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Pathfinder

 

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

 

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

 

Tough: +2/+4, Fort: +5, Ref: +7, Will: +10

 

Skills: Acrobatics 7 (+10), Concentration 15 (+20), Drive 12 (+15), Notice 15 (+20), Search 15 (+20), Stealth 7 (+10), Survival 15 (+20)

 

Feats: Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Eidetic Memory, Fearless, Improved Defense, Improved Initiative, Improvised Tools, Luck 3, Move-by Action, Power Attack, Skill Mastery (Drive, Notice, Search, Survival), Uncanny Dodge (Auditory)

 

Powers:

Finder's Magic (Array 10) (default power: super-senses)

   Astral Form 5 (Array; Duration (concentration))

   Move Object 5 (Array; Strength: 25, Carry: 266 / 533 / 800 / 1.6k, DC 20; Damaging, Range (perception))

   Super-Senses 19 (Default; awareness: Hidden (visual), awareness: Lost (visual), awareness: Forgotten (visual), counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, penetrates concealment: Visual, tracking: Visual 3 (all-out))

   Telelocation 10 (Array; DC 20; Simultaneous)

Living GPS Device (Super-Senses 3) (direction sense, distance sense, time sense)

Master Finder (Quickness 12) (Perform routine tasks at 10000x speed; One Task (Search))

Memories of the Ancestors (Super-Senses 4) (postcognition; Uncontrolled)

 

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

 

Attacks: Move Object 5 (DC 20), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 22 (86 ranks) + Feats 28 + Powers 32 + Combat 22 + Saves 12 + Drawbacks 0 = 150

 

https://www.youtube.com/watch?v=ubZrAmRxy_M

 

Why yes, I saw Moana. Why do you ask? But seriously, this is someone who has a very, very hard time getting lost. And can find just about anything or anyone. There's nothing specifically Polynesian about it, but there's nothing specifically not Polynesian about it either.

 

Welcome to Part 14. The theme this time is Villains and Non-Combat Focused. As you may have noticed, this fits the latter. Requests will in fact be a major factor in this Part's completion.

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  • EternalPhoenix

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Fallen Sidekick

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 15 (+20), Diplomacy 5 (+10), Gather Information 5 (+10), Investigate 3 (+5), Knowledge (behavioral science) 13 (+15), Knowledge (streetwise) 8 (+10), Notice 13 (+15), Search 3 (+5), Sense Motive 13 (+15), Stealth 15 (+20)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 7, Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion, Hide in Plain Sight, Improved Critical (Wrist Blades (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Sense Motive, Stealth), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Winged Harness (Device 3) (Hard to lose)

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

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

 

Attack Bonus: +8 (Ranged: +8, Melee: +15, Grapple: +17)

 

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

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 27 (108 ranks) + Feats 28 + Powers 12 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

Continuing the theme, this one comes from Ari. And I quote:

 

Quote

Evil Robin, someone who learned both Batman's skills of psychological warfare and honed an acid tongue to a lethal point. Acrobatic and hard to pin down, which is good 'Cause they can' t take much before they fall. Gimmick weapon in the form of a winged harness allowing mild flight and extendable blades.

 

I dunno about the rest of you, but I think it works pretty well. +20 in three places is probably overkill, so you can shove those 15 SP elsewhere, if you like. However, as he is he''ll drive Batman and the Batclan nuts.

Edited by EternalPhoenix
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Psychic Detective

 

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

 

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

 

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

 

Skills: Bluff 5 (+8/+15), Diplomacy 5 (+8/+15), Gather Information 5 (+8/+15), Intimidate 5 (+8/+15), Investigate 12 (+15), Knowledge (current events) 7 (+10), Knowledge (physical sciences) 7 (+10), Knowledge (streetwise) 12 (+15), Notice 5 (+8/+15), Search 5 (+8/+15), Sense Motive 5 (+8/+15), Stealth 2 (+3/+10)

 

Feats: Attack Focus (ranged) 3, Beginner's Luck, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Equipment 1, Evasion 2, Luck, Power Attack, Seize Initiative, Skill Mastery 2 (Diplo, Gather Info, Investigate, KN (streetwise), Notice, Search, Sense Motive, Stealth)

 

Powers:

Blaster (Device 2) (Easy to lose)

   Blaster Shot (Blast 5) (DC 20)

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

Enhanced Attack (Enhanced Trait 16) (Traits: Attack Bonus +8 (+12))

Enhanced Feats (Enhanced Trait 10) (Traits: Defensive Roll 2 +1 (+2), Feats: Dodge Focus 6, Evasion 2, Seize Initiative)

Enhanced Skills (Enhanced Trait 14) (Traits: Bluff +7 (+15), Diplomacy +7 (+15), Gather Information +7 (+15), Intimidate +7 (+15), Notice +7 (+15), Search +7 (+15), Sense Motive +7 (+15), Stealth +7 (+10))

Psychic Senses (Super-Senses 4) (danger sense: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Psychic Visions (Super-Senses 8) (postcognition, precognition; Uncontrolled)

 

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

 

Attack Bonus: +4/+12 (Ranged: +7/+15, Melee: +4/+12, Grapple: +6/+14)

 

Attacks: Blaster Shot (Blast 5), +15 (DC 20), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (75 ranks) + Feats 11 + Powers 54 + Combat 20 + Saves 18 + Drawbacks 0 = 150

 

Here's something in the Non-Combat Focused department. The first Street Level Archetypes PDF had a Private Detective and a Psychic Investigator. I've mushed them together a bit, and (obviously to readers of that PDF) jacked the PL up. As a detective, he's highly skilled PL 6 (ish in the skills). But it is his powers that kick him up into excellence. He's nigh impossible to get the drop on, and when he needs to go first, he just does. He was a pro with his blaster, but now he's a crack shot. He was reasonably tough and dodgy for a normal guy, now he's almost superhuman in both. I think he's pretty neat.

 

As a side note, this was also my entry for olopi initial Calling All Builders thread.

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Doggone Evil

 

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

 

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

 

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

 

Skills: Diplomacy 10 (+10), Gather Information 10 (+10), Knowledge (current events) 10 (+12), Knowledge (physical sciences) 10 (+12), Knowledge (tactics) 10 (+12), Knowledge (technology) 10 (+12), Notice 6 (+10), Sense Motive 6 (+10), Stealth 10 (+15)

 

Feats: Attack Focus (melee) 8, Dodge Focus 4, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Gestalt 5

Leaping 1 (Jumping distance: x2)

Muscle Dog Duplicates (Summon 5) (Horde; Mental Link, Progression, # Minions 2 (5 minions))

Super-Senses 3 (scent, tracking: Scent 1 (half speed), ultra-hearing)

Super-Strength 1 (+5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +20/+21)

 

Attacks: Unarmed Attack, +12 (DC 23)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 54 + Skills 21 (82 ranks) + Feats 15 + Powers 29 + Combat 24 + Saves 7 + Drawbacks 0 = 150

 

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Brain Dog

 

Power Level: 10; Power Points Spent: 75/75

 

STR: +2 (14), DEX: +2 (14), CON: +3 (16), INT: +5 (20), WIS: +2 (14), CHA: -2 (6)

 

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

 

Skills: Knowledge (current events) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (tactics) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+15), Swim 3 (+5)

 

Feats: Attack Focus (melee) 4, Dodge Focus 4, Master Plan, Master Plan 2 (tactics)

 

Powers:

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

Super-Senses 3 (scent, tracking: Scent 1 (half speed), ultra-hearing)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +5)

 

Attacks: Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +2), Size: Small, Knockback: +0

 

Initiative: +2

 

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

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 10 + Powers 8 + Combat 12 + Saves 8 - Drawbacks 8 = 75

 

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Muscle Dog

 

Power Level: 10; Power Points Spent: 75/75

 

STR: +7 (24), DEX: +3 (16), CON: +7 (24), INT: -2 (6), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Bluff 3 (+5), Diplomacy 8 (+10), Intimidate 8 (+12), Notice 3 (+5), Sense Motive 3 (+5), Survival 3 (+5), Swim 4 (+7)

 

Feats: Attack Focus (melee) 3, Dodge Focus 3, Set-Up, Startle, Takedown Attack

 

Powers:

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

Leaping 1 (Jumping distance: x2)

Super-Senses 3 (scent, tracking: Choose Sense 1 (half speed), ultra-hearing)

 

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +19)

 

Attacks: Unarmed Attack, +7 (DC 22)

 

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

 

Initiative: +3

 

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

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 8 (32 ranks) + Feats 9 + Powers 17 + Combat 20 + Saves 3 - Drawbacks 8 = 75

 

This one is for Raveled. And I quote:

 

A team of villainous Pekinese in a trenchcoat/giant golfing robot.

 

Dunno about the robot, but here's a team of VIllainous dogs. This is needlessly complicated, but whatever. Basically, two dogs (a PL 5 brain and a PL 7 fighty one) can fuse into this PL 10 thing. Fused, they lack the disabilities that come with being a dog and can thus be super evil. I guess. Look, it's wacky. Let's just go with it. Oh, and can summon five duplicates of the fighty dog while fused. Minions, yes. But useful nonetheless. I admit, the fighty dog is no Pekinese, but there's nothing stopping you from making the Summon the brainy dog, now is there?

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Tentacled Biokinetic

 

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

 

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

 

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

 

Skills: Escape Artist 3 (+5/+10), Knowledge (life sciences) 10 (+10), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 2, Attack Specialization (Thrown), Attack Specialization 2 (Grapple), Dodge Focus 5, Improved Grapple, Improved Pin, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Concealment 4 (all visual senses; Passive; Close Range)

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

Monster Powers (Array 10) (default power: stun)

   Anti-Fabric Acid (Drain 10) (Array; drains: single trait - toughness, DC 20; Affects Objects (Only), Secondary Effect)

   Blissful Vibes (Stun 10) (Default; DC 20; Alternate Save (Will))

   Gibbering Inducement (Drain 10) (Array; drains: single trait - wisdom, DC 20; Alternate Save (Will), Secondary Effect)

   Hypnosis (Mind Control 10) (Array; DC 20; Duration (sustained); Sense-Dependent (Visual))

   Tentacle Free Disguise (Morph 10) (Array; morph: broad group - people without tentacles, +50 Disguise)

Super-Strength 1 (+5 STR carry capacity, heavy load: 3.2k lbs; +1 STR to some checks)

Tentacles (Additional Limbs 5) (25 extra limbs; +5 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +24/+30)

 

Attacks: Anti-Fabric Acid (Drain 10), +10 (DC Fort/Staged 20), Blissful Vibes (Stun 10), +10 (DC Staged/Will 20), Gibbering Inducement (Drain 10), +10 (DC Staged/Will 20), Hypnosis (Mind Control 10) (DC Will 20), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 48 + Skills 10 (40 ranks) + Feats 15 + Powers 41 + Combat 26 + Saves 10 + Drawbacks 0 = 150

 

An idea from Moira Morley. Let's just say it's from a subset of anime that is decidedly not PG-13. The build is a grappler, for the most part. The Array attacks the opponent's Will save and Devices/Equipment on their person. Other than that, yeah...this is a Villain. Good luck, ladies.

Edited by EternalPhoenix
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Saint Among Mortals

 

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

 

STR: +0 (10), DEX: +2 (14), CON: +3 (16), INT: +0 (10), WIS: +15 (24/40), CHA: +5 (20)

 

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

 

Skills: Diplomacy 10 (+15), Gather Information 3 (+8), Knowledge (theology & philosophy) 15 (+15), Perform (oratory) 10 (+15), Sense Motive 10 (+25)

 

Feats: Beginner's Luck, Benefit (Status (Holy Person)), Connected, Contacts, Dodge Focus 5, Fascinate (Perform), Fearless, Inspire 5 (+5), Jack-of-All-Trades, Leadership, Luck 3, Skill Mastery (Diplomacy, KN (theo & philo), Perform (oratory), Sense Motive), Teamwork, Ultimate Effort (Diplomacy checks), Uncanny Dodge (Auditory)

 

Powers:

Enlightened Spirit (Enhanced Wisdom 16) (+16 WIS)

I Will Return To You (Regeneration 2) (resurrection 2 (1 day); Persistent, Regrowth)

Spirit Touched (Protection 2) (+2 Toughness)

Spiritual Powers (Array 10) (default power: emotion control)

   Glimpse of Enlightenment (Confuse 10) (Array; DC 20; Burst Area (50 ft. radius - General), Selective Attack; Range (touch))

   Harmonious Aura (Emotion Control 10) (Default; DC 20; Burst Area (50 ft. radius - General), Duration (continuous), Secondary Effect; Limited to Emotion (Calm), Range 2 (touch))

   Healing Touch (Healing 9) (Array; DC 19; Restoration, Resurrection; Distracting, Limited to Others; Persistent, Regrowth)

   Loaves and Fishes (Create Object 1) (Array; Max Size: 1x 5000000' cubes, DC 11; Permanent; Progression, Object Size 18)

   Water Into Wine (Transform 6) (Array; affects: broad > broad - nonliving into nonliving, Transforms: 50 lbs., DC 16; Action (full), Distracting)

 

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

 

Attacks: Glimpse of Enlightenment (Confuse 10) (DC Will 20), Harmonious Aura (Emotion Control 10) (DC Staged/Will 20), Unarmed Attack, +4 (DC 15), Water Into Wine (Transform 6), +4 (DC Fort 16)

 

Defense: +15  (Flat-footed: +5), Knockback: -2

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 12 (48 ranks) + Feats 25 + Powers 46 + Combat 28 + Saves 5 + Drawbacks 0 = 150

 

Moira's original build located here: http://www.freedomplaybypost.com/topic/9856-calling-all-builders/?do=findComment&comment=257621

 

I...expanded it, I guess one could say. Still pretty much a total pacifict, with only one thing that could even qualify as a damage effect. And even then, Confuse by itself doesn't defeat an opponent directly. Pretty much Not!Jesus here. Which I suppose models how versatile M&M is. This most def one of the Non Combat Focused ones. Yeeeeep.

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Vampire Were-Elephant

 

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

 

STR: +10 (22/30), DEX: +1 (12), CON: +0 (-), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Bluff 8 (+12), Diplomacy 8 (+12), Gather Information 8 (+12), Intimidate 2 (+8/+16), Knowledge (business) 10 (+12), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 5, Attractive (+4), Benefit 3 (Wealth), Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 5, Fascinate (Diplomacy), Improved Grapple, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Protection 6 (+6 Toughness)

Undead Creature (Immunity 30) (fortitude saves)

Vampiric Regeneration (Regeneration 6) (recovery bonus 5 (+5 to recover), resurrection 1 (1 week); Source (Blood); Regrowth)

Were-Animal Shift (Alternate Form 6)

   Were-Elephant (Alternate Form) (Powers: Elephant Trunk (Additional Limbs 1), Growth 4, Protection 4, Super-Strength 1, Constitution -4 (0, +0), Attack Bonus +1 (+5), Defense Bonus +1 (+10), Concentration +8 (+10), Intimidate +8 (+16), Feats: Accurate Attack, Challenge - Improved Demoralize, Challenge - Improved Startle, Power Attack, Startle, Takedown Attack)

      Elephant Trunk (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)

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

      Protection 4 (+4 Toughness)

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

 

Power Settings:

Were-Elephant (Alternate Form) (Powers: Elephant Trunk (Additional Limbs 1), Growth 4, Protection 4, Super-Strength 1, Constitution -4 (0, +0), Attack Bonus +1 (+5), Defense Bonus +1 (+10), Concentration +8 (+10), Intimidate +8 (+16), Feats: Accurate Attack, Challenge - Improved Demoralize, Challenge - Improved Startle, Power Attack, Startle, Takedown Attack)

 

Attack Bonus: +4/+5 (Ranged: +4/+5, Melee: +9/+10, Grapple: +24/+26)

 

Attacks: Blood Drain (Drain 2), +10 (DC Fort/Staged 12), Unarmed Attack, +10 (DC 25)

 

Defense: +9/+10  (Flat-footed: +3), Size: Medium/Large, Knockback: -9

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 13 (52 ranks) + Feats 16 + Powers 71 + Combat 20 + Saves 10 + Drawbacks 0 = 150

 

Here's a Villain for Exaccus. The title gives it away. He's a both a businessman and a business, man. PL 8 vampire normally, who gets big as a were-elephant to reach PL 10. His transformation powers are explicitly broad enough to cover any other animal you can fit into 30 PP with a power stunt. I...have nothing else to say, here. Have fun? I dunno.

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The Critic

 

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

 

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

 

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

 

Skills: Bluff 15 (+20), Computers 15 (+20), Concentration 10 (+12), Diplomacy 15 (+20), Gather Information 15 (+20), Knowledge (art) 15 (+20), Knowledge (popular culture) 15 (+20), Knowledge (technology) 5 (+10), Notice 8 (+10), Perform (comedy) 15 (+20), Sense Motive 8 (+10)

 

Feats: Benefit (Internet Famous), Challenge - Improved Taunt, Equipment 4, Skill Mastery (Computers, KN (art & pop culture), Perform (comedy)), Taunt, Uncanny Dodge (Auditory)

 

Powers:

Armor of Superiority (Protection 15) (+15 Toughness)

Criticisms (Array 15) (default power: strike)

   TANGENT OF DOOM (Confuse 10) (Array; DC 20; Perception Area (General), Selective Attack; Sense-Dependent (Auditory))

   Why You Are Wrong About Everything (Fatigue 10) (Array; DC 20; Alternate Save (Will), Perception Area (General), Selective Attack; Action (full), Sense-Dependent (Auditory))

   Your Favorite Show Is Trash (Emotion Control 10) (Array; DC 20; Perception Area (General), Selective Attack; Range 2 (touch), Sense-Dependent (Auditory))

   Your Taste Is Garbage (Strike 7) (Default; DC 22; Alternate Save (Will), Perception Area (General), Selective Attack; Sense-Dependent (Auditory))

 

Equipment: Laptop Computer, Small Apartment, The Criti-Car, Video Camera

 

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

 

Attacks: TANGENT OF DOOM (Confuse 10) (DC Will 20), Unarmed Attack, +4 (DC 15), Why You Are Wrong About Everything (Fatigue 10) (DC Will 20), Your Favorite Show Is Trash (Emotion Control 10) (DC Staged/Will 20), Your Taste Is Garbage (Strike 7) (DC Will 22)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 34 (136 ranks) + Feats 9 + Powers 48 + Combat 18 + Saves 15 + Drawbacks 0 = 150

 

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

 

Small Apartment

 

Power Level: 10; Equipment Points Spent: 5

 

Toughness: +10

 

Features: Communications, Computer, Concealed 1, Library, Living Space, Security System 1

 

Size: Diminutive

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 6 + Powers 0 - Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5

 

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

 

The Criti-Car

 

Power Level: 10; Equipment Points Spent: 12

 

STR: +10 (30)

 

Toughness: +10

 

Features: Alarm 1

 

Powers:

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

 

Defense: -1, Size: Large

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 5 + Combat 1 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12

 

This one comes from Twisted Mortal, one of our newest members. And I quote:

Quote

 


The Critic. Non-violent doesn't always mean happy! Uses criticism to mentally lockdown his opponent. Meant to be a non-violent, but hey, maybe a villain to some people! If a villain, throw in something that makes his opponent look bad and himself look better.

 

 

Now I personally would go with this being Non Combat Focused. But for some I gather he'd be a villain. He spends most of his time making videos for the internet. Reviews of various media and snarky takedowns for those who disagree with his opinions. However, when pressed into actual combat he can work the Will save of anyone who can hear him, and his certainty of his superiority is like actual high caliber armor. So...not the most likeable guy. I dunno, man. I just build these things.

Edited by EternalPhoenix
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Battlesuit Dolphin

 

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

 

STR: +11 (12/32), DEX: +3 (16), CON: +2 (14), INT: +5 (20), WIS: +2 (14), CHA: +0 (10)

 

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

 

Skills: Concentration 3 (+5), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Swim 9 (+20)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 4, Eidetic Memory, Improvised Tools, Inventor, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

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

Oceanic Battlesuit (Device 13) (Hard to lose, Restricted use (Dolphins))

   Dolphin to Human Translator (Features 1) (Notes: Removes Mute Disability.)

   Enhanced Feats (Enhanced Trait 4) (Feats: Dodge Focus 4)

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

      Swimming 5 (Alternate; Speed: 50 mph, 440 ft./rnd; Stacks with (Swimming 3))

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

   Oceanic Power (Array 13) (default power: - linked powers -)

      Hypnosonics (Mind Control 10) (Array; DC 20; Perception Area (General), Duration (sustained); Range 2 (touch), Sense-Dependent (Auditory))

      Oceanic Might (Linked)

         Enhanced Feats (Enhanced Trait 4) (Linked; Feats: Attack Focus (melee) 4)

         Enhanced Strength 20 (Linked; +20 STR)

         Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 4.2k lbs; +1 STR to some checks)

      Sonic Blast (Blast 12) (Array; DC 27; Accurate 2 (+4))

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

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

   Protection 10 (+10 Toughness; Impervious)

Ramming Attack (Strike 1) (DC 27; Mighty)

Super-Senses 5 (accurate (type): Auditory, low-light vision)

Swimming 3 (Speed: 10 mph, 88 ft./rnd)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +19/+20)

 

Attacks: Hypnosonics (Mind Control 10) (DC Will 20), Ramming Attack (Strike 1), +8 (DC 27), Sonic Blast (Blast 12), +8 (DC 27), Sonic Burst (Blast 8) (DC 23), Unarmed Attack, +8 (DC 26)

 

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

 

Initiative: +3

 

Drawbacks: Disability, uncommon, minor, Mute, Disability, uncommon, minor, No Hands

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 17 (68 ranks) + Feats 8 + Powers 74 + Combat 16 + Saves 11 - Drawbacks 2 = 150

 

This one's from Kolo. And I quote:

Quote

 


Evil Dolphin

 

Evil genius with a sonic attack, maybe sound based mind control, and hydrokinetics! Props if he is actually a dolphin who floats around in a watery shell. 

 

 

I started with the dolphin from the core book. Kicked up the INT, granted it some Precise TK because No Hands, and put it in a Battlesuit. Which isnt necessarily a dolphin shaped Iron Man suit. In the suit it can talk like a person, too. Which is nice. Go forth and be evil, I guess?

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Sea Hunter

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Craft (chemical) 3 (+5), Diplomacy 8 (+10), Drive 15 (+20), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (earth sciences) 8 (+10), Knowledge (life sciences) 8 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 3 (+5), Notice 12 (+15), Sense Motive 7 (+10), Stealth 10 (+15), Survival 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 6, Equipment 7, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Drive, Notice, Survival), Takedown Attack, Ultimate Effort (Drive checks), Uncanny Dodge (Auditory)

 

Powers:

Blaster Rifle (Device 4) (Easy to lose)

   Rifle Shot (Blast 8) (DC 23; Accurate 2 (+4), Improved Range (200 ft. incr), Progression, Increase Range (max range x2, 2000 feet))

Ultrabuoyant Suit (Device 1) (Hard to lose)

   Protection 3 (+3 Toughness)

   Super-Movement 1 (water walking; Permanent)

 

Equipment: Hunter's Ship, Hunter's Speedboat

 

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

 

Attacks: Rifle Shot (Blast 8), +12 (DC 23), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 31 (123 ranks) + Feats 26 + Powers 16 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

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

 

Hunter's Ship (Headquarters)

 

Power Level: 10; Equipment Points Spent: 22

 

Toughness: +15

 

Features: Communications, Computer, Concealed 1, Defense System, Dock, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop

 

Powers:

Speed 4 (Speed: 100 mph, 880 ft./rnd)

 

Size: Gargantuan

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 15 + Powers 1 + Combat 4 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 22

 

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

 

Hunter's Speedboat

 

Power Level: 10; Equipment Points Spent: 10

 

STR: +12 (35)

 

Toughness: +10

 

Features: Remote Control

 

Powers:

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

 

Defense: -2, Size: Huge

 

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 5 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

 

This one is from Sailor. And I quote:

 

Quote

How about a nautically themed villain... that isn't a super-fast swimmer... in fact, she can't swim!

 

Nautically themed villains that aren't undersea folks typically come in two varieties. Pirates and hunters. I've done pirates before, so here's a hunter of various sea creatures. Unethical and for the trophies. A solid bad gal for your more enviromentally friendly campaigns. And yes, in her Ultrabuoyant Suit she literally can't swim, as she'll just sit on the surface of the water. Permanent Water Walking, yo.

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Gun Toting Assassin

 

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: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 13 (+15), Disguise 13 (+15), Gather Information 8 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (streetwise) 13 (+15), Notice 12 (+15), Sense Motive 7 (+10), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 7, Challenge - Improved Feint, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Equipment 1, Improved Aim, Improved Critical 2 (Automatic Pistols (Blast 5)), Improved Critical 2 (Combat Knife (Strike 2)), Improved Critical 2 (Mounted Heavy Pistol (Blast 4)), Improved Critical 2 (Sniper Rifle (Blast 5)), Improved Initiative, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Skill Mastery (Bluff, Disguise, Notice, Stealth), Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Assassin Suit (Device 3) (Hard to lose)

   Goggles (Super-Senses 5) (distance sense, extended (type): Visual 1 (-1 per 100 ft), infravision, ultravision)

   Mounted Heavy Pistol (Blast 4) (DC 19, Feats: Improved Critical 2 (Mounted Heavy Pistol (Blast 4)))

Assassin's Arsenal (Device 4) (Easy to lose; Custom 3 (Multiple Weapons 3 (one of each)))

   Arsenal (Array 9) (default power: blast; Custom (Array 8.5))

      Automatic Pistols (Blast 5) (Array; DC 20, Feats: Improved Critical 2 (Automatic Pistols (Blast 5)); Autofire (interval 2, max +5))

      Combat Knife (Strike 2) (Array; DC 19, Feats: Improved Critical 2 (Combat Knife (Strike 2)); Penetrating [2 extra ranks]; Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))

      Heavy Shotgun (Strike 8) (Array; DC 23; Cone Area (80 ft. cone - General))

      Sniper Rifle (Blast 5) (Default; DC 20, Feats: Improved Critical 2 (Sniper Rifle (Blast 5)); Improved Range 2 (250 ft. incr), Progression, Increase Range 2 (max range x5, 2500 feet), Subtle (subtle))

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

Shooting Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Guns))

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)]

 

Attack Bonus: +8 (Ranged: +15, Melee: +8, Grapple: +10)

 

Attacks: Automatic Pistols (Blast 5), +15 (DC 20), Combat Knife (Strike 2), +8 (DC 19), Heavy Shotgun (Strike 8) (DC 23), Mounted Heavy Pistol (Blast 4), +15 (DC 19), Sniper Rifle (Blast 5), +15 (DC 20), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 22 (88 ranks) + Feats 28 + Powers 29 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

Obviously, this is a Villain. And the idea that kicked off theming this Part. So here's Not!Deadshot. Bullets. Bullets for everyone. A shot from Stealth and far away, or a quality Feint and then Automatic Pistol'd. Good Disguise skill, too, for maximum infiltratin'. You enjoy it. He's a quality bad guy.

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Human Top

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Diplomacy 12 (+15), Escape Artist 12 (+15), Gather Information 12 (+15), Knowledge (art) 8 (+10), Knowledge (streetwise) 8 (+10), Notice 8 (+10), Perform (dance) 12 (+15), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 6, Attack Specialization 3 (Ball Bearing Throw (Blast 10)), Dodge Focus 4, Evasion, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Diplomacy, Perform (dance)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Spinning 10 (+10 Toughness, resist grapples and snares)

Spinning Attacks (Array 10) (default power: strike)

   Centrifugal Effect (Move Object 8) (Alternate; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Cylinder Area (40 ft. radius + height - General); Range (touch))

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

   Ball Bearing Throw (Blast 10) (Array; DC 25)

   Sonic Spin Strike (Strike 10) (Array; DC 25; Penetrating)

   Spinning Strikes (Strike 10) (Default; DC 25; Autofire (interval 2, max +5))

 

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

 

Attacks: Ball Bearing Throw (Blast 10), +10 (DC 25), Sonic Spin Strike (Strike 10), +10 (DC 25), Spinning Strikes (Strike 10), +10 (DC 25), Unarmed Attack, +10 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 26 (104 ranks) + Feats 21 + Powers 43 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

I'm gonna say this is a Non Combat Focused build. And indeed, thought it packs three different attack powers, it is nothing without Spinning. Spinning is an interesting power, but like Density and Growth you do have to build around it as it adds Toughness. So if your PC has Spinning, congratulations. That is now your base for everything else. Unless you get nuts. And indeed, I could have gotten nuts. But...I wanted a simple build to showcase what Spinning could do on its own. So here you are. Move Object and Flight are on the same Array setting, but not Linked. Because you can do that, folks.

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The Bouncer

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 8 (+10), Diplomacy 8 (+10), Escape Artist 5 (+10), Gather Information 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Attack Specialization 2 (Unarmed Attack), Dodge Focus 5, Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Gather Info, Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Bouncing 5 (Impact Resistant; Move-by Action, Pinball 5 (Radius: 25 ft., +5 damage), Ricochet)

Leaping 5 (Jumping distance: x50)

Protection 5 (+5 Toughness; Impervious [5 extra ranks])

 

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

 

Attacks: Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 15 (60 ranks) + Feats 20 + Powers 42 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

Another Non Combat Focused build. Just like Spinning, Bouncing is a tough power to include on your PC, because it does so many things. It does not, however, directly affect PL caps. Still, if you're choosing Bouncing as a power, you are committing to, well, bouncing around and doing Slam attacks. While you don't technically have to, it is the only reason to pick Bouncing as a power beyond pure power gaming, which I disapprove of.

 

Bouncing above 5 ranks does start to get laughably overpowered, though. It reduces falling and knockback by double it's rank (10 at rank 5), and with the Impact Resistant Extra it reduces all physical damage by it's rank. Combined with the Impervious 10 I've applied, physical damage below 15 ranks just won't work, and he can effectively shrug off all but the very worst falling damage while literally bouncing off the walls. The Power Feats are Move By Action (same as the regular Feat), Pinball (essentially a ranked Targeted Area attack with the size decided by Bouncing rank and damage by Pinball rank) and Ricochet (which allows the bouncer to bounce in different directions.)

 

It's a unique powerset, and it can be useful. However, some adjusting of one's mindset from tradtional punchy/blasty heroics is required.

Edited by EternalPhoenix
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Master Farmer

 

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

 

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

 

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

 

Skills: Acrobatics 2 (+5), Bluff 5 (+8), Craft (electronic) 2 (+5), Craft (mechanical) 7 (+10), Diplomacy 5 (+8), Drive 5 (+8), Gather Information 12 (+15), Handle Animal 12 (+15), Intimidate 12 (+15), Knowledge (business) 5 (+8), Knowledge (civics) 2 (+5), Knowledge (current events) 7 (+10), Knowledge (earth sciences) 12 (+15), Knowledge (history) 2 (+5), Knowledge (life sciences) 12 (+15), Language 1 (+1), Medicine 2 (+5), Notice 12 (+15), Ride 5 (+8), Sense Motive 12 (+15), Survival 2 (+5)

 

Feats: Attack Focus (ranged) 6, Defensive Roll 2, Dodge Focus 5, Equipment 10, Improved Critical (Hunting Rifle (Blast 5)), Luck 2, Minions 2, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Gather Info, Handle Animal, KN (earth sci & life sci)), Startle, Uncanny Dodge (Auditory)

 

Powers:

Fertilizer Bomb (Blast 5) (DC 20; Explosion Area (50 ft. explosion - General); Unreliable (5 Uses))

Hunting Rifle (Blast 5) (DC 20, Feats: Improved Critical (Hunting Rifle (Blast 5)); Improved Range 2 (250 ft. incr))

Pitchfork (Strike 3) (DC 20; Extended Reach (5 ft.), Mighty, Thrown (Range: 50 ft., incr 10 ft.))

 

Equipment: Farm Tractor, Farmer's Arsenal (Fertilizer Bomb [Fertilizer Bomb (Blast 5), DC 20; Explosion Area (50 ft. explosion - General); Unreliable (5 Uses)], Hunting Rifle [Hunting Rifle (Blast 5), DC 20, Feats: Improved Critical (Hunting Rifle (Blast 5)); Improved Range 2 (250 ft. incr)], Pitchfork [Pitchfork (Strike 3), DC 20; Extended Reach (5 ft.), Mighty, Thrown (Range: 50 ft., incr 10 ft.)]), Farmer's Truck, The Farm

 

Attack Bonus: +9 (Ranged: +15, Melee: +9, Grapple: +11)

 

Attacks: Fertilizer Bomb (Blast 5) (DC 20), Hunting Rifle (Blast 5), +15 (DC 20), Pitchfork (Strike 3), +9 (DC 20), Unarmed Attack, +9 (DC 17)

 

Defense: +14  (Flat-footed: +5), Knockback: -2

 

Initiative: +3

 

Languages: English, Spanish

 

Totals: Abilities 32 + Skills 34 (136 ranks) + Feats 33 + Powers 0 + Combat 36 + Saves 15 + Drawbacks 0 = 150

 

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

 

Farmer's Dog

 

Power Level: 10; Power Points Spent: 30/30

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: -4 (2), WIS: +1 (12), CHA: -2 (6)

 

Tough: +3, Fort: +5, Ref: +5, Will: +1

 

Skills: Diplomacy 7 (+5), Intimidate 11 (+9), Notice 4 (+5), Sense Motive 4 (+5), Swim 2 (+5)

 

Feats: Dedication (Farmer & Farmer's Family), Lionheart

 

Powers:

Leaping 1 (Jumping distance: x2)

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

Super-Senses 3 (scent, tracking: Olfactory 1 (half speed), ultra-hearing)

 

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +6)

 

Attacks: Unarmed Attack, +3 (DC 18)

 

Defense: +3  (Flat-footed: +2), Knockback: -1

 

Initiative: +3

 

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

 

Languages: Native Language

 

Totals: Abilities 8 + Skills 7 (28 ranks) + Feats 2 + Powers 5 + Combat 12 + Saves 4 - Drawbacks 8 = 30

 

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

 

The Farm

 

Power Level: 10; Equipment Points Spent: 13

 

Toughness: +10

 

Features: Animal Pens, Garage, Gym, Library, Living Space, Personnel, Power System

 

Size: Colossal

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 7 + Powers 0 + Combat 5 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 13

 

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

 

Farmer's Truck

 

Power Level: 10; Equipment Points Spent: 11

 

STR: +15 (40)

 

Toughness: +10

 

Features: Alarm 1

 

Powers:

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

 

Defense: -2, Size: Huge

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 5 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11

 

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

 

Farm Tractor

 

Power Level: 10; Equipment Points Spent: 10

 

STR: +20 (50)

 

Toughness: +10

 

Powers:

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

 

Defense: -2, Size: Huge

 

Totals: Abilities 4 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 3 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

 

This one's from Exaccus again. He asked for the Ultimate Farmer, and well...I dunno if this is quite there, but this fellow is one of the best farmers in the world. Based in no small part on my favorite farmer in all of media (and totally my TV dad), Smallville 's Jonathan Kent. He's shrewd in business, up to date on current events, and can find out what's going on in the world with the best of them. He's a world class expert on the land, his crops, and his animals. A skilled mechanic (as the tractor just won't stay fixed) and a decent electrician, he's also got high Intimidate to scare away folks who don't know he's a decent man who would never shoot an innocent person with his prized Hunting Rifle (which is the Sniper Rifle, just built out for those who might not know). Worst comes to worst, he has a few Fertilizer Bombs stored away and his Pitchfork to stab with.

 

He's even got a loyal PL 3 dog as a Minion. And by loyal, I mean with both Dedication (+4 to Will and Sense Motive checks to act against one's allegiance), and Lionheart (+4 to saves against fear). In the right circumstance, the dog could have a slightly higher will Save than the master! The farmer also has his farm, his tractor, and his pickup truck. They aren't anything special, really, but it's fun to have them statted out for use, I think.

 

I don't know how realistic it is for a farmer to be this highly skilled and badass, but eh. It's comics. I could have slid into a bit of a Plant Controlling Gadgeteer, but...it didn't have the right feel. And so here we are.

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  • 2 weeks later...

Rudo Luchador

 

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

 

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

 

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

 

Skills: Acrobatics 11 (+15), Bluff 12 (+15), Knowledge (history) 8 (+10), Language 3 (+3), Notice 8 (+10), Perform (oratory) 12 (+15), Sense Motive 8 (+10), Stealth 6 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 10, Attack Specialization 3 (Grapple), Challenge - Improved Feint, Challenge - Improved Taunt, Chokehold, Defensive Attack, Defensive Roll, Dodge Focus 6, Evasion, Fascinate (Perform), Improved Critical 2 (Unarmed Attack), Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics. Bluff, Perform (oratory), Stealth), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Lucha Grappling Techniques (Array 5) (default power: (strength bonus) strike; Requires Grapple)

   Ground and Pound ((Strength Bonus) Strike 5) (Default; Autofire (interval 2, max +5))

   Rudo Lock Alpha (Fatigue 5) (Array; DC 15)

   Rudo Lock Beta (Stun 5) (Array; DC 15)

   Rudo Lock Delta (Paralyze 5) (Array; DC 15)

   Rudo Lock Gamma (Nauseate 5) (Array; DC 15)

Lucha Training (Container, Passive 1)

   Enhanced Feats (Enhanced Trait 3) (Feats: Attack Specialization 3 (Grapple))

   Leaping 1 (Jumping distance: x2)

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

Protection 1 (+1 Toughness)

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +26)

 

Attacks: Rudo Lock Alpha (Fatigue 5), +15 (DC Fort 15), Rudo Lock Beta (Stun 5), +15 (DC Fort/Staged 15), Rudo Lock Delta (Paralyze 5), +15 (DC Staged/Will 15), Rudo Lock Gamma (Nauseate 5), +15 (DC Fort/Staged 15), Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +8

 

Languages: English, Nahuatl, Spanish, Yucatec Maya

 

Totals: Abilities 42 + Skills 17 (68 ranks) + Feats 39 + Powers 15 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

What we have here is the evil counterpart to Avenger Assembled's EL SPECTRO who was based on the legendary Mexican luchador El Santo and his many, many, many film and ring adventures. That build is a fairly straightforward punchmans build, but with maximum human physical ability scores. This is more in the vein of the original Blue Demon, who was known for his better technical abilities. So, he has the grapple score to keep his rival down more often than not and the array to make his life uncomfortable down there. But what makes him EVIL (at least, by lucha standards) is his ability to feint, taunt, and especially trick most technico opponents with contemptuous ease. A true technico faces his opponent like a man and fights with honor. This one will do whatever it takes to not only win, but achieve VICTORY. That is the heart of the rudo.

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Gravity Controlling Battlesuit

 

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

 

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

 

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

 

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

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 6, Attack Specialization 3 (Unarmed Attack), Dodge Focus 4, Eidetic Memory, Environmental Adaptation (Zero Gravity), Improvised Tools, Inventor, Move-by Action, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Graviton Manipulation Battlesuit (Device 18) (Hard to lose)

   Combat Computer (Enhanced Trait 10) (Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 6, Move-by Action, Power Attack)

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

      Gravitic Manipulation (Move Object 10) (Alternate; [0 active, 0/10 PP, 1/r], Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50 ft. radius - General); Limited Direction (Up and Down), Range (touch))

   Gravitonium Alloy Construction (Density 9) (+18 STR, +4 Toughness, Weight Multiplier: x10, Adds: Immovable 3, Super-Strength 3; Permanent)

      Immovable 3 (Resist Movement: +12, Resist Knockback: -3)

      Super-Strength 3 (+15 STR carry capacity, heavy load: 3.3k tons; +3 STR to some checks)

   Space Adaptations (Immunity 4) (environmental condition: Radiation, environmental condition: Vacuum, suffocation (all), Feats: Environmental Adaptation (Zero Gravity))

   Supplementary Armor (Protection 6) (+6 Toughness; Impervious)

   The Power of Gravitons (Array 10) (default power: - linked powers -)

      Gravitic Force Blast (Blast 10) (Array; DC 25)

      Gravitic Manipulation (Move Object 20) (Array; Strength: 100, Carry: 4.4k tons / 8.7k tons / 13.1k tons / 26.2k tons; Burst Area (100 ft. radius - General), Stacks with (Gravitic Manipulation (Move Object 10)); Limited Direction (Up and Down), Range (touch))

      Gravitic Might (Linked)

         Enhanced Strength 2 (Linked; +2 STR)

         Super-Strength 9 (Linked; +45 STR carry capacity, heavy load: 3.3k tons; +9 STR to some checks)

      Intensified Gravity (Paralyze 10) (Array; DC 20; Alternate Save (Reflex), Range (ranged); Action (full))

 

Attack Bonus: +4 (Ranged: +10, Melee: +4, Grapple: +14/+26)

 

Attacks: Gravitic Force Blast (Blast 10), +10 (DC 25), Intensified Gravity (Paralyze 10), +10 (DC Ref/Staged 20), Unarmed Attack, +10 (DC 25)

 

Defense: +8  (Flat-footed: +2), Knockback: -11/-14

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 16 (64 ranks) + Feats 13 + Powers 72 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

Ari asked for this one, and here it is. I don't have a lot to say, here, except that this is built for high levels of STR. Lifting STR alone (in the Gravitic Might array slot) tops at at a full 90, which is impressive enough. However, if you transfer power from Flight and use the Move Object array slot, you get 150 Lifting STR over an area 300 ft in diameter. Outside of the battlesuit he's a PL 5 unarmed guy. Pretty much sums it up, other than the suit is made from a special alloy, which explains the powers and the Density.

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  • 2 weeks later...

Canine Detective

 

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

 

STR: +7 (24), DEX: +2 (14), CON: +5 (20), INT: +5 (20), WIS: +3 (16), CHA: +0 (10)

 

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

 

Skills: Acrobatics 3 (+5), Intimidate 8 (+10), Investigate 10 (+15), Knowledge (current events) 5 (+10), Knowledge (life sciences) 10 (+15), Knowledge (physical sciences) 5 (+10), Notice 12 (+15), Search 10 (+15), Sense Motive 7 (+10), Swim 2 (+5)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 6, Eidetic Memory, Luck, Power Attack, Sidekick 21, Skill Mastery (Investigate, KN (life sci) Notice, Search), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Super-Senses 3 (scent, tracking: Scent 1 (half speed), ultra-hearing)

 

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

 

Attacks: Unarmed Attack, +13 (DC 22)

 

Defense: +13  (Flat-footed: +4), Size: Large, Knockback: -7

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 18 (72 ranks) + Feats 42 + Powers 16 + Combat 28 + Saves 14 + Drawbacks 0 = 150

 

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

 

Savvy Sidekick

 

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

 

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

 

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

 

Skills: Bluff 12 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (popular culture) 15 (+15), Knowledge (streetwise) 10 (+10), Notice 7 (+10), Sense Motive 12 (+15), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 3, Attack Specialization 2 (Blaster (Device 2)), Dodge Focus 5, Equipment 1, Move-by Action, Power Attack, Skill Mastery (Bluff, Diplomacy, Gather Info, Sense Motive), Uncanny Dodge (Auditory)

 

Powers:

Blaster (Device 2) (Hard to lose)

   Blaster Shot (Blast 5) (DC 20)

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

 

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

 

Attack Bonus: +4 (Ranged: +7, Melee: +4, Grapple: +6)

 

Attacks: Blaster Shot (Blast 5), +11 (DC 20), Unarmed Attack, +4 (DC 17)

 

Defense: +11  (Flat-footed: +3), Knockback: -2

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 23 (92 ranks) + Feats 15 + Powers 8 + Combat 20 + Saves 13 + Drawbacks 0 = 105

 

Thie one comes from Moira, and is essentially a version of Scooby and Shaggy from Scooby Doo. If you don't know what Scooby Doo is, I am sad. Please google. And then watch some. I'll wait.

 

You back? Good. Let's get on with it. Non-Combat Focused builds, here we come. This isn't traditional Scooby and Shaggy, of course. These two owe a decent amount to another famed detective duo, Holmes and Watson. This Great Dane is whip smart and excellent at pure forensic detective work. And I doubt anyone wants to take a STR 24 bite. He can technically speak and has little problem with manual dexterity, as Scoob had what was basically a speech impediment and never showed any problems handling items with his front paws. If you were to use those, I'd have them as Complications. His Savvy Sidekick provided the faceman element. He's PL 8 with his Blaster in hand, and can lie, intimidate, and play peacemaker with equal ease. He's also up on Pop Culture, which the large dog simply isn't. They ought to work pretty well together, and inspire many cries of "I would have gotten away with it if it wasn't for that meddling man and his dog!"

Edited by EternalPhoenix
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Gunslinging Annihilist

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 12 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Notice 15 (+20), Sense Motive 15 (+20), Stealth 15 (+20)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 4, Challenge - Improved Acrobatic Bluff, Defensive Roll, Dodge Focus 6, Equipment 1, Evasion, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Quick Draw, Skill Mastery 2 (Acro, Bluff, Diplo, Gather Info, Intim, Notice, Sen Mot, Ste), Uncanny Dodge (Auditory)

 

Powers:

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

Entropic Arsenal (Device 7) (Easy to lose; Custom 3 (Multiple Weapons 3 (each slot)))

   Entropic Arsenal (Array 16) (default power: disintegration)

      Agonizer (Stun 8) (Array; DC 18; Alternate Save (Will), Range (ranged), Secondary Effect)

      Bullrope of Doom (Snare 8) (Array; DC 18; Regenerating, Transparent)

      Disintegrating Revolver (Disintegration 6) (Default; DC 21; Accurate (+2))

      Entropic Revolver (Blast 8) (Array; DC 23; Autofire (interval 2, max +5), Vampiric)

 

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

 

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

 

Attacks: Agonizer (Stun 8), +12 (DC Staged/Will 18), Bullrope of Doom (Snare 8), +12 (DC Ref/Staged 18), Disintegrating Revolver (Disintegration 6), +14 (DC Fort/Tou ), Entropic Revolver (Blast 8), +12 (DC 23), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 27 (108 ranks) + Feats 24 + Powers 24 + Combat 28 + Saves 11 + Drawbacks 0 = 150

 

Ari asked about the Twenty One Gun Kid, one of the Annihilists casually mentioned in Worlds of Freedom's The Terminus section. He's Omega's page. Between that and his name, that's all that is canonically known about him. I checked. A lot. Nearest I can tell, nobody ever built him on the Atomic Think Tank, either. So I looked up a probable comparision in the Rawhide Kid and in the process educated myself just a little about Marvel's Old West heroes. There were more than you'd think! At first, my base was to be the Gunslinger archetype from earlier in Worlds of Freedom's Freedom By Gaslight section. But eventually I said Nah. Didn't quite fit the way I wanted it to. So! I started from scratch and here we are. The way he's designed is to at least give the statted Annihilists a somewhat of a fight, and be just too much for an Omegadrone or two to overcome. How to do that? Good init, Improved Acrobatic Bluff w/ +20 bonus, Stealth at same bonus, and All Out Power Attack with one of his Multiple Weapons. Same high bonus on Notice and Sense Motive to block anything they might throw at him, and of course, Skill Mastery on his +20'd skills. Between Disintegration (Blast+Ranged Affects Objects Drain Toughness), Vampiric Blast, and Stun, he ought to be able to give any of them a hard time, especially if he goes first. Snare would likely be used on Omegadrones or foes of lesser might than his fellow Annihilists.

 

If I had the PP, I'd give him a flying robotic (or cybernetic) horse, but I don't so oh well. He's a mean Villain to come up against unexpected, even if he's far from invincible.

Edited by EternalPhoenix
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 Lunatic Paragon

 

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

 

STR: +12 (18/34), DEX: +2 (14), CON: +12 (18/34), INT: +0 (10), WIS: +0 (10), CHA: +5 (20)

 

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

 

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

 

Feats: All-Out Attack, Attack Focus (melee) 4, Challenge - Improved Startle, Dodge Focus 4, Move-by Action, Power Attack, Skill Mastery (Intimidate), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Impervious Toughness 10

Lunacy (Immunity 5) (interaction skills)

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

Lunatic Stamina (Enhanced Constitution 16) (+16 CON)

Moon and Madness (Array 13) (default power: - linked powers -)

   Lunatic Might (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

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

   Moon Blast (Blast 12) (Array; DC 27; Accurate 2 (+4))

   Moonlight Explosion (Dazzle 8) (Array; affects: visual senses, DC 18; Burst Area (40-200 ft. radius - General); Progression, Increase Area 2 (area x5))

   Sudden Eclipse (Obscure 8) (Array; affects: visual senses, Radius: 1000 ft.; Burst Area (40 ft. radius - General), Independent, Total Fade; Range (touch))

 

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

 

Attacks: Moon Blast (Blast 12), +8 (DC 27), Moonlight Explosion (Dazzle 8) (DC Fort/Ref 18), Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 8 (30 ranks) + Feats 16 + Powers 70 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

Ari asked for a paragon with moon powers. I said what? He was...nonspecific. So instead I looked over to Superpower Wiki, which is a fantastic site you should visit for all your power related questions. And given that the theme is Villains and Non-Combat Focused, I decided to make him a Villain. A crazy, crazy dude/chick. A total lunatic, if you will. Standard paragon tricks of flight, great strength, and superior durability. Paragons don't usually sport a Dazzle or an Obscure, so that's interesting. But the thing I find most cool is the Immunity. This one can't be bluffed, diplomacy'd, or intimidated. Because it's a lunatic. So, feel free to have this one All Out Power Attack (or at least All Out Attack) virtually all the time, and slap your heroes around. Until they manage to put it down. Good luck!

Edited by EternalPhoenix
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Firework Generating Thief

 

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

 

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

 

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

 

Skills: Bluff 15 (+20), Concentration 8 (+10), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (popular culture) 15 (+15), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Roll, Distract (Bluff), Dodge Focus 4, Evasion, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Precise Shot, Set-Up, Skill Mastery (Bluff, Diplomacy, Gather Info, KN (pop culture)), Taunt, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 1) (Hard to lose)

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

Living Lightshow (Array 8) (default power: blast)

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

   Flashy Lockpick (Drain 8) (Array; drains: single trait - toughness, DC 18; Affects Objects (Only), Range (ranged))

   Heat Ray (Blast 8) (Default; DC 23)

Personal Firework Field (Obscure 8) (affects: visual senses, Radius: 1000 ft.; Selective Attack; Partial, Range (touch))

Sensory Shield 5 (sense: one sense - visual, +10 to saves vs. Dazzle attacks, Feats: Evasion)

 

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

 

Attacks: Amped Fireworks (Dazzle 8) (DC Fort/Ref 18), Flashy Lockpick (Drain 8), +12 (DC Fort/Staged 18), Heat Ray (Blast 8), +12 (DC 23), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 22 (88 ranks) + Feats 23 + Powers 36 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

I haven't gotten any requests in a bit, so instead I'll go to another well. Comic Book Hero: The Greatest Cape. This is Golden Sun, a villain from that text game. He's...annoying. Not to fight, mind, but in universe. Insufferable arrogant, he only appears to commit crimes to get his face on TV. So yes, one of those villains. He's a bit hard to hit, as his fireworks are constantly throwing Our Heroes off a bit, and he's got some firework style powers to fight with, too. If you use him, he should Taunt, Feint, or Distract every round. He'll be annoying, but not too hard for a team to take down.

Edited by EternalPhoenix
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Golden Bruiser

 

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

 

STR: +15 (16/40), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

Tough: +3/+15, Fort: +8, Ref: +5, Will: +8

 

Skills: Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 7 (+10), Knowledge (history) 13 (+15), Knowledge (physical sciences) 13 (+15), Knowledge (streetwise) 13 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee), Attack Specialization (Unarmed Attack), Dodge Focus 3, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Golden Body (Container, Passive 14) (Noticeable)

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

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

      Super-Strength 4 (+20 STR carry capacity, heavy load: 102.4 tons; +4 STR to some checks)

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

   Impervious Toughness 4

   Leaping 1 (Jumping distance: x2)

   Protection 6 (+6 Toughness)

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

   Super-Strength 1 (+5 STR carry capacity, heavy load: 102.4 tons; +1 STR to some checks)

 

Attack Bonus: +2 (Ranged: +2, Melee: +3, Grapple: +18/+23)

 

Attacks: Unarmed Attack, +5 (DC 30)

 

Defense: +5  (Flat-footed: +1), Knockback: -12/-16

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 11 + Powers 69 + Combat 8 + Saves 15 + Drawbacks 0 = 150

 

Continuing on the CBH Villains theme, this is King Midas. Now this guy. This friggin' guy. Bringing someone with only physical damage available to them is a receipe for defeat. He's a terrible fighter, but his powers make him a force to be reckoned with nonetheless. He's a powerhouse who looks like he's literally made of gold, who breaks into banks and other places to steal one thing. His eternal obession, gold. I've made him a scientist and historian who 1) made himself this way and 2) named himself while he was at it. He's pretty Silver Age, so feel free to ham it up. And don’t forget the golden suited Minions!

Edited by EternalPhoenix
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Powerhouse Psychiatrist

 

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

 

STR: +14 (22/38), DEX: +2 (14), CON: +7 (16/24), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

 

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

 

Skills: Bluff 12 (+15), Concentration 8 (+10), Diplomacy 12 (+15), Gather Information 7 (+10), Intimidate 8 (+15), Knowledge (behavioral science) 12 (+15), Knowledge (life sciences) 2 (+5), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 3, Challenge -  Improved Startle, Challenge - Improved Demoralize, Challenge - Improved Taunt, Chokehold, Dodge Focus 4, Grappling Finesse, Improved Grapple, Improved Pin, Power Attack, Skill Mastery (Bluff, Diplomacy, Intimidate, Sense Motive), Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Big Man (Density 3) (+6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent)

   Immovable 1 (Resist Movement: +4, Resist Knockback: -1)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 19.2 tons; +1 STR to some checks)

Getting Bigger (Growth 8) (+16 STR, +8 CON, +2 size categories)

 

Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +30/+31)

 

Attacks: Unarmed Attack, +6 (DC 29)

 

Defense: +12  (Flat-footed: +4), Size: Medium/Huge, Knockback: -13

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 20 (80 ranks) + Feats 22 + Powers 33 + Combat 30 + Saves 13 + Drawbacks 0 = 150

 

Keeping the CBH Villains theme going, this is ShrinkFit. He's psych doc who works for the biggest crime boss in the Gotham expy. In the game, he's pretty much just enforcer muscle, but I wanted to bring his psych skills into play. So not only is this version a heavy hitter when fully grown, he's also a mean demoralizer, with a healthy side of Startle to fully clean Our Heroes' clocks. His Sense Motive isn't as good because, well...he's not as good as he thinks he is. He's formidable at normal size, too. PL 7 offensively and PL 8 defensively. Enough to give low level heroes a headache, before he grows and pummels them into the ground.

Edited by EternalPhoenix
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Morphin' Phenom

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Concentration 10 (+12), Gather Information 15 (+15), Investigate 12 (+15), Knowledge (streetwise) 12 (+15), Notice 8 (+10), Search 12 (+15), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Defensive Roll 2, Dodge Focus 7, Evasion, Improved Initiative, Power Attack, Skill Mastery 2 (Acro, Gather Info, Investi, KN (street), Notice, Search, Sen Mot, Stealth), Uncanny Dodge (Auditory)

 

Powers:

Morphenomenal (Array 10) (default power: morph)

   Chameleon Skin (Concealment 10) (Array; all senses)

   Empathic Projection (Mind Control 10) (Array; DC 20; Duration (sustained); One Command (Don't Attack Me))

   Morphenomenal Morphin' (Morph 6) (Default; morph: any form, +30 Disguise; Custom (Covers Scent), Precise)

Morphic Energy Control (Array 8) (default power: blast)

   Morphic Capturing (Snare 6) (Array; DC 16; Accurate 3 (+6), Precise)

   Morphic Energy Blast (Blast 6) (Default; DC 21; Accurate 3 (+6), Precise)

   Morphic Healing (Healing 6) (Array; DC 16; Range (ranged); Limited to Others; Persistent, Precise, Regrowth)

   Morphic Renewal (Healing 6) (Array; Action (standard); Personal; Persistent, Precise, Regrowth)

 

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

 

Attacks: Empathic Projection (Mind Control 10) (DC Will 20), Morphic Capturing (Snare 6), +14 (DC Ref/Staged 16), Morphic Energy Blast (Blast 6), +14 (DC 21), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 26 (101 ranks) + Feats 16 + Powers 41 + Combat 30 + Saves 17 + Drawbacks 0 = 150

 

The CBH theme continues, but instead of a villain, I'm going Non Combat Focused. Granted, CBH is a game where combat is essentially the whole meal, but the listed powers of this young lady, Morphin' Orphan, suggest that the last thing she wants is to get into a fight. I think I've represented her fairly well here. She's an excellent detective, but poor with people. Her morphing powers allow to sneak into just about anywhere. And she can fight a bit too, by channeling some of the energy that fuels her morphing into energy blasts. Or warp the enemy's clothing into bindings. She can even heal herself or, with more effort, others.

Edited by EternalPhoenix
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Lucky Pyrokinetic

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (popular culture) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization (Pyrokinesis (Array 9)), Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 4, Improved Initiative, Luck 5, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 1) (Hard to lose)

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

Immunity 10 (common descriptor: Fire/Heat; Limited - Half Effect)

Luck Control 4 (bestow hero points, force a re-roll, negate gm fiat, spend hero point for another, Feats: Luck 5)

Pyrokinesis (Array 9) (default power: ignite)

   Calm The Flames (Nullify 6) (Array; counters: all powers of (type) - fire/heat, DC 16)

   Fire Control 6 (Array; Duration (continuous))

   Flamethrower (Blast 6) (Array; DC 21; Autofire (interval 2, max +5))

   Ignite 6 (Default; DC 21)

 

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

 

Attacks: Calm The Flames (Nullify 6), +14 (DC Will 16), Flamethrower (Blast 6), +14 (DC 21), Ignite 6 (DC Staged/Tou ), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 14 (56 ranks) + Feats 17 + Powers 47 + Combat 32 + Saves 16 + Drawbacks 0 = 150

 

The CBH theme rolls on, continuing with Non Combat Focused. This is Scottish Heather, a pyrokinetic who can generate "good luck". She's a teen sidekick to another, bigger name hero. I think I've done a good job here. She's not that powerful, and only two of her powers are directly combat related. She can't even make a force field, at least not yet. Luck Control can hide some of her flaws, especially her lack of skills, but eventually Luck runs out. I think she's a quality supporter for her mentor (the brick known as Alba), and can make it work in solo adventures.

Edited by EternalPhoenix
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Quaker Shaker

 

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

 

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Concentration 8 (+10), Diplomacy 5 (+8), Gather Information 5 (+8), Knowledge (earth sciences) 4 (+5), Knowledge (streetwise) 4 (+5), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 5 (+8)

 

Feats: Accurate Attack, Attack Focus (melee) 5, Dodge Focus 5, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 1 (rare descriptor: Own Powers)

Quake Armor (Force Field 8) (+8 Toughness; Subtle (subtle))

Quake Punch (Strike 8) (DC 25; Mighty)

Whole Lotta Shakin' (Trip 10) (Burst Area (50 ft. radius - General), Duration 2 (sustained), Secondary Effect; Range (touch))

 

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

 

Attacks: Quake Punch (Strike 8), +10 (DC 25), Unarmed Attack, +10 (DC 17), Whole Lotta Shakin' (Trip 10) (DC 20)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 15 (60 ranks) + Feats 14 + Powers 59 + Combat 20 + Saves 16 + Drawbacks 0 = 150

 

The last of the CBH builds, Non Combat Focused or otherwise, this is Geo Girl.  She's a different spin on a vibration controller than my Waverider. She can cause earthquakes to trip up her opponents, and channel that power inside to hit extremely hard. I tried to evoke that she was a rookie hero, professional in her skills but nowhere near superheroic yet. Her big Trip is her trump card against most opponents. Thugs won't be able to get up long enough not to get Quake Punched out.

Edited by EternalPhoenix
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