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Dr Archeville

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  1. DH went for Grue Revenant #4 and Mutt went for Grue Arcane #3 last round. This round, both will go for Grue Revenant #4 (who'd tried to take a swipe at DH). Dead Head Move Action: Attempt to Startle Grue Revenant Intimidate check, -1 from earlier Startle attempt, +1 from Master Plan (1d20+17=21) Standard Action: Attack, attack, and attack some more! Attack w/ Shovel. Master Plan (+1 Attk), All-Out Attak (+5 Attk/-5 Def), Power Attack (-5 Attk/+5 Dmg). DC 29 Toughness (31 is it's Startled) if it hits. (1d20+14=29) Mutt Free Action: Remain Incorporeal (his default state) Can't do Combined Attack, b/c Mutt's Damage is too low. Move Action: Startles. Skill Mastery (and -5 penalty for doing it as a Move action, and -1 for earlier Startle) = 18 total Standard Action: Attack w/ Regular Jaws of Doom Attack w/ Shredding Jaws. Master Plan (+1 Attk), All-Out Attack (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 21 Toughness save if it hits, 23 if it's Startled. (1d20+7=16)
  2. Darkness dropping silent hard edged oh **** Nacht-Krieger! Carrie was perhaps not expecting the reaction she got from Archeville, as he staggered back, tripped, and scrambled back to his bed. He tried to cry out, but no sound came save a strangled squeaking. Come to kill me something I did upset SHADOW ruined some of their plans no maybe kidnap me recruit me must recruit many from places like this- wait, no, talking... feminine voice... not Meinhoff... casual tone... who? His trembling eased, and he leaned forward a bit to study Carrie's form. "I... I do not think I... I know you... miss... were... were you a... a patient of mine... or... or a... a victim?"
  3. When Carrie had first stopped at the room the shower in the small attached bathroom had just been shut off, and she thought she heard a soft murmuring in German. The first time she knocked on the door, there was no response, but when she tried again a few seconds later, it as indeed Archeville who came out of the tiny bathroom, in a terrycloth bathrobe and with a toothbrush in his mouth. That is not Doctor Ellis's or Dr. Black's usual knock, or any of the usual nurses. A new one, maybe? It is almost super time. Or one of the patients? Opening the door, he saw no one there. "Hello?," he said, in a voice far flatter and weaker than Carrie remembered. "George? Charles? Scanlon?"
  4. Archevile, who'd been sitting at a desk and writing a list of all the wrongs he'd done (so he'd be sure he caught everything he needed to atone for and everyone he needed to atone to), actually fell out of his chair, so startled was he by Arrohawk's sudden appearance. Red eyes darkness blackness swallow me up doom doom DOOM come for me looming perching stalking staring shadows red eyes glowing like the pits of Hell not going to get to repent His voice caught as he tried to cry out. Gonna get me gonna carry me of gonna... gonna... wait- the voice... eyes adjusting now, can better see his outline... details... I know this man. Calming, he slowed, then stopped his backwards scramble, and went loose, laying untensed on the thinly carpeted floor. "Hello, Arrowhawk," he said, voice fairly flat and weak. "I had wondered if any of the Knights were going to... visit."
  5. Archeville had laid back down since Miss Americana and her odd (Omegadrone!?) associate had left, and had just dozed off when the sounds of footfalls and conversation in the hallway stirred him. Not enough to get out of bed, or even sit up, but enough to disturb his rest. That is not for me... is it? Who would come to see me? Well, there are several who would, to visit assorted violence upon me. Maybe they are going to see someone else? When the door opened and the scent of Danger's cologne hit a split second before his bombastic entry, he actually felt a bit relieved. Ace was a good man, an even with his colorful past, he probably wasn't here to administer beatings or (too harsh) a reprimand. Probably. Archeville turned and pushed himself up to a sitting position. "Hello, Ace," he replied, voice still flat and weak. "How are... ah... things?"
  6. Due to the unforeseen 10 hour outage today (caused by a problem on Dreamhost's end), I'm pushing back the deadlines on everything. You have until Noon EST Saturday October 1st (9:00am PDT, 5:00pm GMT) to get posts and vignettes in.
  7. Character Name: Poseur Mage Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 0 + 2 + 0 + 10 + 6 + 8 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +8 with Staff, +12 w/ Arcane Arrows Grapple: +4 Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback: -6, -2 flat-footed; -11, -4 flat-footed w/ Invulnerability Saving Throws: 6 + 5 + 3 = 14PP Toughness: +12 (+0 Con, +4 Protection, +8 Force Field); +4 flat-footed [imp 10 w/ "Invulnerability"] Fortitude: +8 (+0 Con, +6, +2 Staff) [imp 8 w/ "Invulnerability"] Reflex: +8 (+1 Dex, +5, +2 Staff), Evasion 2 Will: +8 (+3 Wis, +3, +2 Staff) [imp 8 vs. Mental w/ "Invulnerability"] Skills: 80R = 20PP Bluff 12 (+16) SM Concentration 12 (+15) Diplomacy 4 (+8) Gather Information 12 (+16) SM Knowledge (arcane lore) 5 (+10) Knowledge (history) 5 (+10) Knowledge (theology and philosophy) 5 (+10) Language 2 (English [native], Greek, Latin) Sleight of Hand 14 (+15) SM Stealth 9 (+10) SM Feats: 12PP Attack Specialization (Staff of Power) 2 Connected Dodge Focus 2 Equipment 2 Fascinate (Bluff) Second Chance (Concentration checks) Skill Mastery (Bluff, Gather Information, Sleight of Hand, Stealth) Speed of Thought Well-Informed Equipment 10 EP Headquarters Apartment Sanctorum Size: Medium; Toughness: 15; Features: Communications, Concealed, Laboratory, Library, Living Space, Security System, Workshop Cost: 1+2+7 = 10 EP equipment points Powers: 12 + 20 + 30 = 62PP Device 3 (Aegis Amulet, 15 points; Flaw: Hard to Lose) [12PP] Enhanced Feats 2 (Evasion 2) [2PP] Force Field 8 [8PP] Protection 4 (PF: Subtle) [5PP] 2+8+5 = 15/15 Device 5 (Ghost Cloak, 25 points; Flaw: Hard to Lose) [20PP] Ghost Cloak 12.5 (25 points; PF: Alternate Power; Drawback: Action [Move to change Array]) [25PP] BE: Concealment 4 (all visual senses; Flaw: Blending; PF: Close Range) {5} + Insubstantial 4 (incorporeal, affected by magic) {20) {5+20=25/25} AP: Teleport 7 (700 ft./200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Turnabout) {25/25} Device 10 (Staff of Power, 50 points; Flaws: Easy to Lose) [30PP] Enhanced Fortitude Save 2 (lucky) [2PP] Enhanced Reflex Save 2 (lucky) [2PP] Enhanced Will Save 2 (lucky) [2PP] Environmental Control 3 (light 2 [sunlight], 25 ft. radius; Flaw: Range [Touch]) [3PP] Magic 13 (26 points; PFs: Alternate Power 7) [33PP] BE: Blast 12 (lightning; PFs: Indirect 2) {26/26} AP: Blast 9 (fireball; Extra: Area [45-ft. Burst, General]; Drawback: Reduced Range [5 90-ft. increments]) {26/26} AP: Blast 7 (arcane arrows; Extra: Autofire; PFs: Accurate 2, Affects Insubstantial 2, Homing) {26/26} AP: Drain Strength 12 (enfeeblement; Extra: Range [Ranged]; PFs: Slow Fade 2 [1pp per 5 Minutes]) {26/26} AP: Impervious Fortitude 8 (Invulnerability; note: Active Sustained effect; Extras: Linked [impervious Toughness, Impervious Will]) {8} + Impervious Toughness 10 (note: Active Sustained effect; Extras: Linked [impervious Fortitude, Impervious Will]) {10} + Impervious Will 8 (note: Active Sustained effect; Extras: Linked [impervious Fortitude, Impervious Toughness]; Flaw: Limited [Mental Effects]) {4} {8+10+4=22/26} AP: Paralyze 9 (Hold; Extra: Range [Ranged]; Drawback: Reduced Range [5 90-ft. increments]) {26/26} AP: Strike 10 (supernatural cold; Extras: Area [100-ft. Cone, General], Linked [snare]; Flaw: Action [Full]) {10} + Snare 10 (Extras: Area [100-ft. Cone, General], Linked ; Flaw: Action [Full]) {10} {10+10=20/26} AP: Strike 10 (lightning; Extras: Area [100-ft. Line, General], Penetrating 5) {25/26} Shield 2 (lucky) [2PP] Strike 2 (staff strike; PFs: Improved Critical 2, Improved Trip, Mighty) [6PP] 2+2+2+3+33+2+6 = 50/50 Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Staff Strike Touch DC 17 Toughness (Staged) Damage (Physical), crit 18-20 Arcane Arrows Ranged DC 22 Toughness (Staged) Damage (Energy), Autofire, Affects Insub 2, Homing Cone of Cold 100 ft DC 20 Reflex Area (100-ft Cone) DC 20/15 Toughness (Staged) Damage (Energy) DC 20 Reflex Area (100-ft Cone) DC 20/15 Reflex (Staged) Snare Enfeeblement Ranged DC 22 Fort (Staged) Drain STR Fireball Ranged DC 19 Reflex Area (45-ft. Burst) DC 24/19 Toughness (Staged) Damage (Energy) Hold Ranged DC 19 Will (Staged) Paralyze Lightning v1 Ranged DC 27 Toughness (Staged) Damage (Energy); Indirect 2 Lightning v2 100 ft DC 20 Reflex Area (100-ft Line), Penetrating DC 25/20 Toughness (Staged) Damage (Energy) Totals: Abilities (26) + Combat (16) + Saving Throws (14) + Skills (20) + Feats (12) + Powers (62) - Drawbacks (0) = 150/150 Power Points Once there was an anthropology student, working away on dusty digs as an intern, when he found something. It was a small something -- a trinket, really -- but it was a real, bona fide Atlantean magical artifact. One lead him to another, and another, and another; he quickly burnt through his savings, whatever he could beg from family and friends (those who'd still talk to him through his growing monomania), but he knew he was on the right track to something big, something that'd blow the lid off academia! After years of searching, he finally found a staff, a cloak, and an amulet of phenomenal power, artifacts that would make him famed throughout the world... or very, very wealthy. "I've earned it," he thought, "hadn't I? All the scrimping and saving, all those unsavory 'favors' I'd had to do, all the favors I now owed to people I'd really rather not ever see again..." And then the epiphany hit. There was power in these items, yes, and they could be used for great fame. Or for great good. He realized the edge he'd been teetering on, but pulled back before toppling over. He knew there were some nasty folks out there, and nasty things that looked like folks but weren't, and he had to make sure items like these didn't fall into their hands. He came up with a costume, an ostentatious outfit that'd draw attention to his new persona (and away from the scrawny intern who [almost] got in too deep, and still had many bridges to re-build). He's not a magician himself -- he long ago found out he lacks whatever 'spark' is necessary to work magic oneself -- but he does know a lot about magic, from an academic/theoretical point of view. His main thing is the three potent Atlantean magical items he found, the Aegis Amulet, the Ghost Cloak, and the Staff of Power. (These are most surely not their original names -- he's still translating those as he studies them and learns what all they can do -- but they work for his purposes.) He puts on the air of being a true wizard, for fear of being looked down on by true practitioners (which is not an unfounded fear, but he tries not to let it get to him), and the breadth and potency of the effects the three items can generate certainly helps him with the ruse (at least among the uninitiated); those who do know the source of his powers (but not the rest of his past) see him as something of a charlatan and glory hound, albeit a very well-meaning one. There's another very good reason to keep the true source of his abilities secret: the Atlanteans might want their cultural treasures back! This character is based on The Magican, a member of Tarot, one of the premiere villain organizations in Jack Butler's Global Guardians Universe play-by-email game (see more here). (This is probably the only thing from that setting, which I played in for about six months before coming here, that I'm going to port in. Interestingly, the player for that char used this pic for him, the same pic which appears in the M&M 2E Core Rulebook near the Magic power!) Relying on items for one's powers is far from rare: Battlesuits and Gadgeteers do it all the time, though it is rarer to see it in mystical form; among the PCs here, Crow has made a good go at it. Masking one's artificial powers as natural is also nothing new -- in Marvel's comics, Jackpot and Patriot both masked their drug-derived powers as naturally inherent ones -- and can be a fine source for Complications. There is of course loads of room for customization here, both in the form of the Devices (maybe the amulet's a ring, or a bracelet, or maybe the staff is a wand) and in what powers the Devices grant (this staff is based more on the Staff of Power, a magic item from Dungeons & Dragons, but there are lots of ways you can go). Skills are also a place for customization; as he is now, he's a great con-man (with the high & Skill Mastery'd Bluff and decent Diplomacy), but scares as easily as a Bystander (due to no Intimidate or Sense Motive to resist it)! Try not to lose your gear -- without it you're barely PL 3! Subtle is on the Amulet's Protection because otherwise Device-based Protection is Noticeable; the Amulet will glow when the Evasion or Force Field is used.
  8. Character Name: Vampire Weather Controller Power Level: 10 (150/150PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness (-1 Attack / +1 Damage and +1 Defense / -1 Toughness pre-vamp'd) Abilities: 0 + 4 + (-10) + 0 + 4 + 2 = 0PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: --- Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4, +6 Weather Grapple: +4, +2 to +20 w/ 'Air Control' Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -8, -4 without Force Field; -4, -0 w/out FF vs. blessed/holy, fir, or magic Saving Throws: 3 + 5 = 8PP Toughness: +12 [Imp 4] (+4 Protection [Imp 4], +8 Force Field), +4 [Imp 4] w/out Force Field+8, +0 w/out Force Field vs. blessed/holy, fire, or magic Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Bluff 9 (+10) Concentration 8 (+10) Handle Animal 0 (+9) Language 1 (English, Russian [native]) Notice 6 (+12) Search 0 (+4) Sleight of Hand 8 (+10) Stealth 8 (+10) Feats: 8PP Attack Specialization (Weather) Dodge Focus 4 Environmental Adaptation (Stormy Weather) Power Attack Skill Mastery (Bluff, Notice, Sleight of Hand, Stealth) Powers: 4 + 1 + 1 + 4 + 6 + 8 + 30 + 4 + 3 + 4 + 3 + 12 + 38 = 118PP Comprehend 2 (animals 2) [4PP] Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Feats 1 (Animal Empathy) [1PP] Enhanced Skills 16 (Handle Animal +8, Notice +4, Sense Motive +4) [4PP] Flight 3 (50 MPH / 500 feet per Move action) [6PP] Force Field 8 (5 pre-vamping) [8PP] Immunity 30 (Fortitude effect) [30PP] Protection 4 (Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [Blood]) [3PP] Super Senses 4 (danger sense [tactile], wind sense [tactile sense, ranged] [2], uncanny dodge [tactile]) [4PP] Super-Senses 3 (Vampiric Senses; infravision, scent [acute for olfactory], ultra-hearing) [3PP] Vampirically Enhanced Weather Control 4 (+8 points; PFs: DAP 2 [Feature, Selective Environmental Control]) [12PP] Weather Control 12 (24 points; PFs: Dynamic, Dynamic Alternate Power 6, Variable Descriptor [weather]) [38PP] DBE: Environmental Control 1-6 (4 points worth of effects [Cold, Hamper Movement (icy/wet surfaces), Heat, Light [ball lightning], Reduced Visibility (rain/sleet/snow), Wind] in a 5 to 250 ft. radius) {4-24, 0-20 left} DAP: Blast 1-8 (lightning or other weather; PFs: Indirect 2) {4-18, 6-20 left} DAP: Blast 1-7 (mini-blizzard or other weather; Extra: Area [5-35-ft. Burst, General]) {3-21, 3-21 left} DAP: Dazzle 1-7 (thunderstroke or other weather, auditory & visual; Extras: Area [5-35-ft. Burst, General]) {3-21, 3-21 left} DAP: Move Object 1-8 ('Air Control,' Str 5-40, Hvy Load 50 lbs. - 3 tons; Extra: Range [Perception]) {3-24, 0-21 left} DAP: Obscure 1-6 (intense thunderstorm or other weather; auditory, olfactory and visual; 5-250 ft.) {4-24, 0-20 left} DAP: Stun 1-8 (heatstroke or other weather; Extras: Alt Save [Fort], Range [Ranged]) {3-24, 0-23 left} Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Air Control Perception Grapple Pinned/Bound Air Control (Thrown Object) Perception DC 16-25 Toughness (Staged) Damage (Physical) Blizzard Ranged DC 11-20 Reflex Area DC 11-20/10-15 Toughness (Staged) Damage (Energy) Heatstroke Ranged DC 11-24 Fortitude (Staged) Stun Lightning Ranged DC 16-29 Toughness (Staged) Damage (Energy), Indirect 2 Thunderstroke Ranged DC 11-20 Reflex Area DC 11-20/10-15 Reflex/Fort Blinded & Deafened Totals: Abilities (0) + Combat (16) + Saving Throws (8) + Skills (10) + Feats (8) + Powers (118) - Drawbacks (10) = 150/150 Power Points The last (for now) in my series of Vampire: the Masquerade-esque builds, this time based on the Tzimisce clan (specifically, the ones who practice Koldunic Sorcery instead of Vicissitude). And bits from AA's Vampire Mystic, his Weather Controller, and from Shaen's Thrude. Growing up in one of the smaller cities in western Russia can be difficult unless you've got lots of connection, but she had none. Orphaned at an early age by an avalanche on Mount Narodnaya (the highest peak in the Ural Mountains) and slipping through the cracks of the adoption system, she grew up on the streets, eking out what meager existence she could. Shortly after she hit puberty, strange things began to happen in the city, unexplained gusts of wind, sudden downpours, freakishly long periods of sunny days. It was soon discovered she could influence the weather -- those who knew her cared not how, not that they could afford to get her tested for Metahuman abilities anyway -- and she soon became quite popular among the city, helping keep the weather pleasant for the many farmers on the outskirts of town. In time word of her abilities reached Duncan Summers, who offered her a place at Claremont, but she refused, being quite happy to help her struggling home. They parted on good terms, and she continued helping around the city, receiving whatever food and shelter she wished for in return. Eventually she received another visitor, a being of inhuman, almost alien beauty, who claimed to have known her parents. He (it?) told her they had been kolduny, sorcerers, who had tried (along with others) to summon great elemental power to aid their home, but failed and died for their efforts. But the power was not lost: it had flowed into her; her powers were magical, not mutant. "I can help you tap into the power within your blood," the figure promised, "if you permit me." And so the young woman was turned into a vampire. The mystical power of the vampiric blood combined with her sire's teachings vastly enhanced her elemental powers, as well as her senses and connection to the animals of the world. But she quickly realized her master saw humans as nothing but playthings, experimental subjects, and food, and had been doing so for centuries. (She did not learn that it interrupted the ritual and killed her parents and their fellow kolduny, intending for the power to flow into itself, and had been watching her all her life.) One dark and stormy day she fled while it slept, and made her way to America, to find Duncan Summers and others who would help her free her home village from the monster that had secretly lorded over it for far too long. The environment is yours to command -- divide & conquer! In life, she had Immunity 2 (cold, heat) (and Con 12), but that got subsumed into the Immunity (Fort effects); her Force Field is using winds or sudden falls of hailstones to blocks attacks, or even lightning bolts to blast missiles out of the sky! Like AA's Psionic Vampire, she uses her weather control powers to keep the sunlight off her by making it cloudy/overcast wherever she is; unlike AA's build, she's actually consciously using her powers to do so, which means she won't have her full Weather Control Array available while in sunlight (unless she wants to burn!), and won't be protected if prevented from using her powers (like if she's dazed or stunned). Should her Vamp powers somehow be negated, she's still a solid PL 7; if her non-vamp powers are somehow nixed, she's still PL 6 defensively, and can do 8 points' worth of Selective Environmental Control (or enough to mitigate her Weakness to sunlight and find shelter!).
  9. I've always pictured that her Targeted Area effects are her shooting multiple pellets/balls into the area (like Autofire, but... spread out), rather than one big gas-spewing canister. Though I am curious as to what the descriptor for the Drain FORT is. Some sort of poison?
  10. Character Name: Vampire Psion Power Level: 10 (150/150PP) Trade-Offs: -2 Defense/+2 Toughness (both post- and pre-vamp) Abilities: (-2) + 0 + (-10) + 2 + 4 + 2 = -4PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: --- Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative +4 Attack +4, +10 Telekinesis Grapple +2, +6 or +20 Telekinesis Defense +8/+4 (+4 Base, +4/+0 Shield), +2 Flat-Footed Knockback -8/-4, -4 Flat-Footed -4/-0, -0 Flat-Footed vs. blessed/holy, fire, or magic Saving Throws: 4 + 8 = 12PP Toughness +12/+4 (+4 Protection [imp 4], +8/+0 Force Field), +4 Flat-Footed +8/+0 (+8/+0 Force Field), +0 Flat-Footed vs. blessed/holy, fire, or magic Fortitude --- Reflex +4 (+0 Dex, +4) Will +10 (+2 Wis, +8) Skills: 36R = 9PP Concentrate 5 (+7) Notice 10 (+16) Search 11 (+12) Sense Motive 10 (+16) Feats: 6PP Attack Specialization (Telekinesis) 3 Improved Initiative Trance Ultimate Save (Will) Powers: 1 + 2 + 3 + 11 + 30 + 4 + 28 + 3 + 7 + 8 + 11 + 10 + 3 = 121PP Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Skills 8 (Vampiric Awareness; Notice +4, Sense Motive +4) [2PP] Flight 1 (telekinetic flight; 10 MPH / 100 ft per Move Action; PF: Subtle) [3PP] Force Field 8 (Extras: Linked [shield]; Flaw: Limited [Dodge Bonus]) {4} + Shield 4 (Extras: Linked [Force Field]; PFs: Selective, Subtle, Variable Descriptor) {7} (Dodge, Parry, Precognition, Telekinesis, Telepathy) [4+7 = 11PP] Immunity 30 (Fortitude effect) [30PP] Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP] Psionics 12 (24PP Array, PFs: Alternate Power 4) [28PP] BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {24/24} AP: Blast 7 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 7 [Total 14], Precise, Subtle, Variable Descriptor [fire/force]) {24/24} AP: Mind Control 7 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Subtle) {23/24} AP: Move Object 7 (Telekinesis; Str 35, Hvy Load 1.5 tons; Extra: Range [Perception]; PFs: Precise, Subtle)) {23/24} AP: Stun 7 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor) {24/24} Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Super-Senses 7 (Vampiric Senses; accurate for all hearing [4]; scent [acute for olfactory], ultra-hearing, uncanny dodge [auditory]) [7PP] Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Medium (Blood)], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 5 (10PP Array; PF: Alternate Power) [11PP] BE: Communication 5 (Mental, 5 miles; Extras: Linked [Comprehend, Mind Reading]; PF: Subtle) {6} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {6+2+2=10/10} AP: Mind Reading 7 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {8/10} Vampiric Psionic Enhancement 4.5 (+9 points; PF: Alternate Power [Mental Transform]) [10PP] Vampiric Telepathic Enhancement 1 (+2 points; PF: Alternate Power [Telekinesis]) [3PP] Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage (Physical) Domination Perception Contested +10 vs Will Controlled Memory Alteration Perception DC 20 Will Transform Mind Probe Perception Contested +10 vs Will Mind Reading Pain/Sleep Perception DC 20 Will (Staged) Dazed/Stunned/Unconscious Telekinesis Perception Grapple Pinned/Bound Telekinetic Blast Perception DC 25 Toughness (Staged) Damage (Energy) Telekinesis (Thrown Object) Ranged DC 25 Toughness (Staged) Damage (Physical) Abilities (-4) + Combat (14) + Saving Throws (12) + Skills (9) + Feats (6) + Powers (123) - Drawbacks (10) = 150/150 Power Points More Vampire: the Masquerade-esque builds, this time based on the Tremere clan, Shaen's PL 7 Psion and PL 10 Psion. Young Tabitha had always had an active imagination. She'd complain about people fighting when there was no one around, or of hearing people say things they did not (though, if later asked, it was what they were thinking). A troublemaker, too, burning her mother's good brooms and rearranging her dad's advertising pitches, though she protested it wasn't her, it was her imaginary friend. Concern won out over irritation in her parents' hearts, though, which is why she was taken to see a meta-physician, and they realized their child was a powerful psion. (She was, in fact, a Psion, or rather a distant cousin of them, who through genetic lottery inherited naturally the psychic power-granting genes her infamous 'Uncle Arthur' had worked for decades to bring out in his children and grandchildren.) Her parents arranged for a number of specialists to work with her over the years to gain control of her powers; she was even visited several times by Adrian Eldrich and Sofia Crus (who'd hoped she was the reincarnation of the Scarab). When she was old enough she went to Claremont. One night, as she was exploring the city of Freedom (much bigger than the suburbs she'd come from!), she checked out the Pinnacle Path organization, seeing it its claims of "achieving their potential through hard work, introspection, and dedication to a higher ideal." That's when the vampire, drawn to the building for some easily duped snacks, but drawn to the blazing beacon of psychic power within her, attacked and brought her into his clan. But her mind burned through the unholy domination, then through the vampire's unliving body, and she fled, not daring to return to Claremont for fear of what she might do to her friends. Summers (both old and new) eventually found her, and brought Eldrich in to help her master her dread powers and terrible hungers, and remind her of all the good she can do even in her condition. Now she's going to make sure no one else falls to the predations of the undead. So many powers! Her vampiric nature did weaken one ability -- now she can only see the past by tasting the blood of the persons involved (like Avenger does) -- but all her other psychic abilities were vastly enhanced. If her Vampiric enhancements should somehow be stripped, she's still a solid PL 7; if her Psionic abilities are somehow nullified, she only hit PL 4 defense/toughness caps (and barely a 2 for Attack/Damage!), but still has enough Vampiric Mental mojo (9PP in Psionics, 2PP in Telepathics) to get off a Mental Transform 3 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous], Mental, Range [Perception]; Flaws: Action [Full]) [9PP] -- or stunt a Mental Transform 9 (Memory Alteration; Extras: Alternate Save [Will], Mental, Range [Perception]; Flaws: Action [Full], Sense-Dependent [sight]) [9PP] -- or Move Object 1 (Str 5, Hvy Load 50 lbs; manifests as blood red energy tendrils) [2PP], which could be enough to switch off the control for the PsiShackles or make the guard think he's re-locked the holding cell. Unlike AA's Psionic Vampire, she does not use TK to shield herself from the sun's rays; I can see that working with many forms of force field/energy manipulation (like a Darkness Controller, or even a vamped Light Controller), but I don't see it working for someone whose telekinetic force and force fields are completely invisible.
  11. I'm going to be dogsitting for my mom this weekend (while trying to fight off the Strep Throat infection my wife's given me*), and her 'net connection is not so hot. Which means I won't be able to start processing the monthly PP awards until Sunday evening at the earliest. * Yes, my wife's been recovering from Strep Throat and gallbladder removal surgery simultaneously.
  12. Character Name: Vampire Wealthy Thrillseeker Power Level: 10 (150/150PP) Trade-Offs: +3 Attack / -3 Damage, -2 Defense / +2 Toughness (+1 Def/-1 Toughness pre-vamping) Abilities: 4 + 4 + (-10) + 2 + 0 + 6 = 6PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 24/14 (+7/+2) Combat: 14 + 8 = 22PP Initiative: +6 Attack: +7, +13 Power Gauntlet Grapple: +9 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11, -10 flat-footed -7, -6 flat-footed vs. blessed/holy, fire, or magic Saving Throws: 3 + 5 = 8PP Toughness: +12 [imp 10] (+10 Protection [imp 10], +2 Defensive Roll), +10 [imp 10] flat-footed +8 [imp 6] (+6 Protection [imp 6], +2 Defensive Roll), +6 [imp 6] flat-footed vs. blessed/holy, fire, or magic Fortitude: --- Reflex: +5 (+2 Dex, +3), Evasion Will: +5 (+0 Wis, +5) Skills: 52R = 13PP Bluff 8 (+21) SM Climb 8 (+10) Diplomacy 8 (+21) SM Drive 4 (+6) Gather Information 3 (+16) Intimidate 0 (+13) Language 1 (English [native], Latin) Notice 4 (+4) Pilot 8 (+10) SM Swim 8 (+10) SM Feats: 25PP Attack Specialization (Power Gauntlet) 3 Benefit 2 (Wealth 2) Connected Contacts Defensive Roll Distract (Bluff) Dodge Focus 4 Elusive Target Equipment 5 Evasion Fearless Improved Initiative Skill Mastery (Bluff, Diplomacy, Pilot, Swim) Taunt Well-Informed Equipment 25EP Headquarters Array 11.5 (23 points; PFs: Alternate HQ 2) [25 EP] HQ 1: Stately Manor Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power (Features), Power System, Security System 2 (DC 25), Workshop. Cost: 3 + 1 + 19 = 23/23 Power: Feature 10 (necro-tempered glass [mitigates up to 10 points worth of Sunlight-related Drawbacks for any undead]) {10/20} HQ 2: Pimped-Out Crypt Size: Huge; Toughness: 15; Features: Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30). Cost: 3 + 2 + 15 = 20/23 HQ 3: Corporate Skyscraper (Top 5 Floors) Size: Large; Toughness: 10; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power (Features), Power System, Security System 2 (DC 25), Think Tank, Workshop. Cost: 2 + 1 + 17 = 20/23 Power: Feature 10 (necro-tempered glass [mitigates up to 10 points worth of Sunlight-related Drawbacks for any undead]) {10/20} Vehicles An assortment of expensive (though mundane) boats, cars, helicopters, and jets, all with tinted windows Powers: 12 + 4 + 1 + 3 + 6 + 30 + 12 + 4 + 3 + 11 = 86PP Device 3 (Power Gauntlets, 15 points; Flaw: Hard to Lose) [12PP] Power Gauntlets 7 (14 points; PF: Alternate Power) [15PP] BE: Leaping 4 (x25; running long jump 300 feet, standing long jump 150 feet, vertical jump 75 feet ) {4} + Strike 5 (PF: Improved Crit 2, Mighty) {8} + Super-Movement 1 (Slow Fall) {2} {4+8+2=14/14} AP: Strike 7 (fire bolts; Extras: Area [70-ft. Cone, Targeted], Selective Attack; Flaw: Action [Full]) {14/14} Device 1 (Cool Shades, 5 points; Flaw: Hard to Lose) [4PP] Super-Senses 6 (Direction Sense [GPS], Infravision, X-Ray Vision [Drawback: Not through lead]) [5PP] Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Feats 3 (Vampiric Presence; Distract [intimidate], Fascinate [Diplomacy], Startle) [3PP] Enhanced Skills 24 (Vampiric Presence; Bluff +6, Diplomacy +6, Gather Information +6, Intimidate +6) [6PP] Immunity 30 (Fortitude effect) [30PP] Protection 6 (superior vampiric fortitude; Extra: Impervious) [12PP] Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Vampiric Influence 5 (10 points; PF: Alternate Power) [11PP] BE: Enhanced Charisma 10 (Vampiric Presence; to 24/+7) {10/10} AP: Mind Control 10 (Vampiric Domination; Flaw: Sense-Dependent [sight]) {10/10} Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Strike Touch DC 22 Toughness (Staged) Damage (Physical), crit 18-20 Fire Bolts 70 ft DC 22 Toughness (Staged) Damage (Energy), Area (Cone, Targeted) Domination Perception Contested +10 vs. Will Controlled Totals: Abilities (6) + Combat (22) + Saving Throws (8) + Skills (13) + Feats (25) + Powers (86) - Drawbacks (10) = 150/150 Power Points Another Vampire: the Masquerade-esque builds, this time based on the Ventrue clan. For those wondering why I chose Richard Branson for the pic: in addition to actually being something of a Wealthy Thrillseeker, Branson has said that, if a biopic were to be made of his life, he'd want Robert Pattinson to portray him. Like Branson, this fellow doesn't have much business sense, but is extremely good at connecting with people. That ability, along with his spirit for adventure, lead him towards some heroic work, first providing materials for heroes (providing jets for fledgling hero groups, funding them through donations hidden in his humanitarian works), and later more directly, with some gauntlets like Chase Stein's Fistigons (they shoot short controlled jets of flame, or he can focus them downward/backward for prodigious leaps) and some rad shades. Unfortunately, one particular business deal proved exceedingly difficult when the head of the rival company proved inhumanly stubborn and set in his ways, and he stopped by one night to show just how inhuman he was. Fortunately for our hero, vampires burn quite readily, so before his new would-be master could exert full control over him the hero attacked and destroyed him. Now he's on his own, with strange new powers (most of which have made him even more of a media darling, despite the new hours he must keep), terrible new hungers (which his vampirically-amplified facility for connecting with others has made quite easy to obtain), and little clue where to look for answers. Not that not having answers has ever stopped him before! So he continues on, fighting the good fight (to the mild irritation of the more driven heroes who do it for more than just kicks, though even they are starting to see him in a better light), against mundane criminals, supervillains, and other vampires.
  13. Character Name: Vampire Paragon Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 6 + 0 + (-10) + 2 + 4 + 6 = 8PP Strength: 30/24/16 (+10/+7/+3), effective Str 29-55 Dexterity: 10 (+0) Constitution: --- Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 26/16 (+8/+3) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +5, +10 melee Grapple: +20, up to +25 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10, -6 vs. blessed/holy, fire, and magic Saving Throws: 0 + 5 = 5PP Toughness: +10 (Protection 10 [imp 10]), +6 (Protection 6 [imp 6]) vs. blessed/holy, fire, and magic Fortitude: --- Reflex: +0 (+0 Dex, +0) Will: +7 (+2 Wis, +5) Skills: 24R = 6PP Bluff 0 (+16) Computers 6 (+7) Diplomacy 6 (+22) Gather Information 0 (+16) Intimidate 0 (+16) Notice 6 (+8) Search 6 (+7) Feats: 13PP Attack Focus (Melee) 2 Benefit 1 (Wealth 1) Connected Contacts Dodge Focus 3 Equipment 3 Leadership Power Attack Equipment 15EP Headquarters Mausoleum of Solitude Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Living Space, Pool, Power System, Security System, Workshop. Cost: 1+1+13 = 15 EP Powers: 1 + 10 + 6 + 3 + 10 + 8 + 8 + 6 + 30 + 9 + 12 + 4 + 3 = 110PP Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Charisma 10 (Vampiric Presence; to 26/+8) [10PP] Enhanced Feats 6 (Vampiric Speed; Attack Focus [Melee] 3, Dodge Focus 3) [6PP] Enhanced Feats 3 (Vampiric Presence; Distract [intimidate], Fascinate [Diplomacy], Startle) [3PP] Enhanced Paragon Array 3 (Vampiric Power; PFs: Dynamic Alternate Power 2) [10PP] Enhanced Skills 32 (Vampiric Presence; Bluff +8, Diplomacy +8, Gather Information +8, Intimidate +8) [8PP] Enhanced Strength 8 (Paragon STR; to 24/+7) [8PP] Enhanced Strength 6 (Vampire STR; to 30/+10) [6PP] Immunity 30 (Fortitude effect) [30PP] Paragon Array 2 (4 points; PFs: Dynamic, Dynamic Alternate Power 2) [9PP] DBE: Flight 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free} DAP: Quickness 1-2 (x2-x5) + Speed 1-2 (10-25 mph / 100-250 feet per Move action) {2-4PP spent, 0-2 free} DAP: Super-Strength 1-2 (effective Str 29-34) {2-4PP spent, 0-2 free} Protection 6 (Paragon Resilience; Extra: Impervious) [12PP] Protection 4 (Vampiric Resilience; Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Unarmed Touch DC 25 Toughness (Staged) Damage (Physical), Autofire Unarmed 50 ft DC 25 Toughness (Staged) Damage (Physical), Area Domination Perception Contested +10 vs. Will Controlled Totals: Abilities (8) + Combat (18) + Saving Throws (5) + Skills (6) + Feats (13) + Powers (110) - Drawbacks (10) = 150/150 Power Points Another Vampire: the Masquerade-esque build, this time based on the Brujah clan. And AA's Vampire Paragon. Perhaps, like my Paragon in Powered Armor (and AA's Vampire Sidekick), you were a young and inexperienced -- or experienced but depowered -- Paragon, who sought out means to shore up his (perceived) shortcomings, either for fame or to sincerely help more people in worse situations. Or maybe the boss at your civilian ID's newspaper job sent you & your partner to cover the EU financial crisis, and one of the locals in Romania insisted you stay for dinner, and for the night. Either way, you're much stronger, faster, and more awe-inspiring than before, all traits extremely useful for a Paragon of good, justice, and order; the increased speed makes up for the slight loss in resilience. Sure, you can't go out in the day any (good thing you're not solar powered, like that guy in Kansas!), and your temper's become a bit shorter, and you've had to lie to some folks (something you've become disconcertingly skilled at), but you're a hero, darn it, and heroes are often defined by what they do when the chips are down. Another case of Vampiric Powers overwriting preexisting ones. In this case, Enhanced CON was lost (along with the regular CON), Immunities lost (redundant with FORT Immunity), and Impervious Toughness lowered (so as not to break caps). I figure whatever processes had been at work to grant him his powers beforehand still work, but in a twisted way (hence the separate listings), but the case could be the transformation completely wiped whatever biology-dependent powers there were and replaced them with supernatural versions of them (it'd certainly make for easier bookkeeping!). As he is now, if his Vampiric Powers are somehow suppressed he'll still be a decent Paragon (hits PL 7 attack/defense, and just shy of a full PL 7 for defense/Toughness), which could save your skin from any misguided hunters of the supernatural (the kind with a "shoot first, don't ask questions" policy, like Witchfinder). Conversely, if his pre-existing Paragon powers are nixed, he's still a PL 7 Vampire (a full 7 for Defense/Toughness, just shy of 7 for Attack/Damage), a nasty surprise for any archenemies who trap you in a room with some power-sapping meteorites!
  14. Character Name: Vampire Shapeshifter Power Level: 10 (150/150PP) Trade-Offs: +3 Attack / -3 Damage, -3 Defense / +3 Toughness (None pre-vamping) Abilities: 6 + 6 + (-10) + 2 + 0 + 6 = 10PP Strength: 22/16/8 (+6/+3/-1) Wolf/Human/Bat form Heavy Load in Bat form 40 lbs. Dexterity: 16 (+3) Constitution: --- Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 14 + 12 = 26PP Initiative: +3 Attack: +7, +13 melee Grapple: +16, +19 Wolf form, +4 Bat form Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed +9 (+6 Base, +1 Dodge Focus, +2 Size), +4 Flat-Footed in Bat form Knockback: -11, -7 vs. blessed/holy, fire, and magic -8, -4 vs. blessed/holy, fire, and magic in Bat form Saving Throws: 3 + 4 = 7PP Toughness: +13 (+13 Protection [imp 10]); +9 [imp 6] vs/ blessed/holy, fire, and magic +11 [imp 10]; +7 [imp 6] vs/ blessed/holy, fire, and magic in Bat form Fortitude: --- Reflex: +6 (+3 Dex, +3), Evasion, Evasion 2 in Bat form Will: +4 (+0 Wis, +4) Skills: 32R = 8PP Acrobatics 2 (+5) Disguise 0 (+3, +33 w/ Morph) Handle Animal 2 (+5) Intimidate 4 (+7) Knowledge (arcane) 4 (+5) Knowledge (life sciences) 8 (+9) Notice 8 (+8) Stealth 4 (+7, +15 Bat form) Feats: 11PP Attack Focus (Melee) 6 Dodge Focus Evasion Improved Critical 2 (strikes) Uncanny Dodge (visual) Powers: 14 + 5 + 1 + 30 + 15 + 4 + 3 + 3 + 2 + 21 = 98PP Animal Mastery 7 (14 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [14PP] BE: Comprehend 2 (animals 2) {4} + Mind Control 10 (Extra: Duration [sustained]; Flaws: Limited [animals], Sense-Dependent [sight]) {10} {4+10=14/14} AP: Obscure 4 (summoned bat/rat swarm; all senses; 50-ft. radius; Extras: Selective Attack; Flaws: Action [Full], Range [Touch]) {12/14} Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP] Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Immunity 30 (Fortitude effects) [30PP] Protection 9 (Extra: Impervious 6) [15PP] Protection 4 (Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Super-Movement 3 (permeate 3; Flaw: Limited [can only Permeate through earth]) [3PP] Super-Senses 2 (darkvision) [2PP] Vampiric Shapeshifting 9.5 (19 points; PFs: Alternate Power 2) [21PP] BE: Bat Form 3.8 (19pp Container) {19/19} Drawbacks 8 (mute, no hands) {-8} Enhanced Feats 2 (Elusive Target, Evasion [to Evasion 2]) {2} Flight 2 (25 mph / 250 feet per Move action) {2} Morph 6 (to Bat, +30 Disguise; PFs: Cover Scent, Precise) {8} Shrinking 8 (Tiny; -8 Str, -2 Toughness, +2 Combat, -8 Grapple, +8 Stealth, -4 intimidate) {8} Super-Senses 7 (accurate for all hearing [4]; danger sense [auditory], ultra-hearing, uncanny dodger[auditory]) {7} {[-8]+2+2+8+8+7 = 19/19} AP: Wolf Form 3.8 (19pp Container) {19/19} Drawbacks 8 (mute, no hands) {-8} Enhanced Feats 5 (Improved Throw, Improved Trip, Move-by Action, Takedown Attack 2) {5} Enhanced Strength 6 (to 22/+6) {6} Morph 6 (to Wolf, +30 Disguise; PFs: Cover Scent, Precise) {8} Speed 1 (10 mph / 100 feet per Move action) {1} Strike 1 (claws & fangs; PFs: Incurable, Mighty) {3} Super-Senses 4 (scent [acute for olfactory; enhancement: tracking 2], ultra-hearing) {1} {[-8]+5+6+8+1+3+4=19/19} AP: Insubstantial 2 (gaseous form, Extra: Linked [super-Movement]) {10} + Strike 4 (claws; PF: Mighty) {5} + Super-Movement 2 (air walking 2; Extra: Linked [insubstantial]) {4} {10+5+4=19/19} Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage (Physical) Strikes Touch DC 22 Toughness (Staged) Damage (Physical), crit 18-20; Wolf form is Incurable Animal Control Perception Contested +10 vs. Will Controlled Totals: Abilities (10) + Combat (26) + Saving Throws (7) + Skills (8) + Feats (11) + Powers (98) - Drawbacks (10) = 150/150 Power Points Yet another Vampire: the Masquerade-inspired superhero, this one based on the Gangrel clan, and one of my favorite Doom Patroller/Teen Titan, Beast Boy/Changeling (or AA's Animal Shapeshifter). This fellow was the son of renowned biologists who'd traveled the world, cataloguing dozens of species on every continent. They brought him along on many of their trips, even as a baby, where he received a most eclectic education. On one childhood trip he contracted a strange illness, one they'd seen in certain animals but never in humans; his parents tried the cure they'd developed on him, and found it worked, with no side-effects whatsoever. Until he fell into that radioactive pool, which combined to give him the power to assume the form of any animal he knew, and he knew a lot of animals. He stayed with his parents for a time, protecting them from poachers and unscrupulous rival scientists, but on one of their return trips to their west coast home he remained behind to act as a hero for the city. He gained some fame and notoriety, and in time set out for Freedom City, hoping to train under the big-time heroes there. On his trek across the more rural parts of America, as he soared through the night sky on bat's wings, he felt a mental call, and went to investigate. It was a vampire, who quickly realized the bat he'd called was more than he expected; when the young shapeshifter realized what had called him, he fought, but the vampire proved inhumanly tough, and it soon gained the upper claw. It fed on the young hero, and turned him into a creature like itself, a vampire with power of the animals, fantastic resilience, and form-altering powers. For a time he stayed with his vampire maker -- they stayed away from cities and fed almost wholly on animals, something he, as someone who routinely turned into carnivores, had no qualms about -- learning what he could from him, trying to put his condition into terms his scientific upbringing could comprehend. He failed at that (the condition is wholly magical and pays even less attention to things like conservation of mass and the laws of thermodynamics than his own shapeshifting powers did), so now he had a second reason to reach Freedom City: to find out what he is, and if it can be undone. Not that he really minds the condition; he can't play in the sun, and the range of animals he can turn into is vastly more limited (he can only turn into a wolf or a bat, his "fight" or "flight" forms), but he can turn into mist now, and meld into the earth, see perfectly well in the dark (better than any animal!), communicate with and influence other animals, and is really, really tough. And most of the butchers in Freedom are happy to sell him left over pig's blood. But in the back of his mind, there's this nagging feeling: he knows there are things out there in the dark spaces between the well-lit cities, things people thought were long-gone. And he aims to make sure they stay out there. Perhaps with the help of some fellow outsider friends, like that robot guy, or the cyborg, or that cute terrakinetic. This is a rare case of vampirism changing someone's powers; pre-vamping, he had Shapeshift 5 (25 points; Flaw: Limited [animals]) [35PP], but that was wiped and replaced with the Shapeshift Array (a choice I made because it's a lot easier to keep track of that way; Variable Powers can be daunting, especially for players new to the system). Unfortunately without Shapehshift you do have to take Morph to actually look like the thing you're turning into, though this is one of the few cases where I think Morph (one form) and Morph (one other form) could be Arrayed. He hits all his combat caps in Wolf form, but in human form is not shabby at PL 8; he can pop claws in human form to hit PL 10; bat form is strictly for evasion/escape, possibly spying. Note that in the third Vampiric Shapeshifting slot, only the Insubstantial & Super-Movement are actually Linked; he can use his Strike/claws whenever he's in human form. Do also note his Bat and Wolf forms both lack hands and vocal cords; you can carry stuff in your mouth, but that's about it!
  15. Character Name: Vampire Costumed Detective Power Level: 10 (150/150PP) Trade-Offs: -3 Attack / +3 Damage, +2 Defense / -2 Toughness (-1 Def/+1 Tough pre-vamping) Abilities: 6 + 10 + (-10) + 4 + 6 + 6 = 22PP Strength: 28/16 (+9/+3) Dexterity: 20 (+5) Constitution: --- Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 8 = 22PP Initiative: +5 Attack: +7 Grapple: +10 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4, -2 flat-footed -3, -1 flat-footed vs/ blessed/holy, fire, or magic Saving Throws: 2 + 3 = 5PP Toughness: +8 (+4 Protection [imp 4], +4 Defensive Roll); +4 flat-footed +6 (+2 Costume,, +4 Defensive Roll), +2 flat-footed vs/ blessed/holy, fire, or magic Fortitude: --- Reflex: +7 (+5 Dex, +2), Evasion Will: +6 (+3 Wis, +3) Skills: 76R = 19PP Acrobatics 6 (+11) SM Bluff 6 (+9) Climb 6 (+9) Disable Device 6 (+8) SM Disguise 0 (+3, +33 w/ Morph) Escape Artist 6 (+11) SM Gather Information 6 (+9) Intimidate 6 (+9) Investigate 6 (+8) Knowledge (streetwise) 6 (+8) Notice 6 (+9) Search 6 (+8) Sense Motive 4 (+7) Stealth 6 (+11) SM Feats: 19PP Defensive Roll 2 Dodge Focus 8 Equipment 5 Evasion Skill Mastery (Acrobatics, Disable Device, Escape Artist, Stealth) Sneak Attack Uncanny Dodge (visual) Costume: Protection 2 [2EP] (note: Equipment Tougnhess does not stack with Toughness from powers, but it would still protect against things his powers-derived Protection would not) Grapple Gun: Super-Movement 1 (Swinging) [2EP] Utility Belt 8.5 (17 EP; PFs: Alternate Power 4) [21EP] BE: Blast 2 (throwing orbs; PFs: Improved Disarm, Improved Range Disarm, Mighty 3, Precise, Ricochet 2) (11) + Strike 2 (combat baton; PF: Improved block, Improved Disarm, Mighty) {5} {12+5=17/17} AP: Dazzle 4 (flash-bangs; visual and auditory; Extra: Area [20-ft. Burst, General]; Drawbacks: Reduced Range 2 [2 40-ft. increments]) {14/17} AP: Obscure 4 (smoke bombs; olfactory & visual, 50-ft. radius; Extra: Independent) {12/17} AP: Snare 6 (bolas; Extra: Linked [Trip]; Drawbacks: Reduced Range 2 [2 60-ft. increments]) {10} + Trip 6 (Extra: Linked [snare]; PF: Improved Throw) {7} {10+7=17/17} AP: Stun 4 (concussion grenade; Extras: Area [20-ft. Burst, General], Range [Ranged]; Drawbacks: Reduced Range 2 [2 40-ft. increments]) {14/17} Powers: 8 + 5 + 1 + 12 + 30 + 2 + 8 + 4 + 3 = 73PP Animal Mastery 4 (8 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [8PP] BE: Mind Control 8 (Extra: Duration [sustained]; Flaw: Limited [animals], Sense-Dependent [sight]) {8/8} AP: Obscure 2 (summoned bat/rat swarm; all senses; 10-ft. radius; Extras: Selective Attack; Flaws: Action [Full], Range [Touch]) {6/8} Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP] Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Strength 12 (to 28/+9) [12PP] Immunity 30 (Fortitude effects) [30PP] Nauseate 1 (true form; Extra: Area [Perception], Duration [Continuous]; Flaws: Limited [sicken], Permanent) [2PP] Obfuscation 4 (8 points; PF: Alternate Power; Drawback: Limited [Not during daylight hours]) [9PP] BE: Concealment 6 (all visual & auditory; Flaw: Phantasm; PF: Close Range) {7} + Nauseate 0 (Extra: Buys off Permanent Flaw [1]) {1} {7+1=8/8} AP: Morph 6 (any humanoid, +30 Disguise; Flaw: Phantasm; PF: Voice Mimicry) {7} + Nauseate 0 (Extra: Buys off Permanent Flaw [1]) {1} {7+1=8/8} Protection 4 (vampiric resilience; Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 24/26* Toughness (Staged) Damage (Physical) Baton** Touch DC 26/28* Toughness (Staged) Damage (Physical) Bola Ranged DC 16 Reflex (Staged) Snare Ranged Contested vs. +6 Tripped Flash-Bang Ranged DC 14 Ref/Fort Dazzle (Visual & Auditory) Throwing Orbs Ranged DC 20/22* Toughness (Staged) Damage (Physical) Animal Control Perception Contested +8 vs. Will Controlled * w/ Sneak Attack ** since the Combat Baton is Equipment, it will break if he uses it with a Str bonus higher than +7 Totals: Abilities (22) + Combat (22) + Saving Throws (5) + Skills (19) + Feats (19) + Powers (73) - Drawbacks (10) = 150/150 Power Points How the frack did I beat AA to making this one, given his namesake character?! This is another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Nosferatu clan (or, at least, their most common powers). This fellow was a Costumed Detective/Cowl in life. "Why" is as varied as the individual -- to avenge a slain parent, inspired by other such heroes, or the simple thrill of adventure and of doing what's right. Before his life-changing (and life-ending) encounter, he was becoming a figure of legend among his neighborhood, a solid PL 7 character who could easily hold his own against whatever enforcers the Mobs and the other gangs threw at him, even the low-end metahuman ones. But then they got scared, and in their fear hired someone they didn't quite understand. A dark, looming figure whose powers of stealth exceeded the heroes' started stalking the streets at night, leaving a trail of bodies for him to follow. Follow he did, to the trap the vampire had set (where he learned the hard way his Visual Uncanny Dodge is useless against an invisible foe!). In the end, one vampire emerged from the sewers -- but it wasn't the one the Mob had hired. Now the Cowl has the inhuman strength, concealment (not just hiding but disguise as well), and animal-summoning abilities of his vampiric creator, new weapons to wield in the eternal struggle against crime and injustice. Assuming he can keep his hungers in check. An equally large change occurred to his non-costumed life: his hideous appearance cannot be concealed during the day, leading to a marked shift in the activities of his Wealthy Playboy persona. Well, maybe not that big -- he's expected to be out partying all night & sleeping 'till noon! EDIT: Rejiggered things a bit, since Equipment Protection doesn't stack with Toughness bonus from Powers, so his Costume's Protection wouldn't add to his Vampire-derived Protection (but it would still help him against the things his Vampire-derived Protection -- blessed/holy, fire, and magic attacks -- would not). Also gave him an Area (Perception) Permanent Nauseate effect (to represent his loathsome appearance/smell), and expanded the Obfuscate Array so that it counters the Permanent on that.
  16. Character Name: Vampire Martial Artist Power Level: 10 (150/150PP) Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness (+2 Attack/-2 Damage & +1 Defense/-1 Toughness pre-vamping) Abilities: 10 + 10 + (-10) + 0 + 4 + 0 = 14PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: --- Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 18 + 16 = 34PP Initiative: +9 Attack: +9, +15 melee Grapple: +20 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -5, -4 flat-footed; -1, -0 flat-footed vs. blessed/holy, fire, or magic Saving Throws: 4 + 3 = 7PP Toughness: +6 (+4 Protection [imp 4], +2 Defensive Roll), +4 [imp 4] flat-footed +2 vs. blessed/holy, fire, or magic, +0 flat-footed against same Fortitude: --- Reflex: +9 (+5 Dex, +4), Evasion 2 Will: +5 (+2 Wis, +3) Skills: 48R = 12PP Acrobatics 8 (+12) SM Climb 6 (+11) Concentration 6 (+8) Escape Artist 6 (+11) Intimidate 4 (+4) Notice 6 (+12) SM Sense Motive 6 (+12) SM Stealth 6 (+11) SM Feats: 17PP Acrobatic Bluff Defensive Roll Elusive Target Evasion 2 Improved Grab Improved Grapple Improved Initiative Improved Throw Improved Trip Move-by Action Power Attack Redirect Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack Uncanny Dodge (visual) Powers: 1 + 12 + 2 + 30 + 4 + 3 + 12 + 12 = 76PP Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Feats 12 (Attack Focus [Melee] 6, Dodge Focus 6) [12PP] Enhanced Skills 8 (Notice +4, Sense Motive +4) [2PP] Immunity 30 (Fortitude effect) [30PP] Protection 4 (Extra: Impervious; Flaw: Limited [not vs. blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +5 [+0 total]; Resurrection 1 [week]; Flaw: Source [blood]) [3PP] Super-Senses 12 (accurate for all hearing [4], accurate for olfactory [2]; infravision, scent [acute for olfactory], ultra-hearing, ultravision, uncanny dodge [auditory], uncanny dodge [olfactory]) [12PP] Vampiric Swiftness 5 (10 points; PFs: Alternate Power 2) [12PP] BE: Damage 0 (adds to Unarmed Damage 5; Extras: Autofire, Secondary Effect) {10/10} AP: Damage 0 (adds to Unarmed Damage 5; Extras: Area [25-ft. Burst, Targeted], Selective Attack) {10/10} AP: Quickness 5 (x50) {5} + Speed 5 (250 mph / 2,500 feet per Move action) {5} {5+5=10/10} Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed Touch DC 20 Toughness (Staged) Damage (Physical); Autofire, Secondary Effect Unarmed 25 ft DC 20 Toughness (Staged) Damage (Physical); Area (Burst, Targeted), Selective Attack Totals: Abilities (14) + Combat (34) + Saving Throws (7) + Skills (12) + Feats (17) + Powers (76) - Drawbacks (10) = 150/150 Power Points For years you studied the martial arts, first at a local dojo, later at schools and monasteries across the globe, honing body and mind to perfection. Why did you do it? To bring peace to a soul troubled by past deeds? To fulfill a respected mentor's dying wish? To avenge a fallen comrade? To wage war against the forces of injustice and chaos, in whatever humble way you could? The reasons are many, as many as there are schools of martial arts. What is important is the beautiful young woman who stopped you on your journey to the Shambala Vale. The one who drained you of your blood and replaced it with her own damned ichor. Now you, too, are a vampire, possessed of the same inhuman speed & senses as your maker (though not her inhuman force of presence). And hunger. Terrible, terrible hungers. But even here your martial arts training avails you, allowing you to force calm upon the Beast that thrashes within you, and using the unholy powers it grants to be a force for good and order. True, the Vale may be barred to you now -- it's not holy ground, per se, but best not to risk slipping into a bloodlust while on those grounds and spreading your corruption -- but there are other places you can learn. After all, you know have all eternity before you. White Wolf's Vampire: the Masquerade was just as often played as "superheros with fangs" as it was "personal tales of Gothic horror," so I'm going to see if I can convert some of their sample characters into viable superheroes. This chap is modeled after one of the sample Toreador characters, and one I think can fit both superhero comics as a whole and this setting in particular fairly well. Martial Artists are common in comics, and Martial Artists with some degree of superpowers, either from their training (like Iron Fist or Karnak) or some unrelated Mutant edge, are far from unique. (And if you don't think vampires & martial arts go together, you've clearly never seen The Legend of the 7 Golden Vampires!) Before getting vamped, he was a solid PL 7 Martial Artist, with the vamping primarily amping his speed and senses (both Super-Senses and skills like Notice and Sense Motive); in many ways he's like a Martial Artist/Speedster hybrid. With a bit of rearranging -- drop the Drawbacks, drop some of the super-senses to make up the points -- this sheet would also make for a fine Robot Martial Artist.
  17. Character Name: Monster Power Level: 10 (180/180PP) Trade-Offs: -2 Defense/+2 Toughness Abilities: 16 + 6 + (-10) + 0 + 6 + 6 = 24PP Strength: 30 (+10); effective lifting Str 60 Dexterity: 16 (+3) Constitution: --- Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6, +10 melee Grapple: +26 Defense: +8 (+4 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -11 Saving Throws: 2 + 5 = 7PP Toughness: +12 (+12 Protection) (Impervious 10) Fortitude: --- Reflex: +5 (+3 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Climb 5 (+15) SM Intimidate 15 (+18) SM Notice 10 (+13) SM Stealth 10 (+13) SM Feats: 22PP Accurate Attack All-out Attack Attack Focus (Melee) 4 Challenge 1 (Fast Startle) Distract (Intimidate) Dodge Focus 4 Improved Critical 2 (unarmed strikes) Improved Grab Improved Grapple Move-by Action Power Attack Skill Mastery (Climb, Intimidate, Notice, Stealth) Startle Takedown 2 Powers: 25 + 7 + 1 + 30 + 10 + 11 + 3 + 12 + 2 = 101PP Fear Generation 11 (22 points; PFs: Alternate Power 3) [25PP] BE: Drain Charisma 10 (infrasonic dread; Extras: Alt Save [Will], Area [50-ft. Burst, General]; PFs: Slow Fade [1 per Minute], Subtle) {22/22} AP: Emotion Control 10 (fearsome presence; Extras: Area [50-ft. Burst, General], Secondary Effect; Flaw: Limited [Fear Only], Range 2 [Touch]; PF: Subtle) {11/22} AP: Paralyze 10 (grip of terror; Extras: Alt Save [Fort], Linked [unarmed Strike]; PF: Subtle) {21/22} AP: Stun 10 (stunning presence; Extra: Alt Save [Will], Area [50-ft. Burst, General]; Flaw: Action [Full]; PFs: Sedation, Subtle) {22/22} Growth 2 (+4 Str, +1 Protection; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [7PP] Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited 2 ["I'm A Monster!"]; Drawbacks: Limited [Does not effect normal un-enhanced vision]) [1PP] Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 10 [10PP] Protection 11 [11PP] Speed 3 (50 mph / 500 feet per move action) [3PP] Super-Strength 6 (effective Str 60, Hvy Load 50 tons) [12PP] Super-Senses 2 (danger sense [auditory], uncanny dodge [auditory]) [2PP] Drawbacks: (-4) = -4PP Vulnerability (sonic attacks; common, major [x2]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical); crit 18-20 Drain CHA 50 ft. DC 20 Will (Staged) Drain Charisma Fearsome Presence 50 ft. DC 20 Will (Staged) Fear Paralyze Touch DC 20 Fort (Staged) Paralyzed; Linked to Unarmed Damage Stun 50 ft. DC 20 Ref Area DC 15/20 Will (Staged) Stunned Totals: Abilities (24) + Combat (20) + Saving Throws (7) + Skills (10) + Feats (22) + Powers (101) - Drawbacks (4) = 180/180 Power Points No one knows who -- or what -- it is, where it came from, or who sent it. It simply appeared, one dark and stormy night, seven feet of Gothic super-horror, and began its reign of bloodshed and terror. Its skull-like face, glowing an evil green and framed by a floppy hat & large cloak of charred leather, is the last thing many people see. With claws that seem to drip blood constantly, it has left scores of corpses in his wake; rarely communicates with anything except a roar of anger or a deep-throated chuckle of fiendish glee. It attacks quickly, aggressively, and persistently, opening with a Startle or Fearsome Presence (especially in favorable conditions, such as while while standing on a rooftop, silhouetted by the moon), then takes advantage of its victims' hesitation by ripping into them with its claws. It is utterly vicious in melee, and frequently makes use of the Added and Alternate Effect options for Critical Hits (detailed in the Combat section of our House Rules) to add Drains and other effects, crushing tendons (Drain STR), gouging eyes (Visual Dazzle), rending joints until inoperable (Drain DEX) and so on; it also revels in a well-executed and lethal finishing blows (the Increased Effect option). If it can't close to melee distance, it uses its immense strength to throw the heaviest objects it can find. If the battle goes against it, it is not above snatching up innocent bystanders as hostages, or severely injuring bystanders or weaker teammates so the heroes have to choose between catching it and letting them die; sometimes it does these tricks just for its own twisted amusement. Exactly as Talos programmed. Shortly after one of Fear Master II's defeats, Talos sent Keres, its shapeshifting spy/assassin, to infiltrate Providence Asylum and study his psych profile. Fear and terror could be potent weapons against the pathetic humans, but surely Talos, with its perfect machine mind, could do so better than this repeat loser. It studied the subsonic fear generators of Melvin Blume, and the biochemical agents of his predecessor, Dr. Arthur Levitt, and devised a new agent which would incorporate improved versions of these devices (the 'blood' dripping from its claws is some of Levitt's fear compounds, 'injected' via claw-swipe), as well as superhuman strength and toughness so it could easily slaughter humans and withstand whatever resistance they could muster, and a cloak so its robotic nature was not immediately obvious (and would lead to more confusion). The Mechanoid Operative Nominally Stimulating TERror (M.O.N.S.Ter.) returns to the Foundry facilities between outings, reporting all its has done to its master (and receiving any repairs it needs), and using Foundry Teleportals to get from place to place in a hurry. There are two design flaws Talos has not yet been able to overcome. One is that it is almost too focused on inspiring fear, wreaking havoc, and spilling blood, so much so that when confronted with fear effects, it may get caught up in the moment (i.e., it's not Fearless). The other is an extreme vulnerability to sonic attacks: the subsonic emitters it uses to generate its terrifying effects, tied directly to its advanced robotic mind, were extremely sensitive to feedback. Could this sheet (based partly on the Champions RPG character Monster, who was given no definitive background so it could be tailored for each campaign) be used for a heroic PC? Well, we've certainly had our share of hideous monsters, and Batman (and AA's Fear Controller) reminds us that fear is a perfectly healthy emotion for a superhero to instill in bad guys. If you keep the background, though, you'll need to take The Foundry as an Enemy Complication -- they're not going to let you out and reveal their secrets! EDIT: It was recently brought to my attention that I neglected to give this fellow Immunity to Fort effects. I've added that in, but now he's 180 points. This is fine for a villains for a piece (perhaps a Halloween-themed piece), but not so great for a PC. I'll try to work out a PL 10/150PP version later.
  18. Protectron launched itself at the crab-like heavy suit, bringing one mighty metal fist crashing into its left knee. "Apologies for this damage, but we must cease your criminal activities." But for all its robot might & electronic precision, the blow did not do much; the suit was heavily dented, but the operator did not seem to lose any mobility. Protectron exercised its mobility by zipping back and up into the air, out of immediate range of any retaliation by the battlesuit.
  19. Character Name: Hummingbird (Miniscule Mentalist) Power Level: 7 (105/105PP) Trade-Offs: None Small: None Tiny: None Diminutive: None Fine: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Miniscule: +5 Attack / -5 Damage, +5 Defense / -5 Toughness Abilities: 0 + 4 + 2 + 0 + 0 + 6 = 12PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 16 (+3) Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Combat: 0 + 0 = 0PP Initiative: +6 Attack: +0 Grapple: +0 Defense: +0 (+0 Base), +0 Flat-Footed Knockback: -2, -1 w/out Costume Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Saving Throws: 2 + 3 + 7 = 12PP Toughness: +2 (+1 Con, +1 Protection) [impervious 2] Fortitude: +3 (+1 Con, +2) Reflex: +5 (+2 Dex, +3), Evasion Will: +7 (+0 Wis, +7) [impervious 1 Small, 2 Tiny, 3 Diminutive, 4 Fine, 6 Miniscule] Skills: 96R = 24PP Acrobatics 8 (+10) SM Bluff 7 (+10) SM Diplomacy 7 (+10) SM Disable Device 12 (+12) SM Knowledge (Current Events) 10 (+10) Knowledge (Popular Culture) 10 (+10) Gather Information 8 (+11) SM Notice 12 (+12) SM Search 12 (+12) SM Stealth 10 (+12; +16 Small, +20 Tiny, +23 Diminutive, +28 Fine, +32 Miniscule) SM Feats: 16PP Acrobatic Bluff Connected Contacts Distract (Bluff) Dodge Focus Elusive Target Evasion Fascinate 2 (Bluff, Diplomacy) Hide in Plain Sight Improved Initiative Move-by Action Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Gather Info, Notice, Search, Stealth) Taunt Well-Informed Powers: 4 + 5 + 3 + 1 + 11 + 21 = 45PP Device 1 (Armored Morphic Molecule Costume, 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 1 (Improvised Tools) [1PP] Impervious Toughness 2 [2PP] Super-Senses 2 (radio, ultra-hearing) [2PP] Flight 5 (250 mph / 2,500 feet per Move action; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP] Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Impervious Will 6 (neural cohesion; Flaw: Limited [Proportionately Linked to Shrinking]) [3PP] Protection 1 [1PP] Neural Cohesion Powers 10.5 (21 points; Flaw: Limited [Proportionately Linked to Shrinking]; PF: Alternate Power) [11PP] BE: Mind Control 7 (Extras: Conscious) {21/21} AP: Mental Blast 7 {21/21} Shrinking 20 (Miniscule; -20 Str, -5 Toughness, +12 Attk/Def, -20 Grapple, +20 Stealth, -10 Intimidate; space 3 in., reach 0 ft., carrying capacity/movement rate 1/16th; PF: Normal Toughness) [21PP] Drawbacks: (-4) = -4PP Vulnerability (to biological & chemical attacks [diseases, poisons, gases]; common, major [x2 effect]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness (Staged) Damage (Physical) Medium DC 15 Small DC 13 Tiny DC 11 Diminutive DC 10* Fine DC 10* Miniscule DC 10* Mental Blast Perception Will (Staged) Damage (Mental) Medium N/A Small DC 16 Tiny DC 17 Diminutive DC 19 Fine DC 20 Miniscule DC 22 Mind Control Perception Contested +? vs. Will Controlled Medium N/A Small +1 Tiny +2 Diminutive +4 Fine +5 Miniscule +7 *Shrinking cannot reduce STR below 1 (-5), and thus, cannot reduce unarmed attacks below DC 10. Totals: Abilities (12) + Combat (0) + Saving Throws (12) + Skills (24) + Feats (16) + Powers (45) - Drawbacks (4) = 104/105 Power Points (0 over) And here's a PL 7 version, perfect for Claremont or a "Year One" version of the character. For every 4 ranks' worth (4pp) of Shrinking she uses, she can use 1.4 ranks (4.2pp) of Mental Blast, 1.4 ranks (4.2pp) of Mind Control, 1.2 ranks (1.2pp) of Impervious Will, and 1 rank (1pp) of Flight. She usually Shrinks down as small as she can go.
  20. Character Name: Hummingbird (Miniscule Mentalist) Power Level: 10 (150/150PP) Trade-Offs: None Small: None Tiny: None Diminutive: None Fine: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Miniscule: +5 Attack / -5 Damage, +5 Defense / -5 Toughness Abilities: 0 + 6 + 6 + 0 + 0 + 6 = 18PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 16 (+3) Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Combat: 6 + 4 = 10PP Initiative: +7 Attack: +3 Grapple: +3 Defense: +3 (+2 Base, +1 Dodge Focus), +1 Flat-Footed Knockback: -5, -2 w/out Costume Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Saving Throws: 3 + 5 + 10 = 18PP Toughness: +5 (+3 Con, +2 Protection) [impervious 5] Fortitude: +6 (+3 Con, +3) Reflex: +8 (+3 Dex, +5), Evasion 2 Will: +10 (+0 Wis, +10) [impervious 2 Small, 4 Tiny, 6 Diminutive, 8 Fine, 10 Miniscule] Skills: 112R = 28PP Acrobatics 12 (+15) SM Bluff 8 (+11, +15 w/ Attractive) SM Diplomacy 8 (+11, +15 w/ Attractive) SM Disable Device 15 (+15) SM Knowledge (Current Events) 10 (+10) Knowledge (Popular Culture) 10 (+10) Gather Information 12 (+15) SM Notice 12 (+12) SM Search 15 (+15) SM Stealth 10 (+13; +17 Small, +21 Tiny, +24 Diminutive, +29 Fine, +33 Miniscule) SM Feats: 18PP Acrobatic Bluff Attractive Connected Contacts Distract (Bluff) Dodge Focus Elusive Target Evasion 2 Fascinate 2 (Bluff, Diplomacy) Hide in Plain Sight Improved Initiative Move-by Action Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Gather Info, Notice, Search, Stealth) Taunt Well-Informed Powers: 8 + 5 + 5 + 2 + 21 + 21 = 62PP Device 2 (Armored Morphic Molecule Costume, 10 points; Flaw: Hard to Lose) [8PP] Enhanced Feats 1 (Improvised Tools) [1PP] Impervious Toughness 5 [5PP] Super-Senses 5 (infravision, radio, ultra-hearing, ultravision) [4PP] Flight 5 (250 mph / 2,500 feet per Move action; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP] Small (Shrinking 4) Tiny (Shrinking 8 ) Diminutive (Shrinking 12) Fine (Shrinking 16) Miniscule (Shrinking 20) Impervious Will 10 (neural cohesion; Flaw: Limited [Proportionately Linked to Shrinking]) [5PP] Protection 2 [2PP] Neural Cohesion Powers 20 (40 points; Flaw: Limited [Proportionately Linked to Shrinking]; PF: Alternate Power) [21PP] BE: Mind Control 10 (Extras: Conscious, Effortless) {40/40} AP: Mental Blast 10 {40/40} Shrinking 20 (Miniscule; -20 Str, -5 Toughness, +12 Attk/Def, -20 Grapple, +20 Stealth, -10 Intimidate; space 3 in., reach 0 ft., carrying capacity/movement rate 1/16th; PF: Normal Toughness) [21PP] Drawbacks: (-4) = -4PP Vulnerability (to biological & chemical attacks [diseases, poisons, gases]; common, major [x2 effect]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness (Staged) Damage (Physical) Medium DC 15 Small DC 13 Tiny DC 11 Diminutive DC 10* Fine DC 10* Miniscule DC 10* Mental Blast Perception Will (Staged) Damage (Mental) Medium N/A Small DC 17 Tiny DC 19 Diminutive DC 21 Fine DC 23 Miniscule DC 25 Mind Control Perception Contested +? vs. Will Controlled Medium N/A Small +2 Tiny +4 Diminutive +6 Fine +8 Miniscule +10 *Shrinking cannot reduce STR below 1 (-5), and thus, cannot reduce unarmed attacks below DC 10. Totals: Abilities (18) + Combat (10) + Saving Throws (18) + Skills (28) + Feats (18) + Powers (62) - Drawbacks (4) = 150/150 Power Points Meet Hummingbird, another Champions RPG character. Melissa Saunders isn't a bad villain, just a naive near-adult who used her shrinking & flight powers (which manifested around her 16th birthday) to spy on high school rivals, sneak peeks at the answer keys in the teacher's desk, and steal jewelry, cash, and whatever small trinkets her tiny hummingbird form could carry. When she discovered her mind control abilities a year or so later, the crime expanded: she made the captain of the football team take her to senior prom, and her parents buy her a sportscar. Soon she was making a living stealing & fencing small valuables, until her fence turned her onto some industrial espionage and surveillance work, which paid much better (when she was able to keep it all straight in her ditzy little head). Her folks thought she was at community college; some mind control of the teachers insured reports of high marks. Hummingbird is a mutant with the power to shrink her body down to about 2.5 inches tall. When she shrinks, her cells become extremely compact, which makes her resistant to damage. The compaction also somehow strengthens her brain cells, giving her mental powers; she can also use the residual energies from reducing her size to fly telekinetically. Most of Hummingbird's powers are proportionally Linked to her Shrinking: for every 4 ranks' worth [4pp] of Shrinking she uses, she can use 2 ranks [8pp] of Mental Blast, 2 ranks [8pp] of Mind Control, 2 ranks [2pp] of Impervious Will, and 1 rank [1pp] of Flight. She usually Shrinks down as small as she can go. Her abilities did come with one notable drawback: the extreme fluctuations of her body undergoes make her extremely susceptible to attacks on her immune and metabolic systems. Her costume protects her from harm, carries a wide assortment of tools she can use for her illicit works, and numerous sensors that help her detecting security systems (and listen to the latest tunes while working!). (The Champions version lacks the sensory powers, but I had some points to spare.) This sheet makes for a fine heroine, though; Wasp has been making it work for decades (though with Blasts instead of Mind Control, which would be an easy changeup). You could keep her background as-is (which is less Fridge Horror-y than AA's Jewel Wasp), but have her do a Heel Face turn and join the side of the angels, or she got caught and is on the Project Freedom hero work release program, discovering that she sincerely likes being a hero. You can keep her personable but simpleminded (like Edge), or rearrange mental Ability scores and skills to taste; maybe she's a fashion designer with a biochemist boyfriend, or a physicist who gained her powers from a white dwarf star fragment! Like AA's Tiny Titan, she's very much not a fighter (PL 3 defensively, 1.5 offensively without powers!), though her skills & feats let her be a respectable espionage agent/cat burglar.
  21. I suppose... if you want to be lazy about it... No, really, that's fine, and very Batman-y.
  22. ... sorry, thought that was the name you'd given the battlesuit. Who I see now is listed as... Battlesuit.
  23. Standard Action: Charge Bruiser, strike and (thanks to Improved Grab) start a grapple as a reaction. Charge (+2 Attack, -2 Defense), Power Attack maneuver (-2 Attack, +2 Damage) = DMG 11 = DC 26 Toughness save (1d20+11=13) HP to re-roll Charge (+2 Attack, -2 Defense), Power Attack maneuver (-2 Attack, +2 Damage) = DMG 11 = DC 26 Toughness save; HP re-roll (1d20+11=31) Huzzah! That's a crit, so a DC 31 Toughness save! Reaction: Grapple Grapple check (1d20+17=18) 18 is it's Grapple bonus, so no need to roll, it can't lose. Move Action: Fly 100 feet away (90 feet up and ~45 feet back) Free Action: radio position & situation to nearest port authority, and tell them not to let this ship out.
  24. Ah, yes, I see, you do have the costs right, you just have it listed wrong. "Alternate Power 6, Dynamic Alternate Power 3" makes it look like you have 6 non-Dynamic APs and 3 Dynamic APs. You should instead write "Alternate Power 3, Dynamic Alternate Power 3"
  25. Arrowhawk pays Doktor Archeville a visit in Providence Asylum.
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