blaster Pistol, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade), Tac Suit [Body Armor (Protection 3), +3 Toughness; Subtle (subtle); Enviromental Protection (Immunity 5), enviromental conditions (all); Limited - Half Effect]

 

Attack Bonus: +9 (Ranged: +12, Melee: +9, Grapple: +11)

 

Attacks: Blaster Rifle, +12 (DC 23), Flash-Bang, +12 (DC Fort/Ref 14), Knife, +9 (DC 18), Masterwork Blaster Pistol, +15 (DC 20), Sleep Gas Grenade, +12 (DC Fort/Ref 14), Smoke Grenade, +12 (DC 15), Tear Gas Grenade, +12 (DC Fort/Ref 14), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 30 (120 ranks) + Feats 37 + Powers 0 + Combat 36 + Saves 15 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission KATHERYNE.

 

Halfway between Spider Themed Spy and Immortal Warrior iies this woman. Super Agent. She's got the skills to be effective, the weapons to fight with, and connection to AEGIS to call on when things get too hot even for her. Beginner's Luck with Reference Materials will hand her a +9 on any Knowedge check, and can render her competent at any given task that she's not already a virtual master of. In short, AEGIS just got one of its best agents without any need for superpowers, fancy devices, or battle armor. Lucky them.

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Feline Martial Artist

 

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

 

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

 

Tough: +8/+9, Fort: +8, Ref: +12, Will: +12

 

Skills: Acrobatics 12 (+20), Concentration 4 (+12), Gather Information 10 (+10), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Medicine 2 (+10), Notice 8 (+16), Sense Motive 8 (+16), Stealth 2 (+10)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 7, Defensive Roll, Dodge Focus 2, Evasion, Grappling Finesse, Improved Initiative, Improved Pin, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Gather Info, Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Protection 4 (+4 Toughness)

Raging Dragon Style (Array 8) (default power: strike)

   Four Paws, Many Claws (Super-Movement 4) (Alternate; slow fall, sure-footed 1 (25% penalty reduction), wall-crawling 2 (full speed))

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

   Great Dragon Leap (Leaping 5) (Alternate; Jumping distance: x50)

   Dragon's Furious Fists (Strike 2) (Default; DC 21; Autofire (interval 2, max +5) [4 extra ranks], Penetrating [4 extra ranks]; Knockback, Mighty)

   Fiery Dragon Wave (Strike 2) (Array; DC 21; Line Area (5x50-1500 ft. line - General) [4 extra ranks]; Mighty, Progression, Decrease Area 4 (-4 ranks), Progression, Increase Area 3 (area x10))

   Might of the Dragon (Linked)

      Enhanced Strength 4 (Linked; +4 STR)

      Super-Strength 6 (Linked; +30 STR carry capacity, heavy load: 9.6 tons; +6 STR to some checks)

 

Attack Bonus: +7 (Ranged: +7, Melee: +14, Grapple: +22)

 

Attacks: Dragon's Furious Fists (Strike 2), +14 (DC 21), Fiery Dragon Wave (Strike 2) (DC 21), Unarmed Attack, +14 (DC 19)

 

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

 

Initiative: +12

 

Languages: Native Language

 

Totals: Abilities 48 + Skills 14 (56 ranks) + Feats 21 + Powers 25 + Combat 30 + Saves 12 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission KOUSEN TORA.

 

This resembles my Fiery Martial Artist from before. Thinking about this one, I decided to riff on that theme and pull out a different style. One just as fiery, but with a different base. Throw in the speed and agility of  an anthromophic tiger, and the stage was set. All Out Power Attack is the best way to show this guy's rage, but of course he can keep himself discipined and use his skills regularly. Of special note is the incredible (for a martial artist) amount of strength he can bring to bear when using Might of the Dragon. He already has superior grappling ability, this slot puts him above even many Powerhouses. No matter what slot you go with, he's a dangerous kitty. Rawr.

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Electric Cyborg

 

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

 

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

 

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

 

Skills: Bluff 3 (+5), Diplomacy 6 (+8), Gather Information 3 (+5), Intimidate 3 (+5), Knowledge (current events) 5 (+5), Knowledge (popular culture) 5 (+5), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 2 (Electric Bolt (Blast 8)), Attack Specialization 2 (Unarmed Attack), Dodge Focus 4

 

Powers:

Cybernetics (Container, Passive 12)

   As Much Machine As Human (Immunity 30) (fortitude saves; Limited - Half Effect)

   Enhanced Strength 16 (+16 STR)

   Life Support Systems (Immunity 11) (life support, sleep, starvation & thirst)

   Protection 10 (+10 Toughness; Impervious [8 ranks only])

Overcharged Systems (Array 9) (default power: blast)

   Electric Bolt (Blast 8) (Default; DC 23)

   Electric Burst (Strike 8) (Array; DC 23; Burst Area (40 ft. radius - General))

   Lightning Speed (Linked)

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

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

   Magnetic Control (Move Object 8) (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Range (perception); Limited Material (Metal))

 

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

 

Attacks: Electric Bolt (Blast 8), +8 (DC 23), Electric Burst (Strike 8) (DC 23), Unarmed Attack, +8 (DC 25)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 11 (44 ranks) + Feats 8 + Powers 81 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Liberty Paradox.

 

Yesterday (figuratively speaking), this person was barely more than a Bystander. But today? She's a cybernetic wonder. Why is this? What happened to her? Well, in our setting there's a half a dozen evil orgs doing all kinds of awful things to people. The Labrynth, the Foundry, SHADOW, and that's just naming a few. And, of course, there's always making up your own mad scientist for a easy archnemesis.

 

Unlike most of my builds, this lady's all powers. Very few skills. Less feats. She's so new to the hero gig, she doesn't even have Uncanny Dodge yet! But...she can crack steel. Lift cars (maybe not easily, but most are under her heavy load) and fire bolts of electricity stronger than most hand portable weapons. She can even channel that energy inside and treat the speed of sound like a suggestion. All that, and tough as nails, inside and out. As trades for a big chunk of one's humanity goes, it's not a bad one. Though...that mostly likely depends on the personality you give her. Up to you.

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Goddess of Autumn

 

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: +3 (16)

 

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

 

Skills: Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 12 (+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 (Putrefaction Saber (Strike 10)), Attack Specialization 3 (Everything Corrodes (Disintegration 9)), Attractive (+4), Power Attack, Precise Shot, Startle, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Immunity 1 (aging)

The Power of Decay (Array 23) (default power: disintegration; Custom (Array 22.5))

   Everything Corrodes (Disintegration 9) (Default; DC 24)

   Everything Crumbles (Drain 10) (Array; drains: any trait, DC 20; Affects Objects, Burst Area (50 ft. radius - General))

   Everything Decays (Blast 15) (Array; DC 30; Vampiric)

   Putrefaction Saber (Strike 10) (Array; DC 25; Alternate Save (Fortitude), Contagious, Secondary Effect)

   Rotting Aura (Corrosion 5) (Array; DC 20; Burst Area (25 ft. radius - General), Duration 2 (sustained), Independent)

 

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

 

Attacks: Everything Corrodes (Disintegration 9), +11 (DC Fort/Tou ), Everything Crumbles (Drain 10) (DC Fort/Staged 20), Everything Decays (Blast 15), +5 (DC 30), Putrefaction Saber (Strike 10), +10 (DC Fort 25), Rotting Aura (Corrosion 5) (DC Fort/Tou ), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 9 (36 ranks) + Feats 14 + Powers 66 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission MELTIN POINT.

 

I said to look forward to it, didn't I? :D And this Goddess is a mean one. She'll gradually (or rather suddenly, depending on rolls) annihilate anything that comes up against her. Nothing short of a total destroyer. Which befits the divine ruler of the season where things decay in preparation for the bitter cold of winter. Only summer's waning and winter's waxing mights keeps her power in check. For she is immune to neither summer fire nor winter's chill.

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Goddess of Spring

 

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 15 (+20), Gather Information 5 (+10), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Medicine 4 (+9), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 5, Combat Diplomacy, Fascinate (Diplomacy), Inspire 5 (+5), Leadership, Luck 3, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Immunity 4 (aging, disease, environmental condition: Heat, poison)

The Power of Life (Array 15) (default power: healing)

   Brain Fungus Spores (Confuse 10) (Array; DC 20; Alternate Save (Fortitude), Burst Area (50 ft. radius - General), Duration 2 (sustained), Independent; Range (touch))

   Grow Big And Strong (Growth 12) (Array; +24 STR, +12 CON, +3 size categories; Affects Others (Only); Limited (to Plants and Animals))

   Gut Flora Party! (Nauseate 9) (Array; DC 19; Range (ranged); Accurate 3 (+6))

   Life Wins Out (Healing 10) (Default; DC 20; Restoration, Resurrection; Limited to Others)

   Plant Control 10 (Array; Radius: 50 ft., DC 20; Regenerating)

   Thorn Whip (Linked)

      Pain Toxin (Stun 10) (Linked; DC 20; Daze)

      Thorns (Strike 10) (Linked; DC 25; Penetrating)

 

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

 

Attacks: Brain Fungus Spores (Confuse 10) (DC Fort 20), Gut Flora Party! (Nauseate 9), +11 (DC Fort/Staged 19), Pain Toxin (Stun 10), +10 (DC Fort/Staged 20), Plant Control 10 (DC Ref 20), Thorns (Strike 10), +10 (DC 25), Unarmed Attack, +10 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 11 (44 ranks) + Feats 19 + Powers 55 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Perplexite

 

The last of the seasonal Goddesses, Spring is very much a Life Controller. Not so much the individual processes in one body, but all of creation. Counterbalancing Autumn's reckless destruction, Spring is all about healing and growth. Most of her powers are decidedly non violent and won't cause long term problems. She's the only one of the seasonal Goddesses who doesn't want to actually hurt anyone. She's more likely to use Confuse, Nauseate, and Plant Control to win fights. But sometimes a Goddess just needs to throw down, and that's what her Thorn Whip is for. What's next for the Goddess series? I dunno. You'll just have to wait and see.

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Combat Maid

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Craft (chemical) 8 (+10), Diplomacy 3 (+5), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (physical sciences) 8 (+10), Knowledge (streetwise) 8 (+10), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 3, Attack Specialization 2 (Broom of Justice (Strike 3)), Defensive Attack, Dodge Focus 5, Evasion, Fearless, Improved Disarm, Improved Ranged Disarm, Improved Throw, Improved Trip, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Intimidate, KN (streetwise), Stealth), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Maid Uniform (Device 3) (Hard to lose)

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

   Protection 7 (+7 Toughness; Impervious [6 ranks only])

Street Cleaning Supplies (Device 5) (Hard to lose)

   Street Cleaning Supplies (Array 10) (default power: stun)

      Bleach/Ammonia Capsule (Stun 5) (Default; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged))

      Broom of Justice (Strike 3) (Array; DC 20, Feats: Improved Disarm, Improved Trip; Mighty)

      Liquid Soap Capsule (Trip 5) (Array; Burst Area (25 ft. radius - General), Duration 2 (sustained), Independent)

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

      Scrub Brush Boomerang (Blast 4) (Array; DC 21; Accurate 3 (+6), Improved Range (100 ft. incr), Mighty 3 (+2 to damage), Precise, Progression, Increase Range (max range x2, 1000 feet))

 

Attack Bonus: +8 (Ranged: +8, Melee: +11, Grapple: +13)

 

Attacks: Bleach/Ammonia Capsule (Stun 5) (DC Fort/Staged 15), Broom of Justice (Strike 3), +15 (DC 20), Liquid Soap Capsule (Trip 5) (DC 15), Punctured Spray Can (Dazzle 5) (DC Fort/Ref 15), Scrub Brush Boomerang (Blast 4), +14 (DC 21), Unarmed Attack, +11 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -8

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 22 (88 ranks) + Feats 23 + Powers 32 + Combat 26 + Saves 17 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission RYOMOU.

 

This one is one of those ridiculous anime concepts. Except for the part where it's also kind of the Goddamn Maidman. Basically, it's a maid. Using cleaning supplies. For Great Justice. The really fun construction is the Liquid Soap Capsule. Throw one, and it'll stay there slowly fading away. Good for keeping goons on their backs and out of your face. She's more or less a Cowl, though without the skills or feats to back up the investigator portion of that archetype. But heck, you're a fighting maid. Show them just how tough you are. Clean up those dirty streets. Punching crime in the face is nothing after dealing with your employers' fouled sheets. Yea gods and fishes, what does they do in that bed?

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Electric Cowl

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Diplomacy 8 (+10), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+10), Knowledge (civics) 8 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 6, Attack Specialization 2 (Unarmed Attack), Defensive Roll 2, Dodge Focus 6, Equipment 1, Evasion, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Investigate, Search, Stealth), Uncanny Dodge (Auditory)

 

Powers:

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

Electrical Control (Array 9) (default power: blast)

   Electric Burst (Blast 6) (Array; DC 21; Burst Area (30 ft. radius - General))

   Electric Shock (Blast 6) (Default; DC 21; Autofire (interval 2, max +5))

   EMP Burst (Nullify 6) (Array; counters: all powers of (type) - electronics, DC 16; Burst Area (30 ft. radius - General))

   Magnetic Control (Move Object 6) (Array; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception); Limited Material (Metal))

   Magnetic Grapple (Linked)

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

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

   Shock Burst (Paralyze 6) (Array; DC 16; Burst Area (30 ft. radius - General))

   Taser Blast (Stun 6) (Array; DC 16; Range (ranged))

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)], Multi-Tool, Toolkit (Basic)

 

Attack Bonus: +8 (Ranged: +14, Melee: +8, Grapple: +10)

 

Attacks: Electric Burst (Blast 6) (DC 21), Electric Shock (Blast 6), +14 (DC 21), EMP Burst (Nullify 6) (DC Will 16), Shock Burst (Paralyze 6) (DC Staged/Will 16), Taser Blast (Stun 6), +14 (DC Fort/Staged 16), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 28 (110 ranks) + Feats 24 + Powers 24 + Combat 28 + Saves 18 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission SYN.

 

Oh, yes. Blended Energy Controller and Cowl, I did. It's an Energy Controller that's not that powerful and so went for skills instead. Though she did get martial arts training, being PL 7 unarmed. I'd imagine she's hell on wheels against goons and minions, and can hold her own against more powerful supervillains. She's got a solid Cowl skillset. An unpowered Cowl is probably better, but that guy has to rely on his gear. This lady's got electricity at her fingertips. So, pros and cons.

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Cyber Armed Flyer

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 7 (+10), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 7 (+10), Knowledge (current events) 8 (+8), Knowledge (history) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Connected, Contacts, Defensive Roll 2, Dodge Focus 4, Endurance (+4), Evasion, Improved Grab, Improved Grapple, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Diplomacy, Gather Info, KN (history)), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Cyber Arm (Container, Passive 3)

   Enhanced Strength 12 (+12 STR, Feats: Improved Grab, Improved Grapple; Limited (to right arm))

   Protection 2 (+2 Toughness)

   Super-Strength 5 (+25 STR carry capacity, heavy load: 14.7 tons; +5 STR to some checks; Limited (to right arm))

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

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +20/+25)

 

Attacks: Unarmed Attack, +12 (DC 23)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 23 + Powers 31 + Combat 32 + Saves 19 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Synch..

 

If you're looking at the pic, then you ought to get what I'm about to say. She looks like a paragon, only with a cyber arm. My thing about that is...how would that be any different than a normal paragon? So instead I made a paragon who only has the physical might in her cyber arm. That freed up some points, so I did something I never do. Gave her Connected, Contacts, Well Informed, and the skill ranks to make very good use ot them. I also gave her an excellent Acrobatics bonus, which I never do with fliers. Threw in Skill Mastery to round these things out, and pretty much done. She's a historian by trade, just for fun.

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Elastic Kineticist

 

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

 

STR: +3 (16), DEX: +12 (14/34), CON: +8 (16/26), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

 

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

 

Skills: Acrobatics 8 (+20), Concentration 6 (+8), Gather Information 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+20)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 6, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Escape Artist, Gather Info, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Elastikinesis (Alternate Form 4)

Enhanced Constitution 10 (+10 CON)

Enhanced Dexterity 20 (+20 DEX)

Immunity 20 (very common descriptor: Bludgeoning; Limited - Half Effect)

Impervious Toughness 8 (Limited (to Physical))

 

Power Settings:

Elastikinesis Melee Mode (Alternate Form) (Powers: Elongation 8, Super-Strength 1, Strength +10 (26, +8))

Elastikinesis Ranged Mode (Alternate Form) (Powers: Kinetic Blast (Blast 8))

Elastikinesis Travel Mode (Alternate Form) (Powers: Elastikinetic Shapeshifting (Array 3), Strength +10 (26, +8))

 

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

 

Attacks: Elasti-Punch (Stun 8), +12 (DC Fort/Staged 18), Kinetic Blast (Blast 8), +12 (DC 23), Kinetic Energy Theft (Paralyze 8), +12 (DC Staged/Will 18), Unarmed Attack, +12 (DC 18)

 

Defense: +12  (Flat-footed: +3), Knockback: -8

 

Initiative: +12

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 12 (48 ranks) + Feats 18 + Powers 66 + Combat 28 + Saves 6 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is $10Commission Syran.

 

This one took a while to hammer out, but basically I wanted to blend Elongation with Kinetic Control. There's three modes of operation. Base mode is Melee, which applies some extra strength and is the Elongation portion of the show. For alternative tactics, there's Ranged Mode. Blast, Paralyze, and Stun. For getting around there's Travel Mode, and its wide and varied array.. Gliding Flight has Subtle 2, for sneaking up unawares. Speed brings the get-there-fast, Leaping for getting big air, and Super Movement for when you really need to do something differently. For locked doors and similar barriers, Insub 1 with Precise has your back.

 

That doesn't cover the Half Immunity to Bludgeoning w/ Impervious Toughness 8 combo. Basically, any properly balanced PL 10 or below is going to have the devil's own time doing Bludgeoning damage. Then there's the Acrobatics and the Stealth. She throws down hard as anyone. Hope you like her.

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Technomancer

 

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

 

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

 

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

 

Skills: Computers 10 (+15), Concentration 10 (+15), Craft (artistic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (ranged) 4, Dodge Focus 4, Eidetic Memory, Improvised Tools, Luck 2, Move-by Action, Online Research, Power Attack, Ritualist, Skill Mastery 2 (Computers, Craft (art & mech), Disable Device, KN (arcane lore, theo & philo), Noti, Uncanny Dodge (Auditory)

 

Powers:

Technomantic Armor (Device 5) (Hard to lose)

   Flight 2 (Speed: 25 mph, 220 ft./rnd, Feats: Move-by Action)

   Protection 10 (+10 Toughness; Impervious)

Technomantic Staff (Device 6) (Easy to lose)

   Combat Technomancy (Array 12) (default power: blast, Feats: Accurate Attack, Power Attack)

      Magic Blast (Blast 12) (Default; DC 27)

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

      Metallic Bonds (Snare 12) (Array; DC 22; Regenerating; Medium)

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

      Technology Hex (Nullify 12) (Array; counters: all powers of (type) - electronics, DC 22)

Utility Belt (Device 5) (Hard to lose)

   Utility Technomancy (Array 10) (default power: mind control)

      Datalink 10 (Array; sense type: magic; Omni-Directional Area)

      ESP 10 (Array; affects: 2 types, inc. visual - auditory; Medium)

      Flight Booster (Flight 10) (Array; Speed: 10000 mph, 88000 ft./rnd; Stacks with (Flight 2))

      Machine Control (Mind Control 10) (Default; DC 20; Duration (sustained); Limited (Machines))

      Magnetic Control (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Range (perception); Limited Material (Metal))

      Shape Metal (Shape Matter 5) (Array; Transforms: 25 lbs.; Range (perception); Limited (to Metal))

 

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

 

Attacks: Machine Control (Mind Control 10) (DC Will 20), Magic Blast (Blast 12), +8 (DC 27), Magic Burst (Blast 8) (DC 23), Metallic Bonds (Snare 12), +8 (DC Ref/Staged 22), Metallic Glitter Burst (Dazzle 8) (DC Fort/Ref 18), Technology Hex (Nullify 12), +8 (DC Will 22), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 18 + Powers 58 + Combat 16 + Saves 12 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission TECHNOMANCER.

 

Yeah, real original name. But you know...it works. The staff is basic combat stuff. Couple of Blasts, Dazzle, Snare, and Nullify for when you need that tech shut down nowish. The armor is tough stuff, with a bit of flight. Move by Action is integral to the armor's flight, so she literally can't use it without Flight active. But the best parts have I saved for the Utility Belt. Of note: big flight boost, for when you need to get there real soon now. Magentic Control, for moving what needs to be moved. Two ways to control machines with Datalink and Limited Mind Control. And really cool, Limited Shape Matter. The skills and feats are pretty normal  for what amounts to a mystic gadgeteer of this type. Yeah, she made her own gear. And with Artificer, she can make more. Ritualist represents that she can cast spells if she wanted to. Skill Mastery helps. Luck helps more.

 

That's the end of Part 11, folks. Hope you enjoyed it as much as I did. If you're still reading this, then let me tell you it's perfectly all right to use my builds as villains if you want to. I won't be offended. I mean, this thread is my NPC build resource. No reason why it can't be yours, too. With that said, I'll see you all in Part 12. It'll be a mix of requests and my own ideas.

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Star Gem User

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +9

 

Skills: Bluff 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Intimidate 10 (+15), Knowledge (behavioral science) 15 (+15), Medicine 2 (+5), Notice 7 (+10), Sense Motive 12 (+15)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 4, Move-by Action, Power Attack, Skill Mastery (Bluff, Diplomacy, Intimidate, Sense Motive), Startle, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Star Gem (Device 15) (Hard to lose)

   Force Field 10 (+10 Toughness; Impervious)

   Hard Light Platform (Flight 12) (Speed: 50000 mph, 440000 ft./rnd; Platform)

   Immunity 9 (life support)

   Space Travel 3 (Super-Movement 3) (extra ranks 3)

   Star Power (Array 12) (default power: - linked powers -)

      Hard Light Constructs (Create Object 12) (Array; Max Size: 12x 5' cubes, DC 22; Duration (continuous); Range (touch))

      Hard Light Snare (Snare 12) (Array; DC 22)

      Localized Anti Gravity (Linked)

         Flight 4 (Linked; Speed: 100 mph, 880 ft./rnd; Levitate)

         Gravity Warping (Move Object 20) (Linked; Strength: 100, Carry: 4.4k tons / 8.7k tons / 13.1k tons / 26.2k tons; Cylinder Area (100 ft. radius + height - General); Limited Direction (Up and Down), Range (touch))

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

      Star Flash (Dazzle 10) (Array; affects: visual senses, DC 20; Burst Area (50-1250 ft. radius - General); Range (touch); Progression, Increase Area 4 (area x25))

 

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

 

Attacks: Hard Light Snare (Snare 12), +8 (DC Ref/Staged 22), Star Blast (Blast 12), +8 (DC 27), Star Flash (Dazzle 10) (DC Fort/Ref 20), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 19 (76 ranks) + Feats 12 + Powers 60 + Combat 24 + Saves 13 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Happy Holidays from BlackEmerald.

 

Welcome to Part 12. This is kind of Marvel's Moonstone (psychologist and expert social manipulator), only with a different gem that does different things. She's no longer a mid level brick, but instead has powers more akin to DC's Stargirl minus the belt. Energy projection, hard light constructs, and gravity control. The special power construction here is that when she brings that massive Gravity Control (Move Object, as per house rules), she has to float up with everything she's lifting. And since she's got Life Support, she can go all the way to space, no problem. This is pretty much a Space PC. She doesn't have to be, but that's what I think would suit her best.

Edited by EternalPhoenix
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Surveyor

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Craft (artistic) 13 (+20), Diplomacy 8 (+10), Disable Device 8 (+15), Gather Information 8 (+10), Knowledge (earth sciences) 13 (+20), Knowledge (physical sciences) 13 (+20), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 12 (+15)

 

Feats: Acrobatic Bluff, Defensive Roll 2, Dodge Focus 6, Fearless, Improved Aim, Improved Critical 2 (Borrowed Blaster (Blast 6)), Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Craft (art), KN (earth sci & phys sci), Survival), Uncanny Dodge (Auditory)

 

Powers:

Surveyor's Tools (Device 4) (Hard to lose)

   Really Good GPS System (Super-Senses 2) (direction sense, distance sense)

   Surveyor's Tools (Array 8) (default power: esp)

      Borrowed Blaster (Blast 6) (Array; DC 21; Accurate 3 (+6), Precise)

      Really Good Binoculars (Super-Senses 6) (Array; extended (type): Visual 2 (-1 per 1k ft), infravision, ultravision)

      Really Good Map (ESP 8) (Default; affects: visual senses)

 

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

 

Attacks: Borrowed Blaster (Blast 6), +14 (DC 21), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 28 (111 ranks) + Feats 20 + Powers 16 + Combat 32 + Saves 16 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Claire.

 

And now for something completely different. I say that a lot, but I always mean it. This is something I haven't done in a long time now. Someone focused on a non combat career that just has a way to defend themselves. Specificaly, she's a Surveyor, with sidelines in geography and cartography. The physical sciences is there purely for her incredible math skills (a surveyor needs good math skills). Any other use is just icing on the cake. I don't think she'd cart around her expensive surveyor equipment around for superheroics (also they don't stat well or at all, really), so I pared her down to a pair of really good binoculars, a really good GPS system, and a really good (electronic, mostly likely) map. The blaster is, as I've said, for self defense. i think she looks interesting and possibly fun to play.

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Psychic Healer

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +10 (14/30), INT: +2 (14), WIS: +3 (16), CHA: +3 (16)

 

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

 

Skills: Bluff 12 (+15), Craft (artistic) 13 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (art) 13 (+15), Knowledge (life sciences) 8 (+10), Medicine 7 (+10), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Dodge Focus 5, Improved Initiative, Luck, Power Attack, Skill Mastery (Bluff, Diplomacy, Gather Info, Medicine), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Impervious Toughness 6

Psychic Surgery (Array 15) (default power: healing)

   Achilles Nick (Paralyze 10) (Array; DC 20; Alternate Save (Fortitude), Autofire (interval 2, max +5))

   Harmful Surgery (Strike 10) (Array; DC 25; Alternate Save (Fortitude), Autofire (interval 2, max +5))

   Helpful Surgery (Healing 10) (Default; DC 20; Restoration, Total; Limited to Others)

   Telekinetic Barriers (Create Object 10) (Array; Max Size: 10x 5' cubes, DC 20; Impervious [8 ranks only], Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons); Range (touch); Selective, Stationary)

   Telekinetic Scalpel (Strike 10) (Array; DC 25; Penetrating, Secondary Effect)

 

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

 

Attacks: Achilles Nick (Paralyze 10), +10 (DC Fort/Staged 20), Harmful Surgery (Strike 10), +10 (DC Fort 25), Telekinetic Scalpel (Strike 10), +10 (DC 25), Unarmed Attack, +10 (DC 15)

 

Defense: +10  (Flat-footed: +3), Knockback: -8

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 23 (91 ranks) + Feats 18 + Powers 56 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

This is a request from Moira Morley. Her former PC, Seraph, was a mess.

 

I've turned the combat medic into a legitimately dangerous psychic surgeon. Healing and protecting with Create Object are very likely her most used array slots. However, at need she can throw down as hard as anyone. Telekinetic blades so sharp they cut through anything. Twice! Performing surgery just to damage the enemy instead. The Paralyze is just a little bit extra. Kept the skills from the original sheet mostly intact, and added skill mastery. Note, Moira, that diagnosing what's wrong with someone is a DC 15 Medicine check, which she can hit easily. Even a more obscure disease can be diagnosed. That's pretty much it. Hope you like it, Moira.

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Half Undead Mystic

 

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

 

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

 

Tough: +6/+12, Fort: +5, Ref: +5, Will: +10

 

Skills: Concentration 6 (+11), Craft (artistic) 10 (+15), Gather Information 4 (+5), Intimidate 14 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 4, Dodge Focus 4, Power Attack, Precise Shot, Ritualist, Skill Mastery (Craft (art), Intimidate, KN (arcane lore, theo & philo)), Startle, Uncanny Dodge (Auditory)

 

Powers:

Dark Magic (Array 12) (default power: blast)

   Dark Magic Binding (Snare 12) (Array; DC 22)

   Dark Magic Blast (Blast 12) (Default; DC 27)

   Dark Scrying (ESP 8) (Array; affects: 2 types, inc. visual - auditory)

   Grave Travel (Teleport 10) (Array; 1000 ft. as move action, 200000 miles as full action; Accurate; Medium (Dirt/Soil/Earth); Change Direction, Change Velocity, Easy, Turnabout)

   Zombie Friend. (Summon 7) (Array; Heroic, Independent, Total Fade; Action (full); Mental Link)

Force Field 6 (+6 Toughness; Impervious [2 extra ranks])

Immunity 30 (fortitude saves; Limited - Half Effect)

Protection 4 (+4 Toughness)

 

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

 

Attacks: Dark Magic Binding (Snare 12), +8 (DC Ref/Staged 22), Dark Magic Blast (Blast 12), +8 (DC 27), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 17 + Powers 61 + Combat 16 + Saves 12 + Drawbacks 0 = 150

 

*****************************

 

Zombie Summon

 

Power Level: 10; Power Points Spent: 105/105

 

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

 

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

 

Skills: Intimidate 10 (+10), Notice 3 (+5), Sense Motive 3 (+5)

 

Feats: Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Protection 10 (+10 Toughness)

Super-Strength 1 (+5 STR carry capacity, heavy load: 3.2k lbs; +1 STR to some checks; Shockwave (+10, Cone: 100 ft., DC 20))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +18/+19)

 

Attacks: Unarmed Attack, +8 (DC 25)

 

Defense: +8  (Flat-footed: +4), Knockback: -5

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 4 (16 ranks) + Feats 3 + Powers 43 + Combat 32 + Saves 7 + Drawbacks 0 = 105

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission KIJUK.

 

She's...kind of necromancer, but not entirely. Her magic is a bit nicer. But she still can't quite escape the fact that she's not alive in the same way as normal people. She's much less suseptible to the various things that down them. She still has to breath, eat and drink. Still gets hot or cold. And that's okay. Because she's a hero.

 

Her summon is a PL 8 Damage and Toughness +2 shifted Zombie.

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Automotive Totem

 

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

 

STR: +7 (25), DEX: +1 (12), CON: +7 (25), INT: +1 (12), WIS: +2 (14), CHA: +3 (16)

 

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

 

Skills: Bluff 7 (+10), Craft (electronic) 4 (+5), Craft (mechanical) 4 (+5), Diplomacy 7 (+10), Drive 4 (+5), Gather Information 7 (+10), Intimidate 2 (+5), Investigate 4 (+5), Knowledge (civics) 4 (+5), Knowledge (physical sciences) 4 (+5), Knowledge (technology) 4 (+5), Medicine 3 (+5), Notice 8 (+10), Search 4 (+5), Sense Motive 8 (+10), Survival 6 (+8)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Benefit (Police Officer, Special Operations), Dodge Focus 4, Equipment 2, Fast Overrun, Improved Initiative, Improved Overrun, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Impervious Toughness 6

Passenger Space (Dimensional Pocket 6) (Capacity: 5000 lbs., DC 16; Portal; Limited (Self cannot enter portal), Limited (No attack))

Protection 1 (+1 Toughness)

Speed 6 (Speed: 500 mph, 4400 ft./rnd)

 

Equipment: Blaster Pistol

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +16)

 

Attacks: Blaster Pistol, +5 (DC 20), Passenger Space (Dimensional Pocket 6), +9 (DC Ref/Will 16), Unarmed Attack, +13 (DC 22)

 

Defense: +12  (Flat-footed: +4), Knockback: -7

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 44 + Skills 20 (80 ranks) + Feats 21 + Powers 25 + Combat 26 + Saves 14 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission REDLINE.

 

Totems are almost always animals, and when they're notn, they're still something from the natural world. Never something man made. To that end, here's a woman made superhuman by the power of racecars. Who's also a police officer and professional grade engineer. Special Ops, to avoid the usual duty shift problems. The STAR Squad (SWAT for supercrime) may or may not like her very much. Basically it's like she's an AEGIS agent, only she works for Freedom City's (or Emerald City's) police department. Well, I think it's cool at least.

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Mantis Shrimp Totem

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+7), Diplomacy 5 (+8), Gather Information 5 (+8), Intimidate 12 (+15), Knowledge (earth sciences) 9 (+10), Notice 8 (+10), Sense Motive 8 (+10), Swim 13 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Dodge Focus 5, Improved Critical (Damage (Strike 8)), Improved Critical (Rend (Strike 8)), Move-by Action, Power Attack, Skill Mastery (Intimidate, KN (earth sci), Notice, Swim), Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Hypersonic Blow (Linked)

   Damage (Strike 8) (Linked; DC 25, Feats: Improved Critical (Damage (Strike 8)); Mighty)

   Rend (Strike 8) (Linked; DC 25, Feats: Improved Critical (Rend (Strike 8)); Alternate Save (Fortitude) [2 extra ranks]; Mighty)

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

Protection 8 (+8 Toughness)

Super-Senses 4 (counters concealment: Visual, infravision, ultravision)

Swimming 8 (Speed: 500 mph, 4400 ft./rnd)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Damage (Strike 8), +10 (DC 25), Rend (Strike 8), +10 (DC Fort 25), Unarmed Attack, +10 (DC 17)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 16 (64 ranks) + Feats 19 + Powers 53 + Combat 20 + Saves 16 + Drawbacks 0 = 150

 

This request comes from Knight Disciple. The Mantis Shrimp is quite the badass animal.

 

Basically, it's a underwater specialist. The thing that sets it apart is the Hypersonic Blow. Forcing what it hits to make two saves at once, or get rekt. The sheer force taking out nearby targets can be represented by Takedown Attack 2. The fact that it can see in color spectrums unknown to humans is Super Senses.

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Silent Assassin

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Disable Device 13 (+15), Gather Information 15 (+15), Knowledge (streetwise) 13 (+15), Knowledge (tactics) 3 (+5), Language 1 (+1), Notice 15 (+20), Sense Motive 10 (+15), Sleight of Hand 5 (+10), Stealth 15 (+20)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 3 (Dual Daggers (Device 3)), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Elusive Target, Evasion, Hide in Plain Sight, Improved Critical (Dagger Strikes (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Disable Device, Notice, Stealth), Takedown Attack, Uncanny Dodge (Visual)

 

Powers:

Concealment 2 (all aural senses; Permanent; Close Range)

Dual Daggers (Device 3) (Easy to lose)

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

Immunity 10 (common descriptor: Sonic)

Obscure 5 (affects: 1 sense type - auditory, Radius: 100 ft.; Selective Attack; Permanent, Range (touch))

Quickness 4 (Perform routine tasks at 25x speed; One Task (Notice checks))

 

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

 

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

 

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

 

Initiative: +9

 

Languages: American Sign, English

 

Totals: Abilities 32 + Skills 25 (100 ranks) + Feats 27 + Powers 31 + Combat 24 + Saves 11 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission REDLINE.

 

This is one of the few I've built that I've made specifically to be a villain. Her whole thing is sneaking up and stabbing away. Enemies almost can't her coming, and with that Stealth bonus and Hide In Plain Sight they won't see her, either. And even if that Plan A is negated, she's still a competent weaponmaster. She could be a hero, though. Play up the angst of not actually being disabled, but essentially deaf and mute anyway. Instead of a silent assassin, she could be a silent agent of justice for all. But you decide that, not me.

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Love Fueled Illusionist

 

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

 

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

 

Tough: +12, Fort: +5, Ref: +7, Will: +10

 

Skills: Acrobatics 12 (+15), Diplomacy 15 (+20), Gather Information 15 (+20), Knowledge (behavioral science) 13 (+15), Knowledge (life sciences) 3 (+5), Medicine 2 (+7), Notice 5 (+10), Sense Motive 15 (+20)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 5, Combat Diplomacy feat, Connected, Contacts, Fascinate (Diplomacy), Power Attack, Skill Mastery (Diplomacy, Gather Information, KN (behav sci), Sense Motive), Ultimate Effort (Diplomacy checks), Uncanny Dodge (Auditory)

 

Powers:

Armor of Love (Protection 10) (+10 Toughness)

The Power of Love (Array 15) (default power: illusion)

   Love Shock Beam (Stun 10) (Array; DC 20; Alternate Save, Range (ranged))

   Love's Illusions (Illusion 10) (Default; affects: all sense types, DC 20; Phantasms)

   Love-Love Beam (Confuse 10) (Array; DC 20)

   Loveable Objects (Create Object 10) (Array; Max Size: 10x 5' cubes, DC 20; Duration (continuous))

 

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

 

Attacks: Love Shock Beam (Stun 10), +10 (DC Staged 20), Love-Love Beam (Confuse 10), +10 (DC Will 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 20 (80 ranks) + Feats 15 + Powers 43 + Combat 26 + Saves 12 + Drawbacks 0 = 150

 

This is a request from Sandman XI. Yes, he of the previous requests in Part 9. Man, that was further away than I thought.

 

A technical pacifist. Not gonna fight if he or she doesn't have to. Wise and charismatic, seeing through the heart of people. If forced to actually attack an opponent, Confuse overloads an opponent's mind with good vibes, making them unable to focus on their actions. Stun takes that up another level, so overloading an opponent's mind that they just pass out from all the love. I might need to do something manly now. Heh. :D

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Hemokinetic

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +15 (20/40), INT: +5 (20), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Diplomacy 3 (+5), Gather Information 13 (+15), Intimidate 13 (+15), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 3 (+8), Language 1 (+1), Medicine 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 3, Dodge Focus 3, Power Attack, Skill Mastery (Intimidate, Gather Info, KN (life sci), Medicine), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Blood Boost-Stamina (Enhanced Constitution 20) (+20 CON)

Blood Control (Array 20) (default power: mind control)

   Blood Boost-Strength (Linked)

      Enhanced Strength 30 (Linked; +30 STR)

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 3.2k lbs; +5 STR to some checks)

   Blood Control (Mind Control 10) (Default; DC 20; Alternate Save (Fortitude), Conscious, Duration (sustained))

   Clogged Arteries (Fatigue 10) (Array; DC 20; Range 2 (perception))

   Hemo Shock (Blast 10) (Array; DC 25; Alternate Save (Fortitude), Range (perception))

   Hemokinesis (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Independent, Range (perception), Total Fade; Limited Material (Blood))

   Hemokinetic Regeneration (Healing 10) (Array; DC 20; Restoration, Total)

Blood Sense (Super-Senses 6) (accurate: Blood Awareness, acute: Blood Awareness, awareness: Blood (mental), radius: Blood Awareness, ranged: Blood Awareness)

 

Attack Bonus: +2 (Ranged: +2, Melee: +5, Grapple: +5)

 

Attacks: Blood Control (Mind Control 10) (DC Fort 20), Clogged Arteries (Fatigue 10) (DC Fort 20), Hemo Shock (Blast 10) (DC Fort 25), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +1

 

Languages: Latin, Native Language

 

Totals: Abilities 30 + Skills 18 (72 ranks) + Feats 13 + Powers 71 + Combat 8 + Saves 10 + Drawbacks 0 = 150

 

So...this request comes from EviscerusNox. A blood controller.

 

So let's get into it. This guy's an absolute master of blood. He can do mean, mean things to a person. But at the same time, he's got Healing. Or turn his powers on himself and get truly mighty. He's certainly done that to his stamina already. Fatigue is literally clogging arteries to drain the opponent's organs of blood. Mind Control is puppeteering the body. Fort save Blast is taking Fatigue the extra mile and bursting blood vessels. And Move Object represents dragging someone around by the  blood in their veins. Or just a quick and easy clean up if any happens to get spilled. Think of the savings on cleaning products! He can even sense blood with the power of his mind.

 

At any rate, he's not that nice of a guy. But that doesn't mean he can't be a hero. The only power here that's pretty much straight up evil is the Mind Control. And even that might have heroic uses. Up to you guys out there.

 

Edited by EternalPhoenix
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Size Changing Swordmaster

 

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

 

STR: +4 (14/18), DEX: +5 (20), CON: +3 (16), INT: +0 (10), WIS: +3 (16), CHA: +3 (16)

 

Tough: +9, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 4 (+7), Concentration 7 (+10), Diplomacy 4 (+7), Intimidate 8 (+11), Knowledge (streetwise) 5 (+5), Knowledge (tactics) 5 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 7 (+12)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 5, Dodge Focus 5, Elusive Target, Evasion, Improved Critical 2 (Sword Strike (Strike 4)), Improved Disarm, Improved Sunder, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Size Changing (Alternate Form 7)

   Medium Size Boost (Alternate Form) (Powers: Protection 6, Strength +4 (18, +4), Attack Bonus +2 (+7), Defense Bonus +1 (+11))

      Protection 6 (+6 Toughness)

Size Changing Sword (Device 3) (Hard to lose)

   Matches User's Size Category (Features 1)

   Sword Strike (Strike 4) (DC 23, Feats: Improved Critical 2 (Sword Strike (Strike 4)), Improved Disarm, Improved Sunder; Penetrating [1 extra rank]; Mighty)

 

Power Settings:

Huge Form (Alternate Form) (Powers: Growth 8, Protection 5, Super-Strength 1, Attack Bonus +2 (+9))

Medium Size Boost (Alternate Form) (Powers: Protection 6, Strength +4 (18, +4), Attack Bonus +2 (+7), Defense Bonus +1 (+11))

Tiny Form (Alternate Form) (Powers: Leaping 1, Protection 3, Shrinking 8, Speed 1, Attack Bonus +2 (+9), Defense Bonus +2 (+13))

 

Attack Bonus: +5/+7 (Ranged: +5/+7, Melee: +10/+12, Grapple: +14/+16)

 

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

 

Defense: +10/+11  (Flat-footed: +3), Knockback: -4

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 18 + Powers 49 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

So...this was originally based on a pic, but not anymore!

 

Anyway. She changes size, and hits things with a sword. Huge form is strong, scary, and grapply if needed. Tiny form is very accurate, sneaky, and the best at moving around town. Medium Form Boost (which is active when the others aren't) keeps a happy medium between the two. I think it'll do, yeah.

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Super Soldier

 

(GM Notes: You’re a paragon of physical perfection. You’re not technically superhuman, but you’re as close as anyone can get. In addition, you’re a highly trained and professional soldier. You can take down more powerful villains though skill and tactics instead of raw might. Though if it comes down to it, you have a fair amount of that as well. By far the most famous version of this archetype is Captain America. However, it isn’t the only version.)

 

Abilities: 14+14+14+4+6+4=56

 

Strength 24 (+7)

Dexterity 24 (+7)

Constitution 24 (+7)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 14 (+2)

 

(GM Notes: You have once in a generation physical ability. Your physical strength, quickness, and stamina are at the peak of human possibility. If you were any better, you’d be very much superhuman. As is, most people who see you in action will think you are superhuman. Your mental abilities aren’t quite that good, but you’re still smarter, more perceptive, and have a stronger personality than most.)

 

Combat: 22+16=38

Initiative: +11 (+7 Dex, +4 Improved Initiative)

Attack: +11 (+13  Unarmed, +12 Ranged, +15 Masterwork Blaster Pistol)

Grapple: +18

Defense:  +10 (+8 Base, +2 Dodge Focus, +4 Flat Footed)

Knockback: -5/-3 without Armored Costume

 

(GM Notes: You’re offensively tilted. More than some, less than others. You can hit what you aim at-especially with your blaster pistol-but without losing too much power. Your grapple score is good, though not high. You should be able to handle yourself if a grappler tries to tie you up. Your defense is right at Power Level, and is mostly Base to boot. This means if you’re ever caught flat footed, you’ll lose less Defense than many at that Bonus. Additionally, the fact that you’re defensively balanced means you can participate in a wide variety of adventures without ever feeling too fragile or too invincible in combat.)

 

Saving Throws: 1+1+5=7

Toughness: +10 (+7 Con, +3 Protection)

Fortitude:  +8 (+7 Con, +1)

Reflex:  +7 (+7 Dex, +1)

Will: +8 (+3 Wis, +5)

 

(GM Notes: You’re perfectly balanced here. Nothing incredible, but no weaknesses either. In fact, this is a key place for future PP spending. After all, you’re a super soldier. You can easily justify somewhat higher saves, at least physically. As it is, you’re good but not great.)

 

Skills: 68 SP= 17PP

Acrobatics 8 (+15)

Bluff 6 (+8)

Diplomacy 6 (+8)

Drive 1 (+8)

Gather Information 6 (+8)

Knowledge (tactics) 13 (+15)

Language 3 (Base: English, French, German, Russian)

Notice 7 (+10)

Pilot 1 (+8)

Sense Motive 7 (+10)

Stealth 8 (+15)

Survival 2 (+5)

 

(GM Notes: Your skills mark you out as a well trained and highly competent professional soldier. You can drive or fly anything at a professional level and handle yourself to the same degree in social situations. However, your specialty is combat and this is reflected by your masteries of acrobatics, combat tactics, and stealth. The languages are easily changed to reflect different linguistics training. As it stands you have a European focus, however you could just as easily pick up 3 languages from Asia, Africa, or South America [it’s not just Spanish down there, after all] to focus on a different continent. Or mix and match to your heart’s desire.)

 

Feats: 27PP

Accurate Attack

All-Out Attack

Attack Focus (ranged)

Attack Specialization (Masterwork Blaster Pistol)

Attack Specialization (Unarmed Attack)

Beginner's Luck

Defensive Attack

Dodge Focus 2

Equipment 5

Evasion

Improved Aim

Improved Initiative

 Luck

 Master Plan

 Master Plan 2 (tactics)

 Move-by Action

 Power Attack

 Quick Draw (draw)

 Skill Mastery (Acrobatics, KN (tactics), Sense Motive, Stealth)

 Stunning Attack

 Takedown Attack

 Uncanny Dodge (Auditory)

 

(GM Notes: Your feats, as expected, are mostly combat oriented. You have all four cap altering feats. Skill Mastery allows you to take 10 on your rolls in combat with the listed skills. Beginner’s Luck allows you to spend a hero point to add 5 ranks to any one skill you have 4 or fewer ranks in. Quick Draw gets your weapons out fast. Stunning Attack moves that +7 Unarmed bonus to assault the enemy’s Fort save. Takedown Attack turns you into a clustered minion beatdown factory. Think the elevator scene from The Winter Soldier. However, the big deal is the two Master Plan feats. The first is nice enough, but the second allows you to make a plan using Knowledge [tactics]. If you can roll a 25 or higher [and you can, because of your bonus and Skill Mastery] you can give you and all your allies a good sized bonus to skill checks and attack bonus for several rounds. The only caveat is that you have to have time to make your plan ahead of schedule. You can’t do it in the middle of combat, unfortunately.)

 

Powers: 9PP

 

Leaping 1 (x2, 34’ running jump/17’ standing jump/8’ high jump)

Quickness 1 (x2)

Speed 1 (10 mph, 88 ft/rd)

Super Senses (Extended Normal Visual and Auditory, 100 ft. increments)


(GM Notes: Your powers reflect that you’re borderline superhuman, but not all the way there. You’re faster than Olympic sprinters and can maintain that pace for marathon distances. You can leap across two lane streets. You are the god of parkour. And you can see and hear farther than the vast majority of normal humans. If you like, you can customize by cutting 2 PP from somewhere and then pick up a rank of Super Strength. However, human peak is generally considered STR 24-25, so I didn’t do that. You, however, are free to.)

 

Equipment 25 EP=5 PP

 

Protection 3 (Armored Costume)

 

Array 9 [22 EP, Power Feats: Alternate Power 4) (Arsenal)

Base Power: Tear Gas Grenade (Dazzle 4 [Visual Senses] Linked to Nauseate 4, Area [Burst], 40 ft radius) [18EP] 

Alternate Power: Sleep Gas Grenade (Fatigue 4, Area [Burst], 40 ft radius) [1EP]

Alternate Power: Flash Bang (Dazzle 4 [Visual & Auditory, separate saves for each sense], Area [Burst], 40 ft radius) [1EP]

Alternate Power: Blaster Rifle (Blast 8) [1EP}

Alternate Power: Masterwork Blaster Pistol (Blast 5, Masterwork [+1 to Attack with weapon]) [1EP]

 

(GM Notes: Here are your weapons. These are all out of the Core book. The grenades probably won’t be effective on genuine supervillains, but they’ll likely be very helpful clearing out whole crowds of minions. The Pistol and Rifle are for when you can’t or don’t want to get in close. Soldier’s weapons.)

 

DC Block:

 

Unarmed (+13 Hit, DC 22 Toughness, 20 Crit)

Blaster Rifle (+12 Hit, DC 23 Toughness, 20 Crit)

Blaster Pistol (+15 Hit, DC 20 Toughness, 20 Crit)

Flash Bang (DC 14 Reflex half, DC 14 Reflex avoid, DC 14 Fort recover)

Sleep Gas Grenade (DC 14 Reflex half, DC 14 Fort resist)

Tear Gas Grenade (DC 14 Reflex half, DC 14 Fort resist)

 

 

Abilities 56 + Combat 38 + Saving Throws 7 + Skills 17 + Feats 27 + Powers 5– Drawbacks 0= 150/150

 

(GM Notes: That’s the Super Soldier. You’re known for your physical ability, but you can do a few other things, too. This build puts the emphasis on the soldier part, but that can be changed. You could go pure melee fairly easily and use the remaining points to make like a Costumed Detective. Or you can drop physical ability scores to 20, add a rank of defensive roll and Super Strength, and make like Bucky Barnes minus the cyberarm. The possibilities aren’t quite endless, but there’s a few ways you can customize this. You’re a clever person and I believe in you.)

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