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Vahnyu's Character Pool, v2


Vahnyu

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CONTENTS
01 - Battlesuits (Suit Up!)


02 - Blasters (Wielding awesome powers)

  •  


03 - Cowls (I am the night)


04 - Elementals (Become one with an element)

  • Mud Man


05 - Geniuses (I think, therefore I am)

  •  


06 - Mimics (Anything you can do, I can do better.)


07 - Mystics (Say the magic word)

  • Headology Witch
  • Spellcrafter
  • Weapons Summoner


08 - Paragons (Exemplars of Truth, Justice, and the Superhero way)


09 - Powerhouses (Wouldn't like 'em when they're ANGRY!)

  •  


10 - Psions (Mind over Matter)

  •  


11 - Shapeshifters (It's Morphin' Time)

  •  


12 - Speedsters (Think you can keep up? Think again!)

  • Bioelectric Speedster


13 - Totems (Doing like they do on the Discover Channel)

  • Spider-Hulk
  • Tiger-Man


14 - Weaponmasters (Armed and Dangerous)

  • Spaceknight Dragoon

DISCLAIMER: Everything herein is my personal advice, and in no way or form constitutes official/canonical statements or necessarily reflects the views of the Moderators and Admins.

Edited by Vahnyu
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Robotic Replicator
Megaman_X.jpg

 

Get equipped with...

Power Level: 10 (150/150PP)
Trade-Offs: "None"


Abilities: 10 + 10 + (-10) + 6 + 4 + 0 = 20PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution:  --
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +5
Attack: +4 Melee, +4 Ranged, +10 Buster Cannon/Weapon Copy
Grapple: +9/+15(Weapon Copy)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5


Saving Throws: 0 + 5 + 5 = 10PP
Toughness: +10 (-- Con, +10 [Protection])
Fortitude: --
Reflex: +10 (+5 Dex, +5)
Will: +8 (+3 Wis, +5)


Skills: 40R = 10PP
Acrobatics 10 (+15)Skill Mastery
Climb 5 (+10)
Computers 5 (+8)Skill Mastery
Concentration 5 (+7)
Knowledge (Technology) 5 (+8)Skill Mastery
Notice 5 (+7)Skill Mastery
Sense Motive 5 (+7)


Feats: 10PP
All-Out Attack
Dodge Focus 6
Eidetic Memory
Elusive Target
Evasion
Move-By Action
Power Attack
Skill Mastery (Acrobatics, Computers, Knowledge[Technology], Notice)


Powers: 25 + 3 + 40 + 22 = 90PP

Buster Cannon 10 (Descriptive20PP Array; Feats: Accurate 3, Atlernate Powers 2) [25PP] (descriptors)

  • Base Power: Damage 10 (Descriptive Name; Extras: Range[Ranged]) {20PP} (Plasma Blast)
  • Alternate Power: Damage 10 (100-1'000ft, 50ft radius; Extras: Area[Burst], Range[Ranged]; Flaws: Action[Full Round]) {20PP} (Charged Plasma Blast)
  • Alternate Power: Damage 10 (100-1'000ft, 50ft radius; Extras:Autofire, Range[Ranged]; Flaws: Distracting) {20PP} (Rapid Plasma Blast)

Flight 2 (25mph/250ft per Move Action; Drawbacks: Limited[Must Land at End of Turn]) [3PP] (Dash Boots)

Immunity 30 (Fortitude Saving Throws) + Protection 10 [30 + 10 = 40PP] (Robotic Body)

Mimic 20 (100PP Variable Power, Any One Power; Extras: Duration[Continuous], Extra Subject 2[Up to 5 Mimic'd Subjects at a time], Flaws: Limited[Machines], Requires Grapple, Saving Throw[Will], Feats: Accurate 3, Drawbacks: Adds Flaw[Unreliable: 5 Uses], Limited[One Power per Subject]) [22PP] (Weapon Copy)

  • Damage 10 (100-1'000ft; Extras: Autofire, Range[Ranged], Flaws: Unreliable[5 Uses]) [P20PP] (Quick Boomerang)
  • Damage 10 (10x250ft Line; Extras: Area[Line], Linked[Drain Toughness], Unreliable[5 Uses], Feats: Progression[Area]) + Drain Toughness 10 (Descriptive Name; Extras: Affects Objects, Area[Line], Linked[Damage], Flaws: Action[Full-Round], Unreliable[5 Uses], Drawbacks: Limited[Cannot be used Underwater]) [11 + 9 = 20PP] (Fire Wave)
  • Damage 10 (50ft radius; Extras: Area[Burst], Selective, Flaws: Unreliable[5 Uses]) [20PP] (Metal Blades)
  • Enhanced Strength 10 (Total Strength 30 (+10); Extras: Linked[Super Strength], Penetrating 10, Flaws: Duration[Sustained], Unreliable[5 Uses]) + Super Strength 20 (Up to 130 Effective Strength, Heavy Load 800K tons, Grapple +30; Extras: Linked[Enhanced Strength], Flaws: Unreliable[5 Uses], Feats: Bracing, Countering Punch, Groundstrike, Shockwave, Thunder Clap) [5 + 15 = 20PP] (Super Arm)
  • Impervious Extra on Toughness 10 (Descriptive Name; Extras: Non-Permanent, Reflective 2[All Damage], Flaws: Duration[Sustained], Unreliable[5 Uses]) [20PP] (Leaf Shield)

Super Movement 1 (Wall Crawling, 15ft per Move Action) [2PP] (Wall Cling)


Drawbacks: (-4) + (-3) + (-3) = -10PP

Vulnerability (Magnetism; Frequency: Common; Intensity: Major [x2]) [-4PP]

Vulnerability (Emotion; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]

Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]


DC Block

ATTACK                   RANGE           SAVE                                     EFFECT
Unarmed                  Touch           DC20 Toughness (Staged)                  Damage (Physical)
Plasma Blast             Ranged          DC25 Toughness (Staged)                  Damage (Plasma)
Charged Plasma Blast     Ranged Area     DC25 Toughness (Staged)                  Damage (Plasma)
Rapid Plasma Blast       Ranged Area     DC25 Toughness (Staged)                  Autofire Damage (Plasma)


Totals: Abilities (20) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (12) + Powers (92) - Drawbacks (10) = 150/150 Power Points

 


About this build:

The Robotic Replicator is a special robot that has the ability to replicate any single weapon that a machine could possess. The Robotic Replicator has a great memory capacity, allowing it to save multiple different weapons at a time, and then deploy them at will. This alone grants him a significant amount of versatility, one that does not come, however, without its considerable drawbacks. Weapon Copying is an extremely delicate process, one that requires the Robotic Replicator to completely overwhelm his target, which makes it a very risky action, one best left for willing or unconscious targets. Furthermore, each weapon thus copied requires a considerable amount of energy in order to use/sustain, meaning that the Robotic Replicator has to use them sparringly. Finally, each subject of the Robotic Replicator's Weapon Copying can only offer him one weapon, so the Robotic Replicator has to search different opponents in order to expand his arsenal.

Having said that, Weapon Copying is not the only strength the Robotic Replicator possesses. He comes armed with his own Buster Cannon, a simple weapon of great application, capable of both run-and-gun tactics, as well as crowd controlling. He has considerable maneuverability, thanks to his Dash Boots, which allow him to run and jump with significant amounts of freedom, and to his Wall Cling capability, which combined with the Dash Boots allows him to easily scale tall buildings. Swift, mobile, and dodgy, and with a potentially versatile arsenal, this Super Fighting Robot has all the tools it needs to effectively fight crime, and if it doesn't, it soon will!

Additional Notes:

  1. Instead of a Robot, he could very well be a human. Instead of buying Immunity[Fortitude] and Protection, you could just buy Constitution/Enhanced Constitution, for a net cost of 0PPs. Optionally, his Weapon Copying could change its Limitated flaw from Machines to something else(like demons).
  2. Mimicing up to 5 subjects at a time, with a 100PP pool, may feel too much. In this case, consider dropping the Extra Subjects extra one rank(making Weapon Copying cost 1PP per 2 ranks), and lowering its ranks to 10 (for a total cost of 6PPs). This would grant you +16PPs, enough to beef up the Robotic Replicator's Buster Cannon, or otherwise round up his build.
  3. Lowering his Reflex and Will a couple of ranks each would not be a bad idea either(+4PPs).
Edited by Vahnyu
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Superhuman Costumed Martial Artist

http://vignette1.wikia.nocookie.net/ultradragonball/images/8/8a/Great_Saiyaman_2.png

Quote

Hiya Ho! Here we go! I'm the man with the plan, to uplift the good, and route out the bad, 'til we're living like we should. Hiya! Whoa, uh-huh! Now you understand that I'm the, Great Saiya Man!

Power Level: 10 (150/150PP)
Trade-Offs: -5 Maximum Strength Attack / +5 Maximum Strength Damage, +5 Energy Barrage Attack/ - 5 Energy Barrage Damage, -3 Blocking Defense / +3 Blocking Toughness, +3 Dodging Defense / -3 Dodging Toughness


Abilities: 6 + 4 + 10 + 2 + 6 + 4 = 32PP
Strength: 16/40 (+3/+15)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14/30 (+3/+10)


Combat: 10 + 6 = 16PP
Initiative: +2
Attack: +5 Melee, +5 Ranged, +10 Flurry of Blows, +15 Energy Barrage
Grapple: +8 / +22
Defense: +7 Blocking / +10 Charging / +13 Dodging (+3/+4/+13 Base, +4/+6/+0 Dodge Focus), +2 Blocking  Flat-Footed / +2 Charging Flat-Footed/+7 Dodging Flat-Footed
Knockback: -2/-6


Saving Throws: 2 + 7 + 4 = 13PP
Toughness: +5 / +13 Blocking / +10 Charging / +7 Dodging (+5 Con, +4/+1/+0 [Protection], +4/+4/+2 [Defensive Roll], +10/+0/+0 Impervious Reflective)
Fortitude: +7 (+5 Con, +2)
Reflex: +9 (+2 Dex, +7)
Will: +7 (+3 Wis, +4)


Skills: 20R = 10PP
Acrobatics 5 (+10)Skill Mastery
Concentration 10 (+13)
Diplomacy 5 (+7)Skill Mastery
Intimidate 5/13 (+7/+23)Skill Mastery
Notice 5 (+8)
Sense Motive 5 (+8)Skill Mastery
Stealth 5 (+10)


Feats: 11PP
Acrobatic Bluff
All-Out Attack
Defensive Roll
Distract (Intimidate)

Fearless
Grappling Finesse
Improved Grab
Improved Pin
Power Attack
Quick Change
Skill Mastery (Acrobatics, Diplomacy, Intimidate, Sense Motive)


Powers: 34 + 32 + 2 = 68PP

Super Martial Arts: Offensive Focus 15 (28PP Array; Feats: Alternate Powers 6) [34PP]

  • Base Power: Enhanced Strength 24 + Super-Strength 1 (Effective Strength 45; Feats: Bracing, Countering Punch) {24 + 4 = 28PP} (Maximum Strength)
  • Alternate Power: Blast 5 (250-500ft, 50ft radius; Extras: Area[Burst, Targeted], Autofire 5, Selective, Flaws: Distracting, Feats: Accurate 5, Increased Range 2, Progression[Area]) {28PP} (Energy Barrage)
  • Alternate Power: Damage 7 (Extras: Autofire 10, Linked[Trip], Feats: Accurate, Attack Focus[Melee] 3, Mighty) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) {22 + 6 = 28PP} (Flurry of Blows)
  • Alternate Power: Damage 10 (10x250ft; Extras: Area[Line], Linked[Trip], Linked[Stun], Penetrating, Flaws: Action[Full-Round], Feats: Progression[Area]) + Stun 10 (Extras: Area[Line], Linked[Damage], Flaws: Action[Full-Round], Daze, Distracting) + Trip 10 (Extras: Area[Line], Knockback, Linked[Damage], Flaws: Action[Full-Round], Range[Touch], Feats: Improved Trip) {12 + 5 + 11 = 28PP} (Energy Beam)
  • Alternate Power: Enhanced Fearsome Presence 10 (1'000ft radius; Feats: Progression[Area] 4) + Enhanced Skill 2 (Intimidate 8) + Enhanced Charisma 16(Flaws: Limited[Intimidate]) {14 + 2 + 8 = 24PP} (Overwhelming Aura)
  • Alternate Power: Flight 14 (Up to Flight 20, 25'000'000mph/250'000'000ft per Move Action, near Lightspeed) {28PP} (Power Flight)
  • Alternate Power: Enhanced Strenght 4 + Super-Strength 12 (Effective Strength 80) {4 + 24 = 28PP} (Maximum Power)

Super Martial Arts: Defensive Stance 15 (30PP Array; Feats: Alternate Powers 2) [32PP]

  • Base Power: Enhanced Defence 10 + Enhanced Feats 10 (Defensive Attack, Elusive Target 2, Evasion 2, Fast Overrun, Move-By Attack, Uncanny Dodge 3[Sight, Hearing, Smell]) {20 + 10 = 30PP} (Dodging)
  • Alternate Power: Protection 1 (Extras: Impervious 10, Flaws: Limited[non-Perception]) + Enhanced Defense 1 + Enhanced Feats 8 (Blind Fight, Defensive Roll, Dodge Focus 6, Elusive Target, Evasion, Move-By Attack, Uncanny Dodge [Sight]) + Flying 5 (Up to Flight 6, 500mph/5'000ft per Move Action) {6 + 2 + 12 + 10 = 30PP} (Charging)
  • Alternate Power: Protection 4 (Extras: Impervious 10, Reflective 2[All Attacks], Flaws: Limited[non-Perception]) + Enhanced Feats 6 (Defensive Roll, Dodge Focus 4, Interpose){24 + 6 = 30PP} (Blocking)

Flight (10mph/100ft per Move Action) [2PP] (Flight)


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK               RANGE           SAVE                                     EFFECT
Unarmed              Touch           DC18 Toughness (Staged)                  Damage (Physical)
Maximum Power        Touch           DC20 Toughness (Staged)                  Damage (Physical)
Maximum Strength     Touch           DC30 Toughness (Staged)                  Damage (Physical)
Energy Barrage       Ranged Area     DC20 Toughness (Staged)                  Damage (Energy/Ki)
Energy Beam          Area            DC25 Toughness (Staged)                  Damage (Energy/Ki)
                                     DC20 Fortitude (Staged)                  Stun (Daze)
                                     1d20+10 vs Strength/Dexterity(worse)     Trip
Flurry of Blows      Touch           DC25 Toughness (Staged)                  Damage (Physical)
                                     1d20+10 vs Strength/Dexterity(Worse)     Trip
Overwhelming Aura    Area            DC20 Will (Staged)                       Fear


Totals: Abilities (32) + Combat (16) + Saving Throws (13) + Skills (10) + Feats (11) + Powers (68) - Drawbacks (0) = 150/150 Power Points

About This Build

Most of the time, the Flying Brick as an archetype represents someone who is incredibly powerful, but lacks in skills, both in and out of combat. Being able to take a hit and dish out punishment, while also having the ability to fly, is the golden standard by which all Superheroes are judged. However, for all their strenght, they lack extensive trainning in properly utilising their body to its utmost potential, and as a result, whenever they are denied their powers, they become punching bags even for martial artists. Taking inspiration from Dragonball's Son Gohan's super-heroic identity, the Great Saiyaman, who was a combination of parody of the Sentai genre(visually speaking, at least) and drawing inspiration from Superman, the Superhuman Costumed Martial Artist greatly mitigates that problem, by being adept enough at fighting even without any of his powers, and as an added bonus, whenever he fights at full strength, he is a force to be reckoned with. He could either be an alien with inborn powers, or a human that was somehow bestowed said powers, but the fact is that the SCMA trained for the better part of his life, not as an after-thought, and as a result, he can go toe-to-toe with the baddest, meanest menaces out there. His powers greatly enhance his ki, and he is able to put it to good use in either empowering his strength, or directing it outwardly in the form of energy blasts and beams.

Very skilled, his trainning focuses on his acrobatic capabilities, and his concentration is top-notch. While most of the time he prefers to talk things out, if the occasion arises, he can instead exude a powerful aura of Ki that enhances his pressence and acts as a warning sign to would be attackers. He is incredibly fast, and can do tons of heavy lifting. He possesses knowledge of various stances that, combined with his superpowers, compliment his defenses by either making him a nigh-impenetrable wall that deflects all incoming blows, a vigilant dodger who is nigh-unhittable, or a dogged pursuer who balances his defensive focus in order to speed up his flight. On the offensive front, he possesses a powerful array of martial prowess, that combines his innate superpowers, his ki mastery and vast reserves, and his martial arts trainning. Whether blasting multiple foes from afar with a hailstorm of energy balls, piercing through their defences with a powerful beam, unleashing an unrelenting torrent of punches and kicks, or employing a simply yet powerful haymaker, the SCMA can answer almost every challenge that comes his way. Finally, even without his superhuman powers, the SCMA has close to olympic-level-athlete physical capabilities.

 

Additional Notes:

  1. Instead of being inately superhuman, the Superhuman Costumed Martial Artist could instead emphasize his Sentai roots more, rather than his Superman ones, by having all of his powers be part of a power-costume.
  2. Another option would be to make all of his physical abilities be enhanced, instead. Adding that Enhanced Strenght inside his power array would also increase the potential for his other powers(+6PPs).
  3. Yet alternatively, one could axe everything in the Attack Focus array but his Enhanced Strenght and Flight, for a more traditional Flying Brick.
  4. Finally, you could reduce his skills and Feats by 5 points each, removing things such as Stealth, Diplomacy, Fearless, and Grappling Finesse(+10PPs).
  5. Adding more Feats, would serve towards giving the character a greater repertoire outside of his powers.
Edited by Vahnyu
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Demon Hunter With Phantom Arm

425622-dmcwp5.jpg
 

But now I know... This hand was made for sending guys like you back to Hell!

Power Level: 10 (150/150PP)
Trade-Offs: -0 Red Queen Attack / +0 Red Queen Damage, -5 Devil Bringer Attack / +5 Devil Bringer Damage, +5 Blue Rose Attack / -5 Blue Rose Damage, +2 Defense / -2 Toughness


Abilities: 0 + 0 + 0 + 0 + 8 + 4 = 12PP
Strength: 10/20 (+0/+5)
Dexterity: 10/20 (+0/+5)
Constitution: 10/18 (+0/+4)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 10 + 8 = 18PP
Initiative: +0/+5
Attack: +5 Melee, +5 Ranged, +5 Devil Bringer, +10 Red Queen, +15 Blue Rose
Grapple: +5 / +10 / +14 Devil Bringer: Buster / +18 Devil Bringer: Snatch / +26 Devil Trigger Bringer: Devil Buster / +32 Devil Trigger Bringer: Devil Snatch (Up to +34 with All Additional Limbs)
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Knockback: -2/-4/-8


Saving Throws: 2 + 4 + 4 = 10PP
Toughness: +4/+8 (+0/+4 Con, +4 [Defensive Roll])
Fortitude: +2/+6/+8 (+0/+4 Con, +2/+4)
Reflex: +5/+9/+11 (+0/+5 Dex, +4/+6)
Will: +8 (+4 Wis, +4)


Skills: 40R = 10PP
Acrobatics 10 (+10/+15)Skill Mastery
Bluff 8 (+10)Skill Mastery
Concentration 6 (+10)
Knowledge (Arcane Lore) 10 (+10)Skill Mastery
Sense Motive 6 (+10)Skill Mastery


Feats: 20PP
Ambidexterity
Defensive Roll 2
Dodge Focus 8
Elusive Target
Evasion
Fearless
Move-By Action
Precise Shot
Quick Draw 2
Skill Mastery (Acrobatics, Bluff, Knowledge[Arcane Lore], Sense Motive)
Taunt


Powers: 26 + 54 = 80PP

Device 7 (35PP Container; Flaws: Easy-To-Lose, Feats: Indestructible, Limited 2 [Nero], Multiple Weapons 2) [26PP] (Devil Arms)

Red Queen/Blue Rose/Yamato 15 (30PP Array; Feats: Alternate Powers 5)[35PP]

  • Base Power: Damage 5 (Extras: Penetrating 10, Feats: Accurate 2, Attack Focus[Melee] 1, Affects Incorporeal, Mighty) + Stun 10 (Extras: Linked[Damage], Flaws: Daze){20 + 10 = 30PP} (Red Queen: Split)
  • Alternate Power: Damage 5 (Extras: Autofire 10, Penetrating 10, Feats: Accurate 2, Attack Focus[Melee] 1, Affects Incorporeal, Mighty) {30PP} (Red Queen: Roulette Spin)
  • Alternate Power: Damage 5 (Extras: Linked[Trip], Penetrating 9, Feats: Accurate 2, Attack Focus[Melee] 1, Affects Incorporeal, Mighty) + Trip 10 (Extras: Knockback, Flaws: Range[Touch] Feats: Improved Trip) {19 + 11 = 30PP} (Red Queen: High Roller)
  • Alternate Power: Blast 5 (50-500ft, 50ft radius; Extras: Area[Burst, Targeted], Autofire 5, Feats: Accurate 5, Affects Incorporeal 2, Progression[Area], Ricochet 2) {30PP} (Blue Rose: Rapidfire)
  • Alternate Power: Blast 5 (50-500ft; Extras: Linked[Stun], Linked[Trip], Penetrating 5, Flaws: Action[Full-Round], Feats: Accurate 5, Affects Incorporeal 2, Ricochet 2) + Stun 5 (Extras: Linked[Blast], Range[Ranged], Flaws: Action[Full-Round], Daze) + Trip 5 (Extras: Linked[blast], Knockback, Flaws: Action[Full-Round], Feats: Improved Trip) {19 + 5 + 6 = 30PP} (Blue Rose: Charge Shot)
  • Alternate Power:Enhanced Devil Lineage 8.2 (To Trigger Devil Lineage 19; Extras: Total Fade[15 rounds], Flaws: Duration[sustained], Fades, Drawbacks: Action [Move Action], Fast Fade[1PP/3 seconds]) {30PP} (Yamato: Devil Trigger)

Devil Lineage 10.8 (54PP Container) [21 + 5 + 10 + 10 + 8 = 54PP]

Devil Bringer 10 (20PP Array; Feats: Alternate Power) [21PP]

  • Base Power: Additional Limbs 1 (1 Extra Arm; Extras: Duration[sustained, +0], Linked[Damage], Linked[Super Strength], Projection, Feats: Improved Grab, Improved Pin, Subtle) + Damage 10 (Extras: Linked[Additional Limbs], Feats: Mighty) + Super Strength 4 (40 Effective Strength; Extras: Linked[Additional Limbs], Flaws: Duration[sustained]) [5 + 11 + 4 = 20PP] (Buster)
  • Alternate Power: Additional Limbs 1 (1 Extra Arm; Extras: Duration[sustained, +0], Linked[Elongation], Linked[super Strength], Projection, Feats: Grappling Finesse, Improved Pin, Subtle) + Elongation 5 (100ft per Move Action, 100ft; Extras: Linked[Additional Limbs], Projection, Flaws: Distracting, Feats: Improved Range 1, Subtle) + Super Strength 8 (60 Effective Strength; Extras: Linked[Additional Limbs], Flaws: Duration[sustained]) [5 + 7 + 8 = 20PP] (Snatch)

Demonic Agility 1 (2PP Array; Feats: Alternate Power, Dynamic Powers 2) [5PP]

  • Dynamic Base Power: Speed 2 (25mph/250ft per Move Action) [2PP] (Demonic Speed)
  • Dynamic Alternate Power: Flight 1 (10mph/100ft per Move Action, Drawbacks: Limited[Must Land At End of Turn]) [1PP] (Demonic Air Hike)

Enhanced Strength 10 [10PP] (Demonic Might)

Enhanced Dexterity 10 [10PP] (Demonic Reflexes)

Enhanced Fortitude 8 [8PP] (Demonic Stamina)

--> Devil Trigger Lineage 19 (95PP Container) [44 + 7 + 10 + 14 + 10 +10 = 95PP]

Devil Trigger Bringer 20 (40PP Array; Feats: Alternate Powers 4) [44PP]

  • Base Power: Additional Limbs 2 (2 Extra Arm; Extras: Duration[sustained, +0], Linked[Damage], Linked[Super Strength], Projection, Feats: Grappling Finesse, Improved Grab, Improved Pin, Split Attack, Subtle) + Damage 10 (Extras: Linked[Additional Limbs], Penetrating 4, Feats: Mighty) + Super Strength 16 (100 Effective Strength; Extras: Linked[Additional Limbs], Flaws: Duration[sustained]) {9 + 15 + 16 = 40PP} (Yamato + Devil Trigger: Devil Buster)
  • Alternate Power: Additional Limbs 2 (1 Extra Arm; Extras: Duration[sustained, +0], Linked[Elongation], Linked[super Strength], Projection, Feats: Grappling Finesse, Improved Grab, Improved Pin, Split Attack, Subtle) + Elongation 6 (250ft per Move Action, 250ft; Extras: Projection, Flaws: Distracting, Feats: Improved Range 2, Subtle) + Super Strength 22 (130 Effective Strength; Extras: Linked[Additional Limbs], Flaws: Duration[sustained]) {9 + 9 + 22 = 40PP} (Yamato + Devil Bringer: Devil Snatch)
  • Alternate Power: Damage 5 (Extras: Autofire 10, Linked[Stun], Linked[Trip], Penetrating 9, Flaws: Action[Full-Round], Feats: Accurate 2, Attack Focus[Melee] 1, Affects Incorporeal 2, Mighty, Drawbacks: Power Loss[not Wielding Red Queen]) + Stun 10 (Extras: Linked[Damage], Flaws: Action[Full-Round], Daze) + Trip 10 (Extras: Knockback, Flaws: Action[Full-Round], Range[Touch] Feats: Improved Trip, Knockback 5) {24 + 5 + 11 = 40PP} (Yamato + Red Queen: Maximum Bet)
  • Alternate Power: Damage 5 (Extras: Autofire 10, Linked[Trip], Penetrating 9, Feats: Accurate 2, Attack Focus[Melee] 1, Affects Incorporeal 2, Mighty, Drawbacks: Power Loss[not Wielding Red Queen]) + Trip 10 (Extras: Knockback, Flaws: Range[Touch] Feats: Improved Trip) {29 + 11 = 40PP} (Yamato + Red Queen: Showdown)
  • Alternate Power: Damage 5 (125x125ft Cone; Extras: Linked[Drain Toughness], Area[Cone, Targeted], Autofire 5, Feats: Accurate 5, Affects Incorporeal 2, Progression[Area], Ricochet 2, Drawbacks: Power Loss [not Wielding Blue Rose]) + Drain Toughness 5 (Extras: Linked[Damage], Area[Cone, Targeted], Total Fade, Feats: Incurable)  {24 +16 = 40PP} (Yamato + Blue Rose: Summoned Swords)

Demonic Trigger Agility 2 (4PP Array; Feats: Alternate Power, Dynamic Powers 2) [7PP]

  • Dynamic Base Power: Speed 4 (100mph/1'000ft per Move Action) [4PP] (Demonic Trigger Speed)
  • Dynamic Alternate Power: Flight 2 (25mph/250ft per Move Action, Drawbacks: Limited[Must Land At End of Turn]) [3PP] (Demonic Trigger Air Hike)

Enhanced Strength 10 [10PP] (Demonic Trigger Might)

Enhanced Dexterity 10 + Enhanced Reflexes 2 + Enhanced Feats 2 (Up to Elusive Target 2, Up to Evasion 2) [10 + 2 + 2 = 14PP] (Demonic Reflexes)

Enhanced Constitution 8 + Enhanced Fortitude 2 [8 + 2 = 10PP] (Demonic Trigger Stamina)

Regeneration 9 (Bruises 3[no action], Injuries 6[no action]; Feats: Persistent) [10PP] (Demonic Trigger Healing)

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                                   RANGE           SAVE                              EFFECT
Unarmed                                  Touch           DC15 Toughness (Staged)           Damage (Physical)
Enhanced Unarmed                         Touch           DC20 Toughness (Staged)           Damage (Physical)
Red Queen: Split                         Touch           DC25 Toughness (Staged)           Damage (Physical)
                                                         DC20 Fortitude (Staged)           Daze
Red Queen: Roulette Spin                 Touch           DC25 Toughness (Staged)           Autofire Damage (Physical)
Red Queen: High Roller                   Touch           DC25 Toughness (Staged)           Damage (Physical)
                                                         1d20+10 vs. STR or DEX(Worse)     Trip
Blue Rose: Rapidfire                     Area Ranged     DC20 Toughness (Staged)           Damage (Physical)
Blue Rose: Charge Shot                   Ranged          DC20 Toughness (Staged)           Damage (Physical)
                                                         1d20+5 vs. STR or DEX(Worse)      Trip
Devil Bringer: Buster                    Touch           DC30 Toughness (Staged)           Damage (Physical)
Yamato + Red Queen: Showdown             Touch           DC25 Toughness (Staged)           Autofire Damage (Physical)
                                                         1d20+10 vs. STR or DEX(Worse)     Trip
Yamato + Red Queen: Maximum Bet          Touch           DC25 Toughness (Staged)           Autofire Damage (Physical)
                                                         DC20 Fortitude (Staged)           Daze
                                                         1d20+10 vs. STR or DEX(Worse)     Trip
Yamato + Blue Rose: Summoned Swords      Area            DC20 Toughness (Staged)           Autofire Damage (Physical)
                                                         DC15 Fortitude (Staged)           Drain Toughness
Yamato + Devil Bringer: Devil Buster     Touch           DC30 Toughness (Staged)           Damage (Physical)


Totals: Abilities (12) + Combat (18) + Saving Throws (10) + Skills (10) + Feats (20) + Powers (32) - Drawbacks (0) = 70/150 Power Points
 


About this build.

 

Based on Nero, the protagonist of the Devil May Cry 4 game, this build represents a demon hunter, someone whose job is to hunt demons, who himself has some demonic power imbued in him, usually manifesting in a extra phantom arm. Why does he have that arm? Perhaps he was born with demonic blood flowing through his veins, or perhaps he was a victim of unholy experimentation. Whatever the case, he employs the arm to grapple and bring foes away from him to close range, where he can pummel them at his own leisure, or keep them far away and occupied, while he takes  care of another threat. He is equipped with three Devil Arms, a versatile and highly magical arsenal, that includes the powerful Durandal Red Queen, the accurate and fast firing Revolver Blue Rose, and the demonic Katana Yamato, which temporally enhances his demonic powers by transforming into a powerful protective aura shaped as a ghostly knight. When thus transformed, the Demon Hunter is incredibly fast and can heal from lesser forms of damage at an accelerated rate, and not only does his phantom arm become extremely powerful, he also gains a second equally powerful one. Furthermore, this form enhances his skills with the Red Queen and the Blue Rose. The three Devil Arms considerably expand his combat options, but don't be fooled for a second; even unarmed, the Demon Hunter with Phantom Arm is a force to be reckoned with.

The Demon Hunter with Phantom Arm is extremely agile and maneouverable, and while he lacks slightly in a hard crowd control attack, he can compensate due to his trainning. Very skilled and elusive, he fights as if possessed, preferring to stick close to his foes and performing high speed combos, while using them as a shield against incoming ranged attacks. He greatly favors dodging over taking hits, though he's not entirely frail, and even when immobilised, he can still maintain enough concentration to roll with the damage, most of the time. Particular areas of expertise include knowledge of the arcane, insight to peoples' (and demons') character, and an uncanny ability to fast talk or taunt his enemies. His favored tactic is unloading fire to his enemies from a distance, until he is within range to continuously rush them with charging sword attacks.

Additional Notes:

  1. Originally, Yamato was going to be portrayed by the use of Boost. Instead, I opted for the simpler Enhanced Trait format, adding the Duration and Fades flaws to represent a temporary burst of power. This was because the Yamato is part of an array, and due to the fact that Boost's Duration is Instant, it would mean that you could switch back to the other two weapons as soon as you'd triggered the boost.
  2. To overcome the issue of not being able to use the Red Queen and the Blue Rose, while in a Devil Trigger with the Yamato, I added a couple of APs to the Devil Trigger Bringer power (The original Devil Bringer power, under the effects of Yamato's Enhance power). These represent Nero combining the Yamato with either the Blue Rose or the Red Queen, performing incredible combos that are exclusive to Nero's Devil Trigger form. The feeling of this being a combo between Yamato and another weapon is further enforced by adding the 1 PP drawbacks Power Loss[not Wielding Red Queen] or Power Loss[not Wielding Blue Rose] as appropriate, meaning that if you are disarmed from one of those, the corresponding Devil Trigger Bringer APs become unavailable for use.
  3. You may notice that Yamato - Devil Trigger has a drawback, Fast Fade. While that drawback isn't presented in the books, it is, essentially, the drawback version of the Slow Fade feature. Thus, with 1 rank of the drawback, working in reverse, what would normally take 1 round(6 seconds) to reduce the power's PPs by one, now takes half a round (3 seconds), meaning that it loses PPs twice as fast. Coupled with the Total Fade extra, what would take 30 rounds to abruptly shut Devil Trigger off, now takes 15 rounds.
  4. Not really much to say about customization. You've got plenty of APs to work with. One thing you could definitely do, is rearrange the PPs in the Devil Trigger Lineage container, the Devil Lineage container enhanced by the effects of Yamato: Devil Trigger. You could, for example, scale down the ranks of the Devil Trigger Bringer, and add ranks of Imprevious Relfective extra for your Toughness. Remember, you can't have more Impervious ranks than your PL or your Toughness, whichever is lower.
Edited by Vahnyu
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Space Warrior

tumblr_lx5m7ownXv1r84s9so1_500.jpg

A true knight is fuller of bravery in the midst, than in the beginning of danger.

Power Level: 10 (150/150PP)
Trade-Offs: -2 Tek Lancer: Slash Attack / +2 Tek Lancer: Slash Damage, +2 Tek Lancer: Throw Attack / -2 Tek Lancer: Throw Damage, -2 Defense / +2 Toughness


Abilities: 8 + 8 + 8 + 0 + 8 + 0 = 32PP
Strength: 18 (+4)
Dexterity: 18/26 (+4/+8)
Constitution: 18//26 (+4/+8)
Intelligence: 10 (+0)
Wisdom: 18/26 (+4/+8)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +4/+8
Attack: +6 Melee, +4 Ranged, +8 Tek Lancer: Slash, +10 Voltekka Crash Intrude, +12 Tek Lancer: Throw
Grapple: +6
Defense: +6/+8 (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed
Knockback: -4/-6/-2


Saving Throws: 2 + 2 + 0 = 4PP
Toughness: +8/+12 (+4/+8 Con, +4 [Defensive Roll])
Fortitude: +6/+10 (+4/+8 Con, +2)
Reflex: +6/+10 (+4/+8 Dex, +2)
Will: +4/+8 (+4/+8 Wis, +0)


Skills: 40R = 10PP
Acrobatics 5 (+9/+13)Skill Mastery
Concentration 5 (+9/+13)
Knowledge (Cosmology) 5 (+5)Skill Mastery
Knowledge (Galactic Lore) 5 (+5)Skill Mastery
Notice 10 (+14/+18)
Sense Motive 10 (+14/+18)Skill Mastery


Feats: 10PP
Attack focus (Melee) 2
Defensive Roll 2
Dodge Focus 2
Evasion 2
Move-By Action
Skill Mastery (Acrobatics, Knowledge [Cosmology], Knowledge [Galactic Lore], Sense Motive)


Powers: 78 = 78PP

Teknosuit 19 (95PP Container; Flaws: Hard-to-Lose, Feats: Limited[Teknomen], Quick Change) [78PP]

Comprehend 2 (Languages 2[Speak or Understand All]) [4PP] (Translator Nodule)

Enhanced Dexterity 8 + Enhanced Feats(Dodge Focus 2) [8 + 2 = 10PP]

Enhanced Constitution 8 [8PP]

Enhanced Wisdom 8 [8PP]

Flight 4 (100mph/1'000ft per Move Action) [8PP] (Flight Thrusters)

Immunity 9 (Life Support) [9PP] (Synthetic Converter)

Space Armaments 20 (40PP Array; Feats: Alternate Powers 4) [44PP]

  • Base Power: Damage 8 (+5ft reach; Extras: Autofire 12, Linked[Trip], Penetrating 4, Feats: Accurate, Mighty, Extended Reach) + Trip 12 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) [27 + 13 = 40PP] (Tek Lancer: Slash)
  • Alternate Power: Damage 8 (400-800ft; Extras: Autofire 8, Range[Ranged], Penetrating 5, Feats: Accurate 4, Improved Aim, Improved Range 2, Precise Shot 2, Ranged Pin, Split Attack) [40PP] (Tek Lancer: Throw)
  • Alternate Power: Damage 10 (500ft radius; Extras: Area[burst], Selective, Feats: Mighty, Progression[Area] 3) + Flight 3 (Up to Flight 7, 1'000mph/10'000ft) [34  + 6 = 40PP] (Crash Intrude)
  • Alternate Power: Damage 10 (500x500ft Cone; Extras: Area[Cone], Flaws: Action[Full-Round], Feats: Progression[Area] 2) + Drain Toughness 10 (Extras: Area[Cone], Affects Objects, Flaws: Action[Full-Round], Distracted, Feats: Slow Fade [1PP per minute]) + Stun 10 (Extras: Area[Cone], Linked[Damage], Flaws: Action[Full-Round], Daze, Feats: Improved Trip) + Trip 10 (Extras: Area[Cone], Knockback, Linked[Damage], Flaws: Action[Full-Round], Range[Touch], Feats: Improved Trip) [12 + 11 + 11 + 6 = 39PP] (Voltekka)
  • Alternate Power: Damage 10 (Extras: Duration 2[Sustained], Aura, Flaws: Distracting, Feats: Accurate 2, Fast Overrun, Improved Overrun, Improved Trip) + Burrowing 6 (25mph/250ft per Move Action) [35 + 5 = 40PP] (Voltekka Crash Intrude)

Space Travel 2 (Interstellar) [4PP] (Space Thrusters)



Drawbacks: (-0) + (-0) = -0PP

 

DC Block

ATTACK                     RANGE          SAVE                             EFFECT
Unarmed                    Touch          DC19 Toughness (Staged)          Damage (Physical)
Tek Lancer: Slash   
      Touch          DC27 Toughness (Staged)          Autofire Damage (Physical, Slashing)
                                          1d20+12 vs STR or DEX(worse)     Trip
Tek Lancer: Throw          Ranged         DC23 Toughness (Staged)          Autofire Damage (Physical, Slashing)
Crash Intrude              Area           DC23 Toughness (Staged)          Damage (Plasma)

Voltekka                   Area           DC25 Toughness (Staged)          Damage (Physical)
                                          DC20 Fortitude (Staged)          Drain (Toughness) + Stun (Daze)
                                          1d20+10 vs STR or DEX(worse)     Trip (Knockback)
Voltekka Crash Intrude     Touch Aura     DC27 Toughness (Staged)          Damage (Physical)


Totals: Abilities (32) + Combat (16) + Saving Throws (4) + Skills (10) + Feats (10) + Powers (78) - Drawbacks (0) = 150/150 Power Points


About this Build:

This is the Space Warrior, the knight of the future. Inspired by Teknoman/Tekkaman Blade, a normal human, under ordinary circumstances, he can transform at the flick of his wrist, gainning powers fueled from the intricate energies of outer space. Capable of Flight even in space, the Space Warrior charges into battle with his Tek Lancer, a powerful weapon capable of cutting through the roughest materials. He is also equipped with the Voltekka, shoulder-mounted laser cannons that he can employ with the utmost of accuracies to nail dodging enemies, covering a large area. By transforming his Teknosuit into Crash Intrude Mode, he can rapidly traverse the map, ripping through enemies with his entire body, and by combining Crash Intrude Mode with his Voltekka Energy, he can plough through the hardest of metals, while being practically untouchable. As a Space travelling superhero, he is perfectly capable of operating in the vacuum, and he can travel between Solar Systems in a matter of days.

Space Warrior has a few skills, most notably Knowledge(Cosmology) and Knowledge(Galactic Lore), which help him when dealing with alien forces. Of particular note is also that all three of his saves are high, and combined with his Toughness, make Space Warrior a very tough opponent to go up against. That is not, however, to say that this build is not without it's shortcommings. The Space Warrior's grapple is just barely mediocre, to the point that dedicated grapplers can frequently pin him down. His offensive repertoire, while strong and to the point, is rather limited by his Teknosuit, and should he ever find himself disarmed of it, he will be in quite some trouble.

Additional Comments:

  1. Without the suit, the Space Warrior meets PL7 caps defensively, but he's a few ranks shy of meeting his PL7 offensive caps, at least, as far as hand to hand combat goes. Consider adding some equipment items, such as swords or guns, so that he won't be completely defenseless without his suit. You can free PP to spend by removing some feats, like Evasion, or lowering his Saving Throws.
  2. Ideally, however, if you feel that you need to be perfectly capable of operating outside the suit, then this build would require some heavy reworking. Personally, I find that a good guideline is this: "You want your PC to be a perfectly legal PL7 without the Device, both defensively and offensively. With the Device, he should be able to jump to PL10. That means that, without the Device, he needs to be operating with at least 105PPs, while the Device should cost no more than 45PPs." As you understand, this is not an absolute rule, but it's a great starting point. However, I don't feel it works for this concept, personally, as the Space Warrior is supposed to be an ordinary person, without the Teknosuit. I prefer using this guideline for when I'm designing Devices that work as amplifiers to already existing sources of power for a given hero.
Edited by Vahnyu
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Streetfighting Negator
2ca6d03ca98877ef6aea415c96f9fce3-d89rp67

"Clench your teeth well, strongest one; my weakest punch... might shake you up a little!"


Power Level: 10 (150/150PP)
Trade-Offs: +2 Illusion Breaker/Dirty Fighting Attack / -2 Illusion Breaker/Dirty Figthing Melee Damage, -2 Beyond the Right Hand Attack / +2 Beyond the Right Hand Damage


Abilities: 6 + 6 + 4 + 4 + 6 + 4 = 30PP
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +4 Melee, +4 Ranged, +8 Misfortune Streetfighting, +12 Illusion Breaker/Dirty Streetfighting
Grapple: +7
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 2 + 3 + 3 = 8PP
Toughness: +10 (+2 Con, +8 [Defensive Roll], 10 Impervious[Illusion Redirect])
Fortitude: +4/+8 (+2 Con, +2/+6)
Reflex: +6/+10 (+3 Dex, +3/+7)
Will: +6/+10 (+3 Wis, +3/+7)


Skills: 60R = 15PP
Acrobatics 5 (+8)Skill Mastery
Climb 2 (+5)
Concentration 2 (+5)
Diplomacy 3 (+5)
Escape Artist 2 (+5)
Gather Information 3 (+5)
Intimidate 5 (+7)
Knowledge (Arcane Lore) 5 (+7)
Knowledge (Street Wise) 6 (+8)Skill Mastery
Knowledge (Technology) 5 (+7)
Notice 5 (+8)Skill Mastery
Sense Motive 5 (+8)Skill Mastery
Stealth 5 (+8)
Survival 2 (+5)
Swim 5 (+8)


Feats: 18PP
Acrobatic Bluff
Attack Specialization (Misfortune Streetfighting) 2
Defensive Roll 4
Dodge Focus 6
Elusive Target
Evasion
Skill Mastery (Acrobatics, Knowledge[Steet Wise], Notice, Sense Motive)


Powers: 19 + 45 + 1 = 65PP

Right Hand of Misfortune 9 (18PP Array; Extras: Linked[Misfortune Streetfighting], Feats: Alternate Power) [19PP]

  • Base Power: Illusion Breaker 3.8  (19PP Container; Drawbacks: Power Loss[Severed Right Hand, -1]) {18PP}

Enhanced Saves 12 (Fortitude 4, Reflex 4, Will 4; Flaws: Limited[vs Supernatural]) [6PP] (Illusion Breaker: Illusion Immunity)

Impervious 10 (Extra on Toughness; Extras: Reflective 1[All Ranged], Flaws: Limited[vs Supernatural])[10PP] (Illusion Redirect)

  • Alternate Power: Beyond the Right Hand 6  (30PP Container; Flaws: Limited[Disabled/Severed Right Hand], Uncontrollable) {18PP}
Enhanced Saves 12 (Fortitude 4, Reflex 4, Will 4) [12PP] (Immunity from Beyond)

Flight 5 (250mph/2'500ft per Move Action) [10PP] (Draconic Flight)

Regeneration 10 (True Resurrection 10[no action]; Flaws: Limited[Dying from being Disabled]) [5PP] (Resilience from Beyond)

Regeneration 4 (Disabled 4 [5 Minutes]; Flaws: Limited[Right Hand], Feats: Regrowth) [3PP] (Resealing Illusion)

Misfortune Streetfighting 20 (40PP Array; Extras: Linked[Right Hand of Misfortune], Feats: Alternate Powers 5) [45PP]

  • Base Power: Damage 5 (Extras: Linked[Nullify], Feats: Accurate 2, Mighty) + Drain 8 (Toughness; Extras: Affects Objects, Linked[Nullify], Flaws: Limited[Supernatural], Feats: Slow Fade [1PP/Minute]) + Nullify 8 (All Effects at once; Extras: Effortless, Linked[Damage], Linked[Drain], No Saving Throw, Flaws: Limited[vs Supernatural], Range[Touch], Drawbacks: Power Loss [When not in Illusion Breaker, -1]{8 + 9 + 23 = 40PP} (Illusion Breaker: Punch)
  • Alternate Power: Drain 8 (All Powers at once; Extras: Affects Objects, Flaws: Limited[Supernatural]; Feats: Affects Insubstantial, Incurable, Slow Fade[1PP/1 Minute], Drawbacks: Power Loss[When not in Illusion Breaker, -1]) + Luck Control 2 (Negate Fiat, Force Reroll[worse]) {34 + 6 = 40} (Illusion Breaker: Power Canceller)
  • Alternate Power: Damage 5 (Descriptive Name; Extras: Linked[Dazzle], Linked[Fatigue], Linked[Trip], Feats: Accurate 2, Mighty) + Dazzle 8 (Visual Senses; Extras: Linked[Damage], Flaws: Range[Touch], Unreliable, Feats: Improved Trip) + Fatigue 8 (Extras: Linked[Damage]) + Trip 8 (Extras: Knockback, Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) {8 + 4 + 16 + 9 = 37} (Dirty Fighting)
  • Alternate Power: Damage 9 (Extras: Linked[Drain], Penetrating 5, Feats: Affects Insubstantial 2, Mighty, Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) + Drain 12 (Toughness; Extras: Affects Objects, Linked[Damage], Feats: Incurable, Slow Fade [1PP/Minute]) {14 + 26 = 40} (Beyond the Right Hand: Dragon Strike)
  • Alternate Power: Damage 10 (250x250ft cone; Extras: Area[Cone], Selective, Flaws: Distracting, Feats: Affects Insubstantial 2, Mighty, Progression[Area], Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) + Impervious 10 (Extra on Toughness; Extras: Reflective 1[All Ranged]]) {20 + 20 = 40} (Beyond the Right Hand: 8 Dragons of Misfortune)
  • Alternate Power: Damage 12 (1'200ft; Extras: Autofire, Penetrating 2, Range[Ranged], Feats: Affects Insabstantial 2, Improved Range 3, Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) {40} (Beyond the Right Hand: 8 Dragons' Torrent)

Speed 1 (10mph/100ft per Move Action) [1PP] (Athleticism)


Drawbacks: (-0) + (-0) = -0PP



DC Block

ATTACK                                             RANGE      SAVE                            EFFECT
Unarmed        
                                   Touch      DC 16 Toughness                 Damage (Physical)
Illusion Breaker: Punch                            Touch      DC 23 Toughness                 Damage (Physical)
                                                              DC 18 Fortitude                 Drain (Toughness)
                                                         
    DC 18 Will/Power Rank(best)     Nullify (All Effects)
Illusion Breaker: Power Canceler                   Touch      DC 18 Fortitude                 Drain (All Powers)
Dirty Fighting                                     Touch      DC 23 Toughness                 Damage (Physical)
                                                              DC 18 Reflex/Fortitude          Dazzle (Visual)
                                                              DC 18 Fortitude                 Fatigue (Staged)
                                                              1d20+8 vs STR or DEX(worse)     Trip (Knockback)
Beyond the Right Hand: Dragon Strike               Touch      DC 27 Toughness                 Damage (Physical)
                                                              DC 22 Fortitude                 Drain (Toughness)
Beyond the Right Hand: 8 Dragons of Misfortune     Area       DC 25 Toughness                 Damage (Physical)
Beyond the Right Hand: 8 Dragons' Torrent          Ranged     DC 27 Toughness (Autofire)      Damage (Physical)

 

Totals: Abilities (30) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (0) - Drawbacks (0) = 87/150 Power Points

 


About this Build:

Arriving to destroy any and all messed up illusions wrongdoers may hold, the Streetfighting Negator is just a normal guy, albeit with an abnormal right hand. Normally a decent-to-expert street brawler, the Streetfighting Negator's right arm holds the ability to dispel all other powers that come into contact with it. This basically means that, though the Streetfighting Negator doesn't pack more of a punch than your average Badass Normal, his Illusion Breaker power can deny the protective, and even the offensive powers, of his opponents, who rely on those powers like a crutch, a reliance that could doubly hurt them. He lacks a consistent and readily available ranged capabilities, but if met with inferior firepower from supernatural sources, he can fling them back with a twist of his wrist. Skilled, Resilient, and extremely capable at one-on-one to three-on-one confrontations, the Streetfighting Negator fights by using a combination of pluck, wit, and his power negation to bring opponents down to his level, and pummel them to submission by unleashing every trick in the book.

Unfortunately, there are some glaring weaknesses the Streetfighting Negator has, and the first one that jumps to attention is that he lacks a readily available hard crowd-control option. His ranged capabilities rely entirely on the nature of his opponents, and are exclusively reactionary. In fact, the nature of his opponents can either make or break the Streetfighting Negator; non-powered martial artists lack any significant weakness that the Streetfighting Negator could take advantage of, and could very well prove to be the superior fighters, while powerful entities that are not supernatural in their nature, such as advanced robots and aliens, are completely immune to his power-negating capabilities, leaving the Streetfighting Negator at a distinct advantage, and even significantly impact upon his ability to defend himself against them. However, all hope may not yet be lost for the Streetfighting Negator, as his right hand, the Illusion Breaker, may hold another significance altogether. Perhaps it's holding something back... something big and fierce, that if left unchecked, could go on a destructive rampage...

 

Enter the Power that lies Beyond the Right Hand. Restricting the Streetfighting Negator's right hand might seem like the most prudent course of action, and in fact, it certainly is. However, anyone who gets the "bright" idea that they'd be best served severing the Streetfighting Negator's right arm, they're in for a nasty surprise... or 8! Within his arm, 8 powerful cursed dragons lay sealed, dragons that will lash out to anyone and everyone that threatens them or their host. This power grants the Streetfighting Negator not only solid, universally applied crowd-control, melee, and ranged capabilities, it protects him from succumbing to the wounds caused by his severed arm in the first place, and eventually, restore his arm to its former, body-attached glory.

Additional Notes: These are the 8 Dragon Heads, and their possible powers they'd exhibit, if anyone of them gained dominance.

  1. Normal Dragon: This Dragon Head has the fiercest fangs, and it can chew through even the hardest substances in existance.
  2. Plant Dragon: This Dragon Head is made of plantlike biomass. It can control plantlife, and summon strong, restraining vines and roots that bind its prey down.
  3. Energy Dragon: This Dragon Head is made of pure energy, and can control the elements.
  4. Mineral Dragon: This Dragon Head is made of various durable living protective minerals, and can exert huge tons of force.
  5. Angel Dragon: This Dragon Head is the reincarnation of an Angel. It's holy light can boost the capabilities of those it favors.
  6. Demon Dragon: This Dragon Head is the true form of a cursed Devil. It's unholy breath can poison and desecrate anything it comes into contact with.
  7. One-eyed Dragon: This Dragon Head can unleash a terrifying laser beam from it's single round eye. Its stance on mutankind and their rights is uknown, but is not expected to be championing their cause any day soon.
  8. Alien Dragon: This Dragon Head is a bizzare creatre of alien origins. It's true powers a mystery, but reportedly, anyone who lays eyes on it is said to be driven insane.

 

Nevertheless, despite his shortcomings, the Streetfighting Negator is a very valuable ally, and his true strength shines in supporting other heroes by softening up their foes. He is a street-level hero who, thanks to his right hand, can punch up angels, devils, magicians, T-Babies, etc. Even a miracle of god could stand to be dispelled in front of his touch. Just make sure you don't try to grapple (or get grapple by) anything that's not a helpless granny.

Additional Notes:

  1. This build obviously relies more on the Illusion Breaker, rather than the power that lies Beyond the Right Hand. Being disabled is not an easy condition to aqcuire, unless you go out of your way to face lethal opponents, and even then, it's no guarantee that it'll translate into the Streetfighting Negator getting his right (hehe) arm chopped off. Not to mention that even then, access to its full ranks are completely left on the GM's discretion.
  2. With some reworking, the act of removing his own arm could become completely voluntary and harmless, lowering somewhat his Beyond the Right Hand container, but also, not requiring Regeneration to function.
  3. A lot of PP could be saved by lowering some Abilities and skills, and suffling some feats inside the Right hand of misfortune array.
Edited by Vahnyu
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  • 11 months later...

Devil Forgemaster

http://www.vgmuseum.com/mrp/multi/Memorabilia/santaliliosangre/cod_02.jpg

Quote

Heed my words, O great powers of darkness! Release to me one of the tortured souls! Let me infuse him with my life-force and awaken him to the world of the living! Immaculate being... Appear before me now.

Power Level: 10 (150/150PP)
Trade-Offs: -0 One-Handed Melee Weapon Attack / +0 One-Handed Melee Weapon Damage, -3 Two-Handed Melee Weapon Attack / +3 Two-Handed Melee Weapon Damage, +3 Dual-Wielded Melee Weapon Attack / -3 Dual-Wielded Melee Weapon Damage, +5 Ranged Weapon Attack / -5 Ranged Weapon Damage, .


Abilities: 4 + 4 + 6 + 10 + 4 + 4 = 32PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 10 + 10 = 20PP
Initiative: +0/+5
Attack: +4 Melee, +4 Ranged, +8 Two-Handed Melee Weapons, +10 One-Handed Melee Weapons, +12 Dual-Wielded Melee Weapons, +12 Ranged Weapons
Grapple: +5
Defense: +0 (+5 Base, +0 Dodge Focus), +3 Flat-Footed
Knockback: -2


Saving Throws: 2 + 3 + 3 = 8PP

Toughness: +5 (+3 Con, +2 [Defensive Roll])
Fortitude: +5 (+3 Con, +2)
Reflex: +5 (+2 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 80R = 20PP
Acrobatics 10 (+12)Skill Mastery
Concentration 10 (+12)

Craft (Structural) 10 (+12)Skill Mastery

Diplomacy 10 (+12)
Knowledge (Arcane Lore) 10 (+12)Skill Mastery

Knowledge  (Theology & Philosophy) 10 (+12)

Notice 10 (+12)

Sense Motive 10 (+12)Skill Mastery


Feats: 5PP

Ambidexterity

Artificer

Defensive Roll

Inventor

Skill Mastery (Acrobatics, Craft[Structural], Knowledge[Arcane Lore], Sense Motive)


Powers: 30 + 22 + 0 = 52/65PP

Devil Forgemastery 13 (65PP Container) [32 + 20 + 5 = 57PP]

Summon (Innocent Devil) 8 (120PP Minion; Extras: Heroic, Fanatical, Linked[ID Enchantment]; Feats: Mental Link, ) [32PP]

 

ID Enchantment Boon (XPP Array; Extras: Linked[Summon (Innocent Devil)], Feats: Alternate Powers 5)

 

Conjure Weapons (15PP Array; Feats: Alternate Powers 3, Variable Descriptor 2[All Weapons]) [20PP]

Damage 8 (Feats: Accurate 3, Mighty) [12PP] (One-handed Melee Weapons)

Damage 6 (Extras: Autofire [Damage 8], Flaws: Additional Save[Reflex], Feats: Accurate 4, Mighty) [13PP] (Dual-wielded Melee Weapons)

Damage 10 (Flaws: Distracting, Feats: Accurate 2, Extended Reach, Mighty) + Stun 12 (Extras: Linked[Damage], Flaws: Daze, Unreliable) [9 + 6 = 15PP] (Two-handed Melee Weapons)

Damage 8 (Extras: Ranged, Flaws: Action[Full-Round], Feats: Accurate 4, Improved Range, Progression[Range]) [14PP] (Ranged Weapons)

 

Enhanced Intelligend 10 (Flaws: Limited[Crafting Weapons & Armor]) [5PP] ()

 

Conjure Armor (XPP Array; Feats: Alternate Powers 2)

Swift Armor (Enhanced Defense 7, Evasion 2, Speed 2)

Heavy Armor (Protection 7, Impervious 10, Immovable 5, Unstoppable 5) [27PP]

Mystic Armor (Dodge Focus 5, Protection 5, )

 

 

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                                   RANGE           SAVE                              EFFECT
Unarmed                                  Touch           DC18 Toughness (Staged)           Damage (Physical)


Totals: Abilities (32) + Combat (20) + Saving Throws (8) + Skills (20) + Feats (5) + Powers (55/65) - Drawbacks (0) = 85/150 Power Points
 


About this build.

 

Based on

Additional Notes:

  1. Originally,
Edited by Vahnyu
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  • 2 months later...

Psionic Paragon

https://s-media-cache-ak0.pinimg.com/736x/2c/7b/6b/2c7b6b33922536368cb7ef1bbc20a23c.jpg

 

Quote

Mind over matter represents the triumph of will over physical hindrance. Our thoughts are our weapon against the world.


Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness


Abilities: 0 + 4 + 4 + 0 + 6 + 0 = 14PP
Strength: 10/40 (+0/+15)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 10 + 10 = 20PP
Initiative: +10
Attack: +5 Melee, +5 Ranged,
Grapple: +5/+25/+30
Defense: +5 (+5 Base, +0 Dodge Focus), +3 Flat-Footed
Knockback: -11


Saving Throws: 7 + 3 + 8 = 18PP
Toughness: +15 (+2 Con, +13 [Protection])
Fortitude: +9 (+2 Con, +7)
Reflex: +5 (+2 Dex, +3)
Will: +10 (+3 Wis, +8)


Skills: 40R = 10PP

Concentration 10 (+13)

Knowledge (Physical Sciences) 10 (+10)

Notice 10 (+13)

Sense Motive 10 (+13)


Feats: 8PP

All-Out Attack

Power Attack

Improved Grab

Improved Initiative 2

Improved Pin

Luck 2


Powers: 8 + 13 + 59 = 80PP

 

Flight 4 (100mph/1'000ft per Move Action) [8PP] (TK-Propelled Flight)

 

Protection 13 (Extras: Force Field) [13PP] (TK Layer)

 

Telekinetic Force Manipulation (50PP Array; Feats: Alternate Powers 4, Dynamic Powers 5) [59PP]

Quote

Base power: Enhanced Strength 30 + Super Strength 10 (Extras: Effective Strength 90) [30 + 20 = 50PP] (Paragon Forcefield)

 

Alternate power: Flight 6 (Up to 10'000mph/100'ft per Move Action) + Immovable 7 (Extras: Unstoppable) + Concealment 2 (Normal Vision) + Impervious 10 (Extras: Reflective [Ranged]) [12 + 14 + 4 + 20 = 50PP] (Forcefield Manipulation)

 

Alternate power: Move Object 20 (100 Effective Strength; Extras: Damaging 10, Range [Perception], Flaws: Distracting) [50PP] (Extended Telekinesis)

 

Alternate power: Create Object 10 (Up to 500ft cube; Extras: Impervious 10, Moveable, Feats: Affects Insubstantial 2, Precise, Progression 3, Split Attack, Subtle 2, Tether) [50PP] (Force Field Generation)

 

Alternate power: Drain Toughness 10 (Extras: Affects Objects, Range 2 [Perception], Total Fade) [50PP] (Telekinetic Destruction)

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                      RANGE          SAVE                        EFFECT
Unarmed                     Touch          DC15 Toughness (Staged)     Damage (Physical)
Paragon Forcefield          Touch          DC30 Toughness (Staged)     Damage (Force)
Extended Telekinesis        Perception     DC25 Toughness (Staged)     Move Object: Damage (Force)
Telekinetic Destruction     Perception     DC20 Fortitude (Staged)     Drain (Toughness)




Totals: Abilities (14) + Combat (20) + Saving Throws (18) + Skills (10) + Feats (8) + Powers (80) - Drawbacks (0) = 150/150 Power Points

 


 

About this build:

 

A more cerebral approach to the classical Flying Brick, the Psionic Paragon is a highly skilled and powerful telekinetic whose mastery allows him to mimic the standard powerset of a Flying Brick (Flight, Super Strength, Invulnerability), and then some! The build may appear to be deceptively simple, but the powers it possesses provide an immense amount of versatility. He can cover himself in a light forcefield that reflect attacks back, and also refracts light, allowing him to appear invisible. He can exert telekinetic force at range, which allows him to not only move objects and people without touching them (if not outright destroy them), but also manipulate the elements themselves, and he can even conjure objects out of pure force, that he can then freely manipulate. Additionally, he is an expert grappler, and he can lift objects as heavy as a tanker.

 

The build isn't particularly focused on skills and feats, only having a bare minimum of both. He doesn't possess any hit-and-run tactics capabilities, but that's because he largely doesn't need them, either. He can just stand there and take punishment all day long.

 

Additional Notes:

  1. You may find that Base Attack and Defense are both a bit high for a build that's ostensibly a Flying Brick. Substituting 3 ranks of each with 3 ranks of Attack Focus (melee) and Dodge Focus each respectively, should free up 6PPs for your discreet use.
  2. 4 ranks of Flight might be a bit much to have outside the Telekinetic Force Manipulation power array, especially given that it's a fully dynamic array. You might as well get rid of all but 1 ranks of his TK-Propelled Flight, giving you 6 more PPs.
  3. You could dial down his Skills by 5 ranks, leaving you a minimum of 20 ranks for his skills.
  4. Finally, you could consider adding a few disadvantages to his powerset. Perhaps he needs direct exposure to sun to use his TK Force Manipulation powers (or some of them). Perhaps he is vulnerable to mental attacks (As they break his concentration and thus disrupt his powers). Or perhaps he needs a frequent exposure to green space rocks, lest he lose his powers.
  5. Obviously, you could boost his TK Force Manipulation array's base power points with the PPs you might have saved, but you could also add a couple of additional dynamic alternate powers. Transformation and Healing would be prime material for a much more diverse powerset, expanding further his base telekinetic powers.
  6. Another option would be to increase his saves, and add a few more feats, like Move-By Action, Fearless, and Grappling Finesse.
  7. Or, you could give him some Space Travel, and Immunity 9 (Life Support), to make him a space-based hero.
Edited by Vahnyu
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  • 10 months later...

 

Devil Summoning Hacker & Demonic Possessor

http://68.media.tumblr.com/687ba68a373908c5f60f8d6cccf141a2/tumblr_na0gls3oV81r2smkpo1_1280.jpg

 

 

Devil Summoning Hacker

https://static.giantbomb.com/uploads/scale_small/11/115901/2189870-protagonistsh.jpg

 

 

Quote

Computers rely on the one and the zero to represent all things. This distinction between something and nothing—this pivotal separation between being and nonbeing—is quite fundamental and underlies many Creation myths.

 

 

Trade-Offs: +5 Ranged Attack / -5 Ranged Damage, -2 Defense / +2 Toughness


Abilities: 12 + 4 + 8 + 10 + (-2) + 0 = 32PP
Strength: 22 (+6)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 8 (-1)
Charisma: 10 (+0)


Combat: 10 + 6 = 16PP
Initiative: +3
Attack: +8 Melee, +5 Ranged, +15 Assault Rifle, +10 Katana
Grapple: +14
Defense: +6/+8 (+3 Base, +3/+5 Dodge Focus), +2 Flat-Footed
Knockback: -2/-5


Saving Throws: 6 + 6 + 7 = 19PP
Toughness: +8/+12 (+4 Con, +4 [Tactical Vest], +4 [Defensive Roll])
Fortitude: +10 (+4 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +6 (-1 Wis, +7)


Skills: 40R = 10PP

Computers 15 (+20)Skill Mastery

Concentration 5 (+5)

Disable Device 5 (+10)Skill Mastery

Investigate 10 (15)Skill Mastery

Knowledge (Technology) 5 (+10)Skill Mastery


Feats: 60PP

All-Out Attack

Attack Focus 3 (Melee)

Attack Specialization 5 (Assault Rifles)

Attack Specialization (Katanas)

Benefit (Hacker Group)

Defensive Roll 2

Dodge Focus 3

Equipment 10

Online Research

Power Attack

Quick Draw

Sidekick 30

Skill Mastery (Computers, Disable Device, Investigate, Knowledge[Technology])

 

EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 10 + 7 + 20 = 50/50EP

Quote

 

Tactical Vest: Protection 4 [4EP]

Medium Shield: Dodge Focus 2 + Impervious on Toughness 2 [4EP]

GPS Reciever [1EP]

Night Vision Goggles [1EP]

Laptop [1EP]

Commlink [1EP]

Cellphone [1EP]

Unwieldy Assault Rifle: Blast 5 (Extras: Range[Ranged], Autofire 5, Flaws: Action[Full Round], Feats: Stun Bullets) [11EP]

Masterwork Katana: Damage 4 (Feats: Improved Critical, Mighty) [6EP]

 

Semi [20EP]

Navigation System 4 [+20 on navigation skills]

Hidden Compartments 3 [DC30 vs Search]

Alarm 5 [DC40 vs Disable Device]

Communications

Computer

Infirmary

Laboratory

Library

Living Space

Power System

Workshop

 



Powers: 13 + 0 = 13PP

 

Gun Comp 4 (20PP Device; Flaws: Easy-to-Lose, Feats: Restricted[Computers 20]) [13PP]
 

Quote

 

Datalink 2 (100ft; Feats: Cyberspace) [2PP] (Net Interfacer)

Summon 7 (Extras: Type 2[Demons], Flaws: Action[Full-Round], Distracting, Feats: Progression 3 [10 Minions]) [17PP] (Demon Summon App)

 


 

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                     RANGE      SAVE                        EFFECT
Unarmed                    Touch      DC22 Toughness (Staged)     Damage (Bludgeoning)
Katana                     Touch      DC25 Toughness (Staged)     Damage (Slashing)
Unwieldy Assault Rifle     Ranged     DC20 Toughness (Staged)     Damage (Ballistic)


Totals: Abilities (32) + Combat (16) + Saving Throws (19) + Skills (10) + Feats (60) + Powers (13) - Drawbacks (0) = 150/150 Power Points

 

 


 

Demonic Possessor

https://static.giantbomb.com/uploads/original/9/97089/2246512-c2.jpg

 

Quote

I haven't been out in such a long time. I'm aching for a fight. Don't worry, your body is ready!

 

 

Trade-Offs: +5 Weapons Attack / -5 Weapons Damage, +2 Defense / -2 Toughness


Abilities: 2 + 0 + (-4) + 4 + 10 + 6 = 18PP
Strength: 12 (+1)
Dexterity: 10/20 (+0/+5)
Constitution: 6 (-2)
Intelligence: 14 (+2)
Wisdom: 20/30 (+5/+10)
Charisma: 16 (+3)


Combat: 4 + 4 = 8PP
Initiative: +3
Attack: +2/+5 Melee, +2/+5 Ranged, +9/+15 Long Rifle, +9/+15 Naginata
Grapple: +7
Defense: +4/+10/+12 (+2/+4 Base, +2/+6/+8 Dodge Focus), +2 Flat-Footed
Knockback: -2/-4


Saving Throws: 2 + 0 + 0 = 2PP
Toughness: +4/+8 (-2 Con, +4 [Tactical Vest], +6 [Defensive Roll])
Fortitude: +0/+6 (-2 Con, +2/+8)
Reflex: +0/+8 (+0/+5 Dex, +0/+3)
Will: +5/+10 (+5/+10 Wis, +0)


Skills: 40R = 10PP

Bluff 0/10 (+3/+13)Skill Mastery

Computers 5 (+7)

Concentration 5 (+10/+15)

Drive 5 (+5/+10)

Knowledge (Arcane) 0/10 (+2/+12)Skill Mastery
Knowledge (Divine & Theology) 0/10 (2/+12)Skill Mastery

Knowledge (Technology) 5 (+7)

Notice 0/10 (+5/+20) Skill Mastery

Search 10 (+12)

Sense Motive 10 (+15/+20)



Feats: 16PP

Attack Specialization 2 (Long Rifles)
Attack Specialization 2 (Naginata)

Benefit (Contacts: Hacker Group)

Defensive Roll 1

Dodge Focus 2

Equipment 6

Quick Draw

Skill Mastery (Bluff, Knowledge(Arcane), Knowledge(Divine), Search)

 

EQUIPMENT: 4 + 4 + 1 + 1 + 1 + 1 + 1 + 11 + 6 = 30/30EP

Quote

 

Tactical Vest: Protection 4 [4EP]

Medium Shield: Dodge Focus 2 + Impervious 2 [4EP]

Commlink [1EP]

GPS Reciever [1EP]

Night Vision Goggles [1EP]

Laptop [1EP]

Cellphone [1EP]

Long Rifle: Blast 5 (50-500ft; Extras: Range[Ranged], Feats: Stun Ammo) [11EP]

Naginata: Damage 4 (5ft; Feats: Extended Reach, Mighty) [6EP]

 



Powers: 20 + 10 + 11 + 10 + 17 + 0 = 68PP

 

Enhanced Abilities 20 (Dexterity 10, Wisdom 10)  [20PP]

 

Enhanced Combat 5 (Attack 3, Defense 2)  [10PP]

 

Enhanced Saves 11 (Fortitude 8, Reflex 3) [11PP]

 

Enhanced Skills 10 (40r; Knowledge[Arcana] 10, Knowledge[Divine & Theology] 10, Bluff 10, Notice 10) [10PP]

 

Enhanced Feats 17 (All-Out Attack, Defensive Roll 2, Attack Specialization [Long Rifles] 3, Attack Specialization [Naginata] 3, Dodge Focus 4, Evasion, Power Attack, ) [17PP]

 

 

 

 

Damage 10 (Extras: Autofire, Linked[Drain Toughness], Flaws: Action[Full-Round]) + Drain Toughness 10 (Extras: Affects Objects, Flaws: Distracting) [20PP]  (Overlord)

 

Healing 4 (Extras: Area[Burst], Selective, Restoration, Resurrection, Total, Flaws: Action[Full-Round], Distracting) [20PP] ()

 

Aspect of the Bright Flame Fudo Myouou

Damage 10 (Extras: Autofire, Area[Burst, Targetted], Selective, Flaws: Action[Full-Round], Distracting) [20PP] (Aspect of the Bright Flame: Black Dragon Dance of the Burning Sword Kurikara / Hiken Kurikara Kokuryu no Mai)

Trip 10 (Extras: Area[Burst], Knockback, Selective, Flaws: Action[Full-Round], Range[Touch]) [20PP] (Aspect of the Bright Flame: Mass Expel)

 

 

Aspect of Dark Ice Ahriman

Create Object 10 (Ice; ) [20PP] (Aspect of the Dark Ice: Wall of Ice)

Nauseate 10 (Extras: Area[Burst], Linked[Fatigue], Selective Flaws: Action[Full-Round], Distracting) [20 + 10 = 30PP] (Aspect of the Dark Ice: Curse of the 240'000'000 Evils)

 

Aspect of Conquering Thunder Hecate

Damage 10 (Area[Shapeable], Linked[Stun], Flaws: Action[Full-Round]) + Stun 10 (Area[Shapeable], Linked[Damage], Flaws: Distracting, Daze) [10 + 10 = 20PP] (Aspect of the Conquering Thunder: Chain Lightning)

Drain 10 (Toughness; Area[Burst], Affects Objects[+1], Selective, Flaws: Action[Full-Round], Distracting, Limited[Only under Full-Moon, 5 ranks]) [15PP] (Aspect of the Conquering Thunder: Full-Moon Queen's Destruction)

 


 


 

Drawbacks: (-3) + (-4) + (-2) = -9PP

 

Normal Identity (Intensity: Major, Frequency: Uncommon) [3PP]

 

Involuntary Transformation (Intensity: Major, Frequency: Common) [4PP]

 

Vulnerability (Blessed/Holy/Celestial; Intensity: Moderate[x1.5], Frequency: Uncommon) [2PP]



DC Block

ATTACK            RANGE      SAVE                        EFFECT
Unarmed           Touch      DC22 Toughness (Staged)     Damage (Bludgeoning)
Katana            Touch      DC25 Toughness (Staged)     Damage (Slashing)
Assault Rifle     Ranged     DC20 Toughness (Staged)     Damage (Ballistic)


Totals: Abilities (18) + Combat (8) + Saving Throws (2) + Skills (10) + Feats (16) + Powers (68) - Drawbacks (-9) = 113/150 Power Points

 

---

 

About this build

X

 

Additional Notes:

X

Edited by Vahnyu
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