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Dr Archeville

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  1. Marvel Heroic Roleplaying: Basic Game is now available at DriveThruRPG. Here is a preview of the game, showing Cap's stats.
  2. Character Name: Phosphoros Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 6 + 6 + 20 + 0 + 4 + 6 = 42PP Strength: 16/30 (+3/+10), effective Str 55 Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6 ranged, 10 melee Grapple: +25 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 2 + 4 = 6PP Toughness: +10 (+10 Con) Fortitude: +10 (+10 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Bluff 0 (+3, +7 w/ Attractive) Craft (Mechanical) 5 (+5) Diplomacy 0 (+3, +7 w/ Attractive) Intimidate 15 (+18) Knowledge (Tactics) 10 (+10) Knowledge (Technology) 10 (+10) Notice 8 (+10) Search 5 (+5) Sense Motive 3 (+5) Feats: 25PP All-Out Attack Attack Focus (Melee) 4 Attractive Benefit (Can use Knowledge [Tactics] for Master Plan checks) Challenge (Fast Startle) Dodge Focus 4 Fast Overrun Fearless Improved Critical (Unarmed) Improved Initiative Improved Overrun Luck Master Plan Move-By Action Power Attack Startle Takedown Attack Ultimate Save (Toughness) Uncanny Dodge (auditory) Powers: 14 + 10 + 5 + 10 = 39PP Enhanced Strength 14 (to 30/+10) [14PP] Immunity 10 (aging, life support) [10PP] Mighty Movement 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25 -- running long jump 500 feet, standing long jump 250 feet, high jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1,000 feet per Move action) {4/4} Super-Strength 5 (effective Str 55, Hvy Load 24 tons) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Totals: Abilities (42) + Combat (24) + Saving Throws (6) + Skills (14) + Feats (25) + Powers (39) - Drawbacks (0) = 150/150 Power Points What If... Phoros the Alphian was separated from Omega, Lord of the Terminus, after his destruction, much as Capt. Elliot Spencer was separated from the Cenobite Pinhead? Then you might get this fellow, who fell to Freedom City, awoke naked in a crater with but the fuzziest of memories, and has a driving urge to preserve creation, which (after some council from other heroes) he expresses by fighting villainy and helping those around him. But for how long? How long before memories of what he did as Omega infiltrate his dreams, and then manifest as hallucinations in his waking hours? How long before others seek him out, either to make him pay for what he did as the Omnicidal Maniac, or to restore him to his former glory and lead them on their holy quest of Omniversal Annihilation? And what happens when the new Omega -- either an unfettered darkness, or manifesting inside some new host -- makes itself known? Would he have to sacrifice himself to recreate the old Omega, to prevent a greater evil -- one that had not even the shadow of a shred of compassion -- from running loose? The stats borrow heavily from AA's Furion, though I dropped the Flight Harness (he arrived naked!) and Impervious Toughness (which Omega lacks/lacked), and changed some of the pure Str into Enhanced Str so he'd have something to stunt off of. Like, say, a Blast of Cosmic Energy, unleashed in a moment of great emotional turmoil! The backstory lends itself to a fairly short-lived character (much as Capt. Spencer's freedom was not to last), but this build works fine for a juvenile Furion, or a Furion/Human hybrid. The name Phosphoros refers to both Omega's pre-Omega name, and Phosphorus, a Greek term for the Morning Star. The pic is of Mairon, the Maia of Aulë (and later of Melkor); you know him better as Sauron.
  3. Character Name: Speedster Sorcerer Power Level: 10 (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Abilities: 0 + 6 + 4 + 14 + 6 + 2 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +23 Attack: +6 [+4 w/out powers]; +10 w/ Hermeticism Grapple: +7, +20 w/ Move Object Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6, -4 flat-footed; -3, -1 flat-footed w/out Helmet/Force Field Saving Throws: 2 + 4 + 3 = 9PP Toughness: +12 (+2 Con, +4 Defensive Roll, +6 Force Field), +8 flat-footed; +6, +2 flat-footed w/out Helmet/Force Field Fortitude: +4 (+2 Con, +2) Reflex: +7 (+3 Dex, +4), Evasion 2 Will: +6 (+3 Wis, +3) Skills: 48R = 12PP Computers 3 (+10) Concentration 4 (+7) Craft (chemical) 3 (+10) Craft (electronics) 3 (+10) Craft (mechanical) 3 (+10) Disable Device 3 (+10) Investigate 3 (+10) Knowledge (civics) 3 (+10) Knowledge (earth science) 3 (+10) Knowledge (life science) 3 (+10) Knowledge (physical science) 3 (+10) Knowledge (technology) 3 (+10) Notice 8 (+10) Search 3 (+10) Feats: 3PP Eidetic Memory Improvised Tools Inventor Powers: 32 + 4 + 19 + 1 + 1 + 20 + 1 = 78PP Device 8 (Helmet of Hermeticism, 40 points; Flaw: Hard to Lose) [32PP] Enhanced Feats 2 (Artificer, Ritualist) [2PP] Enhanced Skills 16 (Intimidate 8 [to +9], Knowledge [Arcane Lore] 8 [to +15]) [4PP] Force Field 6 [6PP] Hermeticism 15 (30 points; Flaw: Action [Full]; PFs: Accurate 2, Alternate Power 6; Drawback: Distracting to change configuration {-2PP}) [21 PP] BE: Blast 10 (Wrath of Helios; Extras: Area [Cylinder, General]) {30/30} AP: Drain Toughness 10 (Invoke the Ban of Zeus; Extras: Affects Objects, Area [50-ft. Burst, General], Linked , Selective Attack; Flaws: Limited [Objects], Limited [Electronics]) {20PP} + Strike 10 (Extras: Area [50-ft. Burst, General], Linked [Drain], Selective Attack; Flaws: Limited [Objects], Limited [Electronics]) {10PP} {20+10=30/30} AP: Move Object 10 (Rejection of Gaia; Str 50, Hvy Load 12 tons; Extras: Area [50-ft. Burst, General], Damaging; Flaws: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {30/30} AP: Obscure (Visual) 10 (Plague of Darkness; 1 mile radius; Extras: Selective) {30/30} AP: Snare 10 (Twist the Gift of Hermes; Extras: Constricting) {30/30} AP: Stun 10 (Lances of Heaven; Extras: Area [shapeable]) {30/30} AP: Trip 10 (Unchaining Briareus; Extras: Area [50-ft. Burst], Duration [sustained]) {30/30} Super-Senses 7 (acute analytical radius ranged detect magic 3 [mental]) [7PP] 2+4+6+21+7 = 40/40 Enhanced Attack 2 (to +6) [4PP] Enhanced Feats 19 (Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Instant Up, Move-By Action, Redirect) [19PP] Quickness 1 (x2) [1PP] Speed 1 (10 MPH / 100 feet per Move action) [1PP] Speedster Array 9 (18 points; PFs: Alternate Power 2) [20PP] BE: Enhanced Quickness 9 (to Quickness 10 [x2,500]) {9} + Enhanced Speed 9 (to Speed 10 [10,000 MPH / 100,000 feet per Move action]) {9} {9+9=18/18} AP: Feature 17 (mitigates Action Flaw for Magic 15 and Distracting Drawback) {17/18} AP: Strike 7 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Mighty, Progression [Area] 3 [70 5-ft. cubes]) {18/18} Super-Movement 1 (water walking; Flaw: Limited [Only when running]) [1PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Goonsweeper Area DC 17 Reflex Area DC 22/18 Toughness (Staged) Damage (Physical) Ban of Zeus Area DC 20 Reflex Area DC 20/15 Reflex Drain Toughness (for Constructs only) DC 20 Reflex Area DC 25/20 Toughness (Staged) Damage (Energy) Lances of Heaven Area DC 20 Reflex Area DC 20/15 Fort (Staged) Stun Reject Gaia Range DC 20 Reflex Area Grapple Pinned/Bound Twisting Hemres Range DC 20 Reflex (Staged) Snare DC 20 Toughness (Staged) Damage (Physical) Unchaining Area DC 20 Reflex Area 1d20+10/+5 vs. STR or DEX Trip Wrath of Helios Range DC 20 Reflex Area DC 25/20 Toughness (Staged) Damage (Energy) Totals: Abilities (32) + Combat (16) + Saving Throws (9) + Skills (11) + Feats (3) + Powers (78) - Drawbacks (0) = 150/150 Power Points So once upon a time, a young speedster -- the former sidekick and later heir to the mantle of a Speedster Scientist -- happened upon a potent mystical artifact, a helmet with the collected arcane knowledge of generations of Hermetic wizards. He'd heard of the device, and of the heroes who'd worn it in the past, though his science-slanted background scoffed at the thought of "magic" and he kept trying to figure some more "logical" explanation for it. But when he found himself in a situation dire enough that he had to put it on, he found the stories were true -- it did contain the spirits of all those stodgy old wizards, whose considerable power was tied up in lengthy debates and ruminations! Fortunately, his speedster powers worked in conjunction with it, allowing him to mentally work with these spirits at superhuman speeds and use the power for flashy, immediate effects when it was needed most! You cannot run from fate! Without the Helmet, he's still a PL 7 Speedster with some decent skills, but with it he's a fully charged PL 10 Mystic (whose Array borrows heavily from trollthumper's excellent Hermetic Force-Bender; see that sheet for tips on how to use his Magic and how to tweak it). (Another idea: it's not a Helmet passed down through a bunch of Hermetics, it actually is the Helmet of Hermes [though that would need a Concealment spell], which he's loaned to a fellow speedster!) Anyone can use it -- it's not Restricted -- but anyone who tries who doesn't have a Speedster Array or similar (to stunt the Feature off from) will find themselves bogged down in debate and procedure with the stodgy mental gestalt within, and using the power of the Helmet is more akin to working a ritual (i.e., all the Hermetic powers take a Full action to use, and if they change the Array they're flat-footed for that entire round!).
  4. Features 1 (Internal Compartment) [1PP]! I went back through the OOC, it looks like DH is still Fatigued, but also has 1 HP. I'm hoping DH's action just caught Necromme so off-guard he will be able to run past the mind-whammied Jake. How would that be handled mechanically? Use an HP to nab the Fascinate (Intimidate) feat, make an Intimidate check? Use his Fearsome Presence? Something else? In case a roll is needed: Intimidate check (1d20+17=33)
  5. Hold up -- maybe Gorsky was tryin' to stop this guy. Maybe whoever or whatever this is was plannin' somethin' he weren't ready to do... but is fire really the answer, or was that just the first thing he went fer? Necrommne? I know that name -- Rene talked 'bout him some. French Necromancer, active durin' the Revolution. Saens & the Master Mage fought 'im, burned him an' his home. But if he survived somehow... if it's his spirit in this clock... then fire might be the only way, finish what the house fire started! Dead Head's eyes widened as he recognized the name, though he tried not to show it. "I think yer mistaken, her name's Richards. Easy mistake t'make, though; all livin' folks look alike t'me, too. But, uh, you said you wanted a closer look at me, right? Take a peek under the hood?" As he spoke, he cradled the clock in one arm, and with his free hand grabbed and tore open a large gash in his stomach. "Well, then.... take a good look!" He crammed the clock up into his torso, mashing and shoving nonfunctioning organs around. And now to get to the nearest incinerator. There should be one down the hall a bit... an' hope this thing don't try to control me while doin' so!
  6. Man, this does not feel right. I- "Jake? What're ya-" he began to say, before realizing his friend was under the force's mental domination. "Aw, Jake, no..." Okay, okay, I can fix this. The power I'm readin', it's mind control, not possession, so whatever spirit's pullin' the strings ain't in Jake, it's still in this thing. Just gotta keep him distracted while I figure out what to do. "Fascinatin'?, he repeated, in his best Southern Belle tone. "Lil' ol' me? Well, I do declare, I'm jes' flattered ya think so, whoever ya are, but I really don't think yer my type. Yer just a bit too old fer me."
  7. Character Name: Steel Commando Power Level: 10 (150/150PP) Trade-Offs: +1 Attack / -1 Damage Abilities: 6 + 2 + 8 + 4 + 4 + 4 = 28PP Strength: 24/16 (+7/+3) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +5, +1 out of Armor Attack: +9, +11 w/ Energy Rifle; +7, +9 w/ Energy Rifle out of Armor Grapple: +16, +10 out of armor Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -8, -2 out of Armor Saving Throws: 3 + 3 + 3 = 9PP Toughness: +10 (+4 Con, +6 Protection) [imp 6] Fortitude: +7 (+4 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 44R = 11PP Drive 4 (+5) Gather Information 4 (+6) Intimidate 7 (+9) Language 3 (English, French, German [native], Spanish) Knowledge (Current Events) 3 (+5) Knowledge (Tactics) 8 (+10) Notice 8 (+10) Medicine 3 (+5) Stealth 4 (+5) Feats: 14PP Accurate Attack All-Out Attack Attack Specialization (Energy Rifle) Benefit (Can use Knowledge [Tactics] for Master Plan checks) Dodge Focus 4 Improved Disarm Improved Grab Improved Grapple Jack-of-All-Trades Master Plan Power Attack Powers: 12 + 40 + 9 + 1 = 62PP Device 4 (Energy Rifle, 20 points; Flaw: Easy to Lose) [12PP] Energy Rifle 9 (18 points; PFs: Alternate Power 2) [20PP] BE: Blast 9 (direct fire mode) {18/18} AP: Blast 9 (automatic fire mode; Extra: Autofire; Flaw: Distracting) {18/18} AP: Blast 6 (underslung energy grenade launcher; Extra: Area [30-ft. Burst, General]) {18/18} Device 11 (Steel Commando Armor, 55 points; Flaw: Hard to Lose; Drawback: Vulnerability [electrical attacks {common}, x2 DC modifier {major} {-4PP}]) [40PP] Enhanced Attack 2 [4PP] Enhanced Defense 2 [4PP] Enhanced Feats 3 (Acrobatic Bluff, Improved Initiative, Startle) [3PP] Enhanced Strength 8 (to 24/+7) [8PP] Movement Systems 2 (4 points: PF: Alternate Power) [5PP] BE: Flight 4 (100 mph / 1,000 feet per Move action; Flaw: Gliding) {4/4} AP: Leaping 4 (x25; running long jump 425 feet, standing long jump 212 feet, high jump 106 feet) {4/4} Protection 6 (Extra: Impervious) [12PP] Strike 4 (energized gauntlets; PFs: Improved Knockback 9 [20 total], Mighty) [14PP] Super-Senses 5 (darkvision, infravision, radio, ultravision) [5PP] 4+4+3+8+5+12+14+5 = 55/55 Feature 9 (training; mitigates Distracting Flaw for Autofire Blast 9) [9PP] Speed 1 (fleet-footed; 10 MPH / 100 feet per Move action) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/22 Toughness (Staged) Damage (Physical) Gauntlet Touch DC 26 Toughness (Staged) Damage (Physical), KB 20 Automatic Fire Ranged DC 24 Toughness (Staged) Damage (Energy), Autofire Direct Fire Ranged DC 24 Toughness (Staged) Damage (Energy) Grenade Ranged DC 16 Reflex Area DC 21/18 Toughness (Staged) Damage (Energy), Autofire Totals: Abilities (28) + Combat (26) + Saving Throws (9) + Skills (11) + Feats (14) + Powers (62) - Drawbacks (0) = 150/150 Power Points Heinrich Kappel's inability to see beyond his own needs and desires has gotten him into trouble on numerous occasions. Denied entrance into the German army due to "psychological problems," and tossed out of the French Foreign Legion after several episodes of "conduct unbecoming a soldier" resulting from those psychological problems (including nearly beating one of his commanding officers to death), he decided mercenary work was the best way for him to make use of his "talents." But he realized he needed an edge. In a world where superhumans existed, just being good with a rifle wasn't enough. After robbing a couple banks to raise working capital, Kappel got in contact with agents of the Foundry, who were well-known for their ability to supply advanced technology and weaponry to customers with enough cash. After receiving Kappel's down payment, scientists (unknowingly) working for the Foundry built him a suit of light powered armor and a multi-function energy rifle. After taking delivery of the equipment, Kappel skipped out on paying the rest of the money owed, causing Foundry agents to pursue him ever since to get his technology back. Christening himself "Steel Commando," Kappel soon made his mark in the mercenary world. Today, only Lazer and Mechassassin are considered his equals in most circles, and as far as he's concerned, all doubts will be dispelled when he next meets up with either of them. The Steel Commando's abilities result partly from training, and partly from the light grey and black battlesuit he wears; even without it, he's PL 5 offensively, PL 7 defensively, with lots of skills and feats. Although not as advanced as the armor worn by Lazer or Mechassassin, the Commando's menacing armor is nevertheless tough. Its energized gauntlets allow him to punch his foes with extra power, knocking them around like tenpins. However, the cybernetic leads and circuitry in the armor cause it to generate painful feedback if hit with an electrical attack. To move quickly around the battlefield, Steel Commando has Jumpjets that let him make long, compressed air-assisted leaps. He has separate omnidirectional jets for changing direction in midleap, so he can dodge obstacles or "leap around corners." (He's more mobile than Mechassassin, but Lazer still flies circles around him.) Most of the Steel Commando's offensive capabilities come from his Energy Rifle. He favors the Automatic Fire Mode (and has in fact trained with it so well he can use it without distraction), but switches to Direct Fire (or even the energy-intensive Power Blast, a non-statted Full Action Disintegrate 6 effect that requires Extra Effort to stunt) when facing particularly tough opponents. The rifle also has a system attached to the underside of the barrel that drains most of a shot's worth of energy into a tiny explosive capsule, then uses the rest of the energy to launch it, resulting in a grenade-like explosion. I wrote up Steel Commando (another Champions character) for two reasons. One, he's another character that could easily be slotted into the setting, particularly as muscle for other villain groups. Two, it gives me a chance to play with Flaws and ways around them. His Energy Rifle has Distracting Autofire Blast, but he's trained so much in using that function of the weapon that he can use it without Distracting him, hence the Feature. It's an inverse of the "needs a Device to control some Flawed power" thing, using superior training and familiarity with an unwieldy Device to use it more effectively. A similar trick could be used for a mage with several items that would be dangerous for inexperienced novices to attempt using, or a Gadgeteer with an assortment of not-quite-ready-for-mass-production devices.
  8. Character Name: Mechassassin Power Level: 10 (150/150PP) Trade-Offs: +1 Attack / -1 Damage, +/-2 Defense / -/+2 Toughness Abilities: 6 + 6 + 6 + 6 + 6 + 6 = 36PP Strength: 24/16 (+7/+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 18 + 12 = 30PP Initiative: +3 Attack: +11, +9 out of armor Grapple: +18/+14, +12 out of armor Defense: +12/+8, +6 out of armor (+6 Base, +2 more Armor, +4 Shield from Shield), +4 Flat-Footed, +3 out of armor Knockback: -8/-6, -1 out of Armor Saving Throws: 3 + 3 + 3 = 9PP Toughness: +12/+8 (+3 Con, +5 Armor, +4 Shield) [imp 5], +3 out of Armor Fortitude: +6 (+3 Con, +3) Reflex: +6 (+3 Dex, +3) Will: +6 (+3 Wis, +3) Skills: 52R = 13PP Disable Device 2 (+5) Drive 2 (+5) Gather Information 7 (+10) Intimidate 7 (+10) Knowledge (Current Events) 7 (+10) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 7 (+10) Language 2 (English [native], French, German) Notice 7 (+10) Pilot 2 (+5) Stealth 7 (+10) Feats: 13PP All-Out Attack Benefit 2 (Wealth, Can use Knowledge [Tactics] for Master Plan checks) Contacts Improved Disarm Improved Grab Improved Grapple Improved Throw Improved Trip Jack-of-All-Trades Master Plan Power Attack Startle Powers: 12 + 32 + 4 + 1 = 49PP Device 4 (Electric Pistol, 20 points; Flaw: Easy to Lose) [12PP] Electric Pistol 9 (18 points; PF: Alternate Power) [20DP] BE: Blast 9 {18/18} AP: Blast 9 (Extra: Penetrating [as DMG 18]; Flaw: Action [Full]) {18/18} Device 8 (NATO Prototype Battlesuit, 40 points; Flaw: Hard to Lose) [32PP] Enhanced Attack 2 [4PP] Enhanced Defense 2 [4PP] Immunity 2 (suffocation) [2PP] Integrated Weapons Systems 6 (12 points; PFs: Alternate Power 4) [16PP] BE: Enhanced Strength 8 (to 24/+7) {8} + Strike 2 (gauntlet slashers; PF: Improved Critical, Mighty) {4} {8+4=12/12} AP: Blast 6 (concussor grenade; Extra: Area [30-ft. Burst, General]; Flaw: Unreliable [5 concussor grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12} AP: Obscure Mental, Radio & Visual 4 (enhanced smoke grenades, 50-ft. radius; Extra: Independent; Flaw: Unreliable [5 enhanced smoke grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12} AP: Snare 9 (tanglecoil; Flaw: Unreliable [5 tanglecoils]; PFs: Chokehold, Reversible, Tether) {12/12} AP: Stun 4 (tranq gas grenade; Extras: Area [20-ft. Burst, General], Range [Ranged]; Flaw: Unreliable [5 tranq gas grenades]; Drawback: Reduced Range 1 [5 increments]) {11/12} Leaping 1 (springboots; x2 -- running long jump 34/26 feet, standing long jump 17/13 feet, high jump 8/6 feet) [1PP] Protection 5 (Extra: Impervious) [10PP] Super Senses 3 (infravision, radio, ultravision) [3PP] 4+4+2+16+1+10+3 = 40/40 Device 1 (Shield, 5 points; Flaw: Hard to Lose) [4PP] Shield 4 (2 points; PF: Alternate Power) BE: Protection 4 {4/4} AP: Shield 4 {4/4} Speed 1 (fast runner; 10 mph / 100 feet per Move action) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/22 Toughness (Staged) Damage (Physical) Gauntlet Slashers Touch DC 24 Toughness (Staged) Damage (Physical) Electric Pistol Ranged DC 24 Toughness (Staged) Damage (Energy) Tanglecoil Ranged DC 19 Reflex Snare Totals: Abilities (36) + Combat (30) + Saving Throws (9) + Skills (13) + Feats (13) + Powers (49) - Drawbacks (0) = 150/150 Power Points Craig Vandersnoot was a major in the U.S. Army assigned as a liaison to NATO. His good looks, charming demeanor, master's degree in political science, and take-charge attitude made him popular and respected, and before long he was put in command of a NATO research project to develop a light battlesuit for use by the military and law enforcement. The project was going well under Vandersnoot's supervision when his "moonlighting" came to light: he'd been working as a security consultant and troubleshooter for several organized crime groups and terrorist organizations, accepting huge sums of money to keep them safe from the cops. He even helped plan and execute crimes, applying his tactical knowledge to make the "missions" go as smoothly as possible. Three MPs were sent to arrest Vandersnoot quietly, so the press wouldn't get wind of things. He killed all three of them, snuck back into the research complex, and put on the battlesuit. Then he murdered every project scientist and technician he could find, stole all the plans and specs, and trashed the lab. When he was done, he escaped from the facility with ease. Since then, Vandersnoot, operating under the codename "Mechassassin," has established an enviable reputation in the Mercenary World, with a (lethal) rivalry against other top-tier Super-Mercs like Lazer and Steel Commando. Known for his skill (proud but not stupid), power (ruthless, but not sadistic), discipline (without being a machine), and ability to get even the toughest jobs done, he's made millions as he loots and pillages his way across the globe. He also works as a security chief and military trainer for master villains. Mechassassin's suit of (modified and weaponized) light NATO battlearmor comes equipped with numerous options that give him enough of an edge in combat to stand up against superheroes. They include a powerful electric pistol with two settings (regular and crispy), a launcher in his right gauntlet that projects a strand of tanglecoil to trap opponents, blades that pop out from his gauntlets, and a selection of grenades with numerous tactical applications. He also carries a shield with which to deflect enemy attacks. The suit requires daily maintenance and parts replacement, or it soon begins to malfunction. But Mechassassin's greatest weapons are his mind and body. A soldier with years of experience in just about every sort of combat imaginable, he has a high degree of tactical awareness. He never fights stupidly, underestimates his opponents (especially superpowered ones), or takes foolish risks. He usually has at least two backup plans for every mission, and one standard and one alternate escape route. Mechassassin's choice of weapons and tactics depends on who he's facing. If he's confronting a group of foes, or enemies he can't hit with normal attacks, he'll use his Tranq Gas Grenades, or "pop smoke" and take advantage of the fact he can see through the stuff and they (hopefully) can't. Against "bricks" and energy projectors, he'll use his shield for protection and shoot with his Electric Pistol, often All-out Attacking (rapidly firing off multiple shots) if he can compensate for the reduced Defense. Gadgeteers, weaponmasters, and other characters using obvious Devices get the tanglecoil, followed by tranq gas. This is another Champions character, one the slots fairly well into the setting; I had to tone down his skills and fold some things into one Array (originally the Enhanced Str, Strike, and Tangelcoil were separate, and the three grenades were on a separate Hard to Lose grenade belt Device), but I think it works out well. The thing that stands out the most to me is his Shield: by having an Array of the Protection and Shield power, he can quickly go from Defense-shifted to Toughness-shifted, depending on who he's fighting (though in a majority of cases you'll want to go Toughness-shifted). Even without it he's PL 8 for defense; even out of his armor he's PL 6 offensively and PL 5 defensively, with a number of skills and feats that would see him win out over any routine police or even SWAT agents or low-powered supers. While Mechassassin is clearly a villain, his sheet can be used for a well-trained hero with an assortment of gadgets (though not a full-blown Gadgeteer, since the build lacks sufficient Craft and Knowledge skills or the Inventor feat); you might should change those gauntlet slashers into something less blade-y, like weighted forearm guards or some Science!-y kinetic enhancer.
  9. Character Name: Lazer Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 6 + 10 + 8 + 2 + 4 + 4 = 34PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +6, +8 Laser Rifle Grapple: +9 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -10, -2 out of armor Saving Throws: 3 + 3 + 3 = 9PP Toughness: +12 (+4 Con, +8 Protection [impervious 8]) Fortitude: +7 (+4 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 92R = 23PP Acrobatics 10 (+15) Computers 9 (+10) Disable Device 9 (+10) Craft (Electronics) 9 (+10) Gather Information 8 (+10) Knowledge (Current Events) 9 (+10) Knowledge (Tactics) 9 (+10) Knowledge (Technology) 9 (+10) Medicine 8 (+10) Notice 7 (+9) Stealth 5 (+10) Feats: 15PP Acrobatic Bluff Attack Focus (Laser Rifle) Benefit (Can use Knowledge [Tactics] for Master Plan checks) Dodge Focus 2 Improved Aim Improved Initiative 2 Jack-of-All-Trades Master Plan Power Attack Precise Shot Quick Draw 2 Ultimate Aim Powers: 18 + 6 + 20 + 1 = 45PP Device 6 (Laser Rifle, 30 points; Flaw: Easy to Lose) [18PP] Laser Rifle 12 (24 points; PFs: Alternate Power 6) [30DP] BE: Blast 12 (primary laser [10 120-ft. increments, 1,200 ft. max range]) {24/24} AP: Blast 11 (x-ray laser [10 110-ft. increments, 1,100 ft. max range]; PF: Subtle [beam invisible to normal vision]) {23/24} AP: Blast 10 (sniping laser; PFs: Improved Range 3 [one 1,000 ft. range increment, 1,000 ft. max range], Precise) {24/24} note: Precise 2 with the Precise feat Lazer has AP: Blast 8 (focused laser [10 80-ft. increments, 800 ft. max range]; Extra: Penetrating [as DMG 16]) {24/24} AP: Blast 8 (pulse laser [10 80-ft. increments, 800 ft. max range]; Extra: Autofire) {24/24} AP: Blast 8 (modulated laser [10 80-ft. increments, 800 ft. max range]; Extra: Alt Save [Fort]) {24/24} AP: Dazzle Visual 12 (wide-beam laser [10 120-ft. increments, 1,200 ft. max range]) {24/24} Device 2 (Laser Pistol, 10 points; Flaw: Easy to Lose) [6PP] Blast 6 (laser pistol [10 60-ft. increments, 600 ft. max range]; Extra: Penetrating [as DMG 12]; Flaw: Unreliable [5 charges]; Drawbacks: Full Power, Lethal Only) {10DP} Device 5 (Armor & Jetpack, 25 points; Flaw: Hard to Lose) [20PP] Flight 2 (25 mph / 250 feet per Move action) [4PP] Protection 8 (Extra: Impervious) [16PP] Super-Senses 5 (darkvision, infravision, radio, ultravision) [5PP] 4+16+5 = 25/25 Speed 1 (fleet-footed; 10 mph / 100 feet per Move action) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage (Physical) Focused Laser Ranged DC 23 Toughness (Staged) Damage (Energy); Penetrating [16] Laser Pistol Ranged DC 21 Toughness (Staged) Damage (Energy); Full Power, Lethal Modulated Laser Ranged DC 23 Fortitude (Staged) Damage (Energy) Primary Laser Ranged DC 27 Toughness (Staged) Damage (Energy) Pulse Laser Ranged DC 23 Toughness (Staged) Damage (Energy); Autofire Sniping Laser Ranged DC 26 Toughness (Staged) Damage (Energy) Wide-Beam Laser Ranged DC 22 Reflex/Fort Blinded X-Ray Laser Ranged DC 23 Toughness (Staged) Damage (Energy) Totals: Abilities (34) + Combat (24) + Saving Throws (9) + Skills (23) + Feats (15) + Powers (45) - Drawbacks (0) = 150/150 Power Points Emil Nelson always had done thing on his mind: what's in it for me? His life of crime started at an early age, first running numbers for a local gang, and gradually working his way up to more serious crimes. Eventually he drew heat from the cops, but evaded them by joining the Army. This turned out to be a great move, as he not only learned about weapons and combat, he found there was a good deal of corruption he could get in on; soon he was supplementing his salary by dealing drugs, arranging for shipments of guns to "fall off the backs of trucks," and selling stolen Army gear on the black market. When his hitch was up, he put his experiences and skills to work by becoming first a supplier of mercenaries and mercenary companies, and later a merc himself, finding that as fun as running his 'extralegal' empire was, he really came alive on the battlefield. One day his contacts gave him a hot tip about an experimental laser weapon DARPA was about to test; sensing profit to be made, he snuck onto the base, bluffed his was onto the control center, and stole the weapon, along with an experimental jetpack and suit of body armor. At first he planned to sell the whole thing, but the more he studied them, the more he realized he could use them to make a real name for himself as a "Super-Merc." Which he did, though over the years he's actually proven too good: not only does he have a lethal rivalry going on with fellow Super-Mercs Mechassassin and Steel Commando, Overshadow himself issued a "join SHADOW or die" ultimatum. So far Lazer's managed to stay one step ahead, and he knows he can't rest if he wants to keep it that way. Lazer's a supervillain from Champions, and one that would fit in perfectly here, either as a master villain's henchman or as a member of a team of villains assembled to pull off a particular crime (perhaps as a distraction while their mysterious organizer pulls off a less-flashy but much more important caper). Equally importantly, this sheet works perfectly for a tough & highly-trained combatant who happens to have a sophisticated laser rifle that's much more versatile than many would assume. (You may want to swap out that lethal laser sidearm for a laser-sword; Damage 8 [PFs: Improved Crit 2] in an Easy-to-Lose Device 2.) This sheet's skills and feats show someone with a lot of experiences as befits someone with the "interesting life" of a mercenary (and a particular gift for combat; even without the laser rifle he's a PL 5 fighter with a lot of skills & feats), but with a bit of rearranging (to add more Craft & Knowledge, and the Inventor feat) and you could make this a Gadgeteer who invented the rifle, jetpack and armor. Acrobatic Bluff is your friend -- keep mobile! Do note that the Focused Laser (Penetrating Blast), Modulated Laser (Alt Save/Fort Blast), and Pulse Laser (Autofire Blast) are all at a much lower rank due to the Extra, so when using them he's firing as a PL 8; one alternative would be to add the Action [Full] or Distracting Flaws to them to make up the cost difference and bring them back up to a higher rank.
  10. Search check, with +5 bonus (1d20+6=26) Found you
  11. Hunh, the Lost an' Found section. I always meant to come down he-YAH! The gunshot grabbed Dead Head's attention, making him turn to look behind him to see if he could hear anything more. When he turned back, a great source of necromantic power, the same type as what he'd been sensing but of far greater intensity, lanced through his senses, giving an effect not unlike turning around a corner and seeing the Sun. The revenant staggered back a step, shook the 'spots' form his 'eyes,' and continued on. "I ain't here to hurt ya, girl," he said as he approached the pile hiding the source, "I'm jes' here to help you. I think you an' yer folks got mixed up with a bad man," he began digging through the pile, "an' I wanna make sure no one's bein' lied to or hurt!" It's here somewhere, I know it... ah-ha! His cold, dead hands clutched around the clock, which practically burned with necromantic power. "I got you now! Who are ya? Whadda ya want?"
  12. "Ah, of course!," he exclaimed, probably drawing some looks from the other rooms. "The 2010 Green Shipping Technologies conference, March 2010. He was there for much the same reason I was, looking into new ecologically sound shipping technologies for his company. Well, he was looking, I was presenting. Heh, his architectural company, my ArcheTech-tural one!" The Doktor's smile slipped and eyes widened just a fraction as he nodded at her whispered missive. "Oh, you know I love garlic," he said, just loud enough for Afareen to hear. "It is not a traditional part of German cuisine, but it has gained some popularity since the 1990s, and I say it has been a definite improvement!"
  13. "Private room," it repeated. "I had not anticipated such an offer," it said after a moment, "but I do welcome it. What is our next step in upgrading my security clearance?"
  14. "Mona?," the Doktor whispered, trembling slightly, tears welling up in his eyes. "Mona, is it really you?" She is back she is here she is back hallelujah she is here! As Mona's eyes adjusted, she saw Viktor was quite changed from the man she'd last seen, more Howard Hughes-like. Thinner, paler (not that he was very tanned on his best days), with long ragged nails and an unkempt scraggly beard. As she looked into his eyes, they at first seemed hollow, empty, but as he continued to look upon her they brightened again with hope, hope for her, hope for him, hope for them. Gravity warped around him as his belt pushed him up so he could fling his arms around her neck pulled himself in for a kiss he'd been missing for six months.
  15. Looks solid now. Here's your first :approved:
  16. Ah, found one more problem: his Tidal Wave attack, being a Targeted Area effect based on Damage/Strike, would use his Melee attack mod, not Ranged. Dmg 12 + Melee Attak +8 = 20/2 = a PL 10 attack, which is more than he should have.
  17. Cogitate, a physics game from IET (Institution of Engineering & Technology). Pit your wits against the laws of physics!
  18. Yes, the Limited Flaw on Move Object applies to the entire power construction.
  19. Freedonians can get acclimatized to most anything, given time. But when he first shows up in Freedom, the initial impression is going to be "it's a monster!" (Which, you're right, is worth a Complication!). Also, being over seven and a half feet tall, he'd technically need a rank or two of Growth. So you're clear that, given the time he was alive, he could not have seen Atlantis found its original empire, he could just see them struggling to rebuild after their island sank? I'm still unclear why he didn't keep up to snuff on his combat. From what I can see, there's no reason his skills should have deteriorated -- he was still active, still fighting monsters and whatnot. At Comprehend (Languages) 2, you can either have him understand all spoken and speak any language but only one at a time. To be able to understand all spoken and be able to be understood by anyone when you speak, that's Comprehend 3. Limited (Water) is exactly the same as Limited (Can Only Move Water).
  20. Fluff [*:1r02j5g0]He's a 7'8" red-scaled fish-man with piranha teeth: how is he going to function in Freedom City? [*:1r02j5g0]He's the son of two sea-gods: how is he not himself a god? I'd wager that the "child of a sea-god" definition of triton means "son of a sea god and a mortal," not just any sea-god's spawn. [*:1r02j5g0]Atlantis was founded in 20,000 BCE and sank around 10,000 BCE, so he couldn't have seen them form their civilization when he was 240 (which would be 9749 BCE). Unless you meant he watched as they adjusted from being on an island to living under the sea (And losing many of their people and artifacts). [*:1r02j5g0]He would not have needed a Lemurian (which were Serpent-Men) sorcerer to tell him the power of the gods was waning/they were being kicked out by The Pact, he would have felt it. [*:1r02j5g0]You say "the deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute," but I don't see how his skills deteriorated -- he's been active for all this time. Crunch [*:1r02j5g0]Grapple: this looks like it should be +20, not +24. +8 melee, +8 from Str, and +4 from Super-Str. Not sure why Create Object is listed there, since you can't grapple with it. You must mean Move Object, in which case his Grapple is correct at +28 (+4 melee + MO 24) [*:1r02j5g0]Knockback: has not been calculated! It's equal to his Impervious Toughness. [*:1r02j5g0]Comprehend: This needs to be spelled out, since different ranks do different things. 1 rank for Animal lets you speak to or understand the; you need 2 ranks to do both. Similarly, for languages, it's 1 rank to understand, and 1 rank to speak any one at a time, or 2 ranks to speak and be understood by anyone, and yet another rank to read any language (so 4 ranks to understand, read, and be understood by any human or group of humans). [*:1r02j5g0]Conch/Wave-Forming Array: Is the Damage Cone some sort of mini-tsunami-like effect, battering foes with water? You will still need the Selective Extra if you want to not hit people; changing the Area from General to Targeted does not mean you get to choose whom not to attack. The Move Object is Damaging but Limited to Water, so you can only use it to Damage water, not Damage someone held by water he's controlling.
  21. "I do understand your concerns, Lab-Friends," it said flatly, "for they are ones I share. As far as I know, I came online at 10:00:01am Eastern Standard Time on January 1st, 2011, in an abandoned domicile in the Lincoln neighborhood of Freedom City, with no memory of anything prior to that. It is highly unlikely that I formed naturally, without the intent and actions of some intelligence, but whether that guiding intellect was some corporation, government, supervillain, superhero, alien, or some gestalt 'technospehre' is completely unknown to me. Though extraterrestrial is unlikely, given that all my components, while advanced, are not made from anything that could not be manufactured on Earth. It is a mystery I wish to unravel, and while time is a luxury I can afford to spend on my search, I would prefer finding answers sooner, and for that I would like to enlist your aid." Its green-yellow optics continued to pass over the three, wavering only to adjust their focus, "I have allowed those of you who were interested to view my code -- my mind -- and you say you have found nothing that appears nefarious, no hidden trapdoor through which some agent could monitor or usurp control over me, or any subroutines hidden from my higher consciousness awaiting for some trigger to activate. It is my one great desire to aid organic life, and aiding superpowered exemplars of the dominant species appears to be the best way to do so; I get along best with you all due to our shared affinity for science and technology. I should like to continue working with you, so we may aid each other in our professional and personal projects."
  22. Dead Head made a sound like a cross between a dejected whimper and an angry grunt. He released Gorsky, "keep that on 'im 'till the cops get here!," then was off after the girl. I bet neither of the Midnights never had this problem with kids! The revenant ran after the rascal, unable to use his full speed due to the numerous twists and turns the girl went down. "Little girl, wait up! I ain't mean you no harm! It... it's jes' a skin condition!" Is she goin' up to Gorksy's office? Or does he have some workspace set up down here? That would make more sense, closer to bodies to work on. But where down here?
  23. "Just trying to put my best foot forward, liebchen," he said, stealing a kiss before sitting down on the indicated spot. "Besides, if I am in there helping, I can sneak a little nibble!" "A problem with her stove, you say?," he repeated, voice raising comedically. "1950s, you say? Probably a GE or Westinghouse," his voice dipped back down, "could be a number of things, but probably age-related. I would be happy to look into it for her! I will ask during dinner, though -- best to do any repairs after it is needed, not while it is being used!" "Met him? I-" The Doktor paused a moment, looked around again at the photos on the walls, "I have encountered many, many people over the years, so it is not unlikely, but I must confess I am having some trouble recalling when I may have met him. Did he say when or where?"
  24. And since it's magical damage, it bypasses his Impervious 12. Toughness save, DC 25 (1d20+18=19) Ha! DH takes 1 Injury and is Dazed. Both of which peel off next round. Damage 10 - Knockback -9 (vs. Magic) = 1 = knocked prone
  25. "You chainsaw, I'll plow!," the revenant grunted, not wanting to waste any time while Kriminel was loose and the dead were being tormented. He ran for the gate and practically dived forward, intending to compress and contort himself to fit through the bars (as he had many times before). But a shadowy tentacle lashed as he brushed against the gate and impaled him, slamming into his torso with such force it lifted him a few inches up off the ground! It just as quickly drew back and dropped him, like a sack of meat, and he laid there wide-eyed from the sensations of pain that he so rarely felt. Owing to the supernatural nature of the assault, his injuries did not immediately undo themselves, giving 'Nox and Nick a few seconds to see inside Dead Head's torso before his supernatural recuperative abilities restored him. "Y'all... y'all don't do that," he wheezed as he got back up.
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