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Dr Archeville

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  1. June 27th, 2011 (Monday) Three days after The Doktor is In(sane!) (and before he upgrades himself w/ nanotech) Situated on the seaside bluffs overlooking Great Bay in Port Regal, Providence Asylum -- once the private estate of the wealthy Phillips family -- has been treating the mentally ill since 1908. Some years ago, it also began treating mentally ill metahumans, including Blackbird, Conundrum, both Fear Masters, Luna Moth, the Maestro, Megalodon, Toy Boy, and the Warden. Now it housed a new resident, one who had been regarded as a respected hero working to redeem his family's name through both charitable donations to numerous schools and hospitals (including Providence itself) and work as a science-hero: Doktor Viktor Archeville. That morning, as John Fraser walked down the streets of Freedom, a news items smeared across newspapers and television screens caught his eye, due both to the ubiquity of it and his knowledge of the people involved. ArcheTech, the multinational chain of research laboratories founded by fellow (former) Knight of Freedom Doktor Archeville, had been ceded (possibly temporarily, possibly permanently) to one of his employees, the superheroine Miss Americana. Hope were that under her leadership, the massive downward turn it had taken following the temporary overthrow of the company & all its resources by some mad fish-man would be reversed, first off by improving the response time of their compensation packages to all those injured or who had lost loved ones in the attacks. There was still no word from Archeville himself, as he was still on his 'sabbatical.' Fraser knew the truth, and exactly where Archeville was. It was time to pay him a visit.
  2. He's at +7 to hit, all his Damage effect (Damage 7) have enough Mighty to apply his full Str bonus of +8, for Damage 15. That breaks caps for a PL 10 character. (Attack + Damage, divided by 2, must not exceed your PL. 7 + 15 = 22 / 2 = 11, which is more than 10.) Dynamic Alternate Powers cost 2pp, not 1. 1pp for the alternate power, +1 more to make it Dynamic. Please change Spatial Control to Teleport. Teleport is the effect, and that's what the Refs need to see.
  3. Okay, still using Dok's old sheet for this. Without his Screwdriver (still busted), and without switching from Enhanced CHA to Enhanced INT, his Skill Mastery gets him a 31 on Craft (Electronic and Mechanical). Repairing an Advanced item -- which I'm assuming this would fall under -- is a DC 25 check and takes 10 hours. Taking -5 on the skill check to reduce the time by half = 5 hours. If he can get two other people to help -- say, his counterpart, and one other -- and he'd have 35, so he could take two -5 penalties and reduce the time to 1/4, or 2.5 hours. (Unless there are penalties to Dok's skill check due to the differences in tech levels!) We'd need a new power source, since Viktoria got it to work w/ "magic." Bring me the soul of an orphan child! Er, I mean.. Daka crystals? Dok has one in his Belt (and onein his Screwdriver)... either take some from here and transfer gravitic energy from the one in his belt (or, if it comes to it, cutting some slivers off his Belt's crystal), reduce his Belts Flight/Teleport 7 (1,000 mph/700 feet) to Flight/Teleport 5 (250 mph/500 feet), and give the airship Flight 2 (25 mpg)? (When it's done, it'll have Tron lines!)
  4. Archeville was all smiles as he turned to his counterpart, "we are honored to be of help, Frau Doktor," he nodded towards Fulcrum, "but I think I know one other way we can help, though I am uncertain if we have the time necessary to do so before our attack. But I think we do! On our world, there is a substance known as Daka crystals, found in the nation of Dakana; they have fairly unique properties which make the ideal for manipulating a wide variety of energies." "Are there any such crystals here? Because I think I know," he placed an arm around her shoulder to turn her so she was looking at the airship, "how we can get this working again!"
  5. "Remote science facility appears to be a logical place to conduct tests on Gorgon nanites," Protectron said flatly. The exterior of the base, looking for all the world like one of the two million other rocks in the asteroid belt between Mars & Jupiter, was never seen, since there were no external doors. Supercape teleported everyone directly inside, to the ersatz hangar he had teleported to once before. It was pitch black inside, and dead silent, the only illumination being whatever the Lab team (and Victory) had on them, the only sounds their own breathing. This was soon remedied, and in little time they had it up and running again. It was not very big -- one luxurious set of quarters, a well-stocked library (with actual physical books), an automated kitchen, and just enough labs for Doktor Archeville to have done most any work he'd pleased, though not enough to do extensive testing; the labs were mostly for theoretical brainstorming and computer modeling of prototypes, but what was there could be combined with what the team brought with them to do what testing they needed. It was in one of these labs that Supercape had teleported everyone in to, so they were able to start as soon as power was restored, though it was a bit cramped. There was hardly any sign of the fight between the Interceptor-infused Grue Drones and Blueshift & Push which occurred here two months ago. "Lab-Friends," Protectron said as they unmothballed the site, "as you know, my body contains advanced nanomachines which repair damege done to my structure. If they can be used to combat the Gorgon's nanites, I will readily donate however many are needed."
  6. Protectron turned from seeing to Ironclad's wounds, just in time to stare dispassionately at Harrier's act of counting coup. "Friend-Caradoc," it said flatly as it continued inside, "I believe your 'lesson to the others' will not be well-received. The steamechanoids we faced do not seem capable of reasoning, or of fear responses. And their creator will more than likely be enraged at our actions, not frightened. Though I would prefer it if we can bring a diplomatic end to this crisis which is beneficial to all."
  7. So it's... Freedom Angel's and Glowstar's turns now?
  8. ... who are you? And why do you claim to be an Omegadro- ... oh! He must have undergone some severe trauma -- perhaps he saw his family slaughtered during the Terminus Invasion -- and now he thinks he is an Omegadrone! A coping mechanism, taking on the identity of the stronger and more dominant figure... ... wait, no, that cannot be it, why then would Mona talk to- ah, of course. He sought out Mona, knowing she was empowered by the Terminus, thinking he was to... obey her? She would have none of that, of course, but in his mind, he saw himself giving her invaluable information. But how did he wind up with Miss Americana? Does she know? Surely she must. Ah, I assumed she came in with her, but maybe he is a patient here as well, one she knew, and she convinced the doctors to let him talk with me, in the hopes we would... help one another? Wait, but what of Archimedes? Does this fellow have him, or not? Archeville nodded slowly, "yes. Productive. I... I would like to see those pictures... I think. And... and we should talk later. I would like that. Yes."
  9. Protectron thinks it's a logical choice. I figured that as part of Archeville's amends-making/rehab, he'd tell the League about Nichtuberall, and they in turn would have it mothballed/cordoned off. Power's barely at a trickle, just enough to keep the beacons that'd alert the League of any tampering active (and perhaps a few sensors, say, ones that alerted them of when the Gorgon was nearing), though the brainiacs here should have little problem getting it back up to full power.
  10. Move Action: Anatomic Separation to remove head Free Action: Switch Array from Morph to Fearsome Presence Standard Action: Fearsome Presence (DC 22 Will) I'm assuming these fellows are Minions, which means if they fail the DC 22 Will save, they take the worst result, which is "panics, dropping any held items and fleeing from you as quickly as possible."
  11. Alright, so Doc Cartwright shambled out today. That Gorsky fella was there, too, but he is the pathologist, so he'd have every reason to be there... which is why it'd be a good cover fer a necromancer. Best check up on him nex- Uh oh. "Oh, I'm no banshee," 'Patrick' said as he put his hands up and slowly rose from his chair. He turned slowly to face the two, "banshees are feminine critters, either spirits or faeries, an' I am none of those. What I am..." 'Patrick O'Hagen' brought his hands down and gripped the sides of his head, then tugged up, pulling his head clean off! Worse, as he brought his head down to hold it in front of his chest, his whole body began to shift, rotting at an unearthly rate, so fast and thoroughly that soon all traces of his living face were gone! When next the hideous apparition spoke, a supernatural chill filed the air, and its voice echoed and reverberated, as if coming from deep within some deep, dank crypt. [bg=#000000]"is a dead man walking'! Deeeaaad mmmmaaannn waaalkinnn'! DEEEAAADDD MMMMAAANNNN WAAALLLKIIINNN'!!!"[/bg]
  12. Archeville was silent for some time at the man's first words. He is right, of course. I cannot expect everyone to forgive and forget, should not expect it. I can just do the best I can, all I can, and let them judge on their own. Not that they should not forgive me -- I was acting under duress, under control. When Maestro uses his hypersonics to compel some hapless citizen to rob a bank for hm, who is blamed, is a grudge held against the citizen? Except... that does not quite apply to me, because I knew something was wrong, but was too stubborn -- too afraid -- to admit it. To seek help, to seek enough help, until... until... The the man said the other thing, which drew a glass-eyed stare from the Doktor. "... what?"
  13. "Alright, big guy," Dead Head muttered as he ran toward one of the still-free Grue revenants, shovel slipping into hand in one smooth motion, "let's see whatcha got up in yer brainbox." A banshee-like shriek escaped the human revenant's lips, which, coupled wit the fact he was still invisible, actually managed to catch the alien invader off-guard. Sadly, it mattered little; while Dead Head's shovel connected with a solid blow, the alien's necrotic flesh proved unyielding. "Well, spit," Dead Head cursed, turning quickly o see if any of his allies needed help, not realizing his sounds were drawing the attention of one of the Grue Arcane. Simultaneously, Mutt charged towards one of the Grue Arcane, fading into view and baring faintly glowing fangs as he chomped down on the alien's arm, or, rather, the life force within that arm. But this alien had apparently faced such horrors before, as he was unphased, and his life force remained secure. "Woof."
  14. Character Name: PsiSoldier Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 6 + 6 + 6 + 2 + 8 + 0 = 28PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6, +10 melee, +10 X86 Mentallo Assault Rifle Grapple: +13, +4 w/ TK Defense: +10 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -8, -6 w/out Force Field Saving Throws: 0 + 0 + 0 = 0PP Toughness: +10/+6 (+3 Con, +3 Protection, +4 Force Field) [imp 6] Fortitude: +3, +7 vs. Sensory (+3 Con, +0; +4 vs. Sensory) Reflex: +3, +7 vs. Sensory (+3 Dex, +0; +4 vs. Sensory) Will: +8/+4, +12/+8 vs. Sensory (+4 Wis, +0/+4; +4 vs. Sensory) Skills: 40R = 10PP Climb 1 (+4) Concentrate 6 (+10) Knowledge (Tactics) 4 (+5) Medicine 1 (+5) Notice 6 (+10) SM Search 9 (+10) SM Stealth 7 (+10) SM Sense Motive 6 (+10) SM Feats: 15PP Accurate Attack Attack Focus (Melee) 4 Dodge Focus 2 Equipment Improved Disarm Improved Grab Improved Grapple Improved Throw Improved Trip Power Attack Skill Mastery (Notice, Search, Sense Motive, Stealth) Combat Knife: Strike 1 (PFs: Improved Critical, Mighty, Thrown) [4EP] Flashlight [0EP] Futuristic Field Medical Kit, MW quality (+2 to Medicine checks) [1EP] Powers: 23 + 8 + 4 + 4 + 4 + 18 + 1 + 6 + 5 = 73PP Device 7 (X86 Mentallo Assault Rifle; 35 points; Flaw: Easy to Lose; PFs: Restricted 2) [23PP] Blast 10 (Extra: Linked [Dazzle Mental]; PF: Accurate 2, Improved Aim, Improved Critical 2) {25} + Linked Dazzle Mental 10 (Extra: Linked [blast]) {10} {25+10=35/35) Device 2 (Dynaplast Body Armor; 10 points; Flaw: Hard to Lose) [8PP] Immunity 2 (critical hits; Flaw: Unreliable) [1PP] Impervious Toughness 3 [3PP] Protection 3 (Extra: Impervious) [6PP] Device 1 (PsiSoldier Helment; 5 points; Flaw: Hard to Lose) [4PP] Sensory Shield 4 (+4 for all senses) [4PP] Super-Senses 1 (radio) [1PP] Enhanced Will 4 (mental shields) [4PP] Force Field 4 (psychokinetic barrier; Extra: Linked [shield]; Flaw: Limited [Dodge bonus]) {2} + Shield 2 (Extra: Linked [shield]) {2} {2+2=4} Psi-Powers Array 6 (12 points; PFs: Alternate Power 6) [18PP] BE: Communication 6 (Mental, 20 miles; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Languages 1 [speak Any]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} (Telepathy) {8+2+2=12/12} AP: Illusion 4 (all senses; Flaw: Phantasm) {12/12} AP: Mental Blast 4 (Flaw: Action [Full]) {12/12} AP: Mind Control 10 (Flaw: Action [Full]; PFs: Mental Link, Subtle) {12/12} AP: Mind Reading 10 (Extras: Mental, Penetrating; Flaws: Duration [instant/Lasting]; PF: Subtle)) {11/12} AP: Telekinesis 2 (Str 10, Hvy Load 100 lbs; Extras: Damaging, Range [Perception]; PF: Precise, Subtle) {10/12} AP: Telelocation 9 (mind recon; PF: Rapid 2 [x100], Subtle) {12/12} Speed 1 (10 mph / 100 feet per Move action) [1PP] Super-Senses 6 (acute radius ranged mental sense, danger sense [mental], uncanny dodge [mental]) [6PP] Super-Senses 5 (cybersight implants; extended for all vision [2], infravision, low-light vision, ultravision) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage (Physical) Knife Touch DC 19 Toughness (Staged) Damage (Physical), crit 19-20 Rifle Ranged DC 25 Toughness (Staged) Damage (Energy), crit 18-20 DC 20 Reflex/Will Dazzled Mental, crit 18-20 Illusion Perception DC 14 Will [url][/url] Disbelieve Mental Blast Perception DC 19 Will (Staged) Damage Telepathy Perception Contested +10 vs Will Mind Reading Totals: Abilities (28) + Combat (24) + Saving Throws (0) + Skills (10) + Feats (15) + Powers (73) - Drawbacks (0) = 150/150 Power Points In an alternate future, a far grimmer one than Humanity would prefer, the discovery of a method to genetically induce psionic powers in human beings changed the world. At first people thought this would radically improve Human existence, with mental communication replacing the datawebs and all other sorts of wondrous advancements. But what it really did was start a series of Psychic Wars. Governments poured billions into first creating, and then genetically breeding, soldiers with both physical and mental combat prowess, and within a few years the world was engulfed in the flames of battle both overt and covert. A mere decade later, most major cities lie in ruins, stalked by squads of PsiSoldiers fighting over turf and looting rights. Elsewhere, squads of PsiSoldiers -- some in national armies, other mercenaries working for whoever pays them -- fight for territory in the countryside or enforce some warlord's will on the populace. But you are different. The mental programming your creators installed broke -- or maybe it never really took in the first place -- and you wanted more, more than a life of endless warfare for whoever your current employer/owner was, more than the bare essentials needed to survive. Always careful of not just who you talked to but who you thought to, you bided your time for the right moment to break out. Fortune smiled on you the day you got wind of an experimental time machine, and you made your move, going back to the past in order to avert the terrible wars that ravaged your present. You fight on two fronts: physical and mental. While you've got many of the same skills as an ordinary soldier —- you can use many types of weapons, fight with your fists, analyze a tactical situation, and so forth -- you can also bring your psionic powers to bear. With them you can trick an enemy, induce pain, take control of an enemy soldier, move a distant object psychokinetically, or even perceive a foe from their mental emanations alone. (Though not accurately enough to target them; a PsiSoldier still needs to get out into the battlefield!) Your main weapon is the X86 Mentallo laser assault rifle, equipped with sophisticated targeting modules and software to keep your aim true. In addition to the physical damaging effects of the high-powered blue-white energy beam, the beam is on a wavelength that can scramble the senses of other PsiSoldiers (or any psychic), leaving them mentally blinded and unable to intercept mental communications. The X86 and its attachments are all psionically keyed to the PsiSoldier it's issued to -- some versions don't even have a physical trigger mechanism -- making it impossible for anyone else to use them without hours of precise technical adjustments to re-align the weapon's psionic matrices. Yes, this is my take on the Iron Age's Gun-Toting Mutant From the Future! (The pic is, of course, Cable; X86 refers to his debut appearance in the pages of Uncanny X-Men #201, published in 1986.) This build uses the Telepathy construction Shaen came up with for his PL 7 and PL 10 Psions, and the "Active" Force Field idea he brainstormed, and a few bits from his Scarab. Should his powers be shut off, he's still PL 10 with his BFG; should he lose that, he's still PL 7 with his knife and armor; should he lose those, his training's still such that he's a PL 5.
  15. The "Teleport Beacon" was first used in Shaen's revision of Scarab's Lair. It's not a 1 EP thing, it's a 1 PP Feature.
  16. Character Name: Tesseract Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 0 + 0 + 0 + 6 + 0 + 2 = 8PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 20/10 (+5/+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4, +8 w/ Tesseract Attacks Grapple: +4, +20 w/ Move Object Defense: +8 (+4 Base, +4 Shield), +2 Flat-Footed Knockback: -11, -6 without Impervious Saving Throws: 3 + 3 + 3 = 9PP Toughness: +12 (+5 Con, +7 Protection) [impervious 10 {Unreliable}] Fortitude: +8 (+5 Con, +3) Reflex: +3 (+0 Dex, +3) Will: +9/+4 (+1 Wis, +3; +5 Enhanced Will) Skills: 24R = 6PP Bluff 0 (+1, +5 w/ Attractive) Computers 7 (+10) Diplomacy 0 (+1, +5 w/ Attractive) Knowledge (Physical Sciences) 12 (+15) Stealth 5 (+5) Feats: 3PP Attack Specialization (Tesseract Attacks) 2 Attractive Powers: 10 + 5 + 20 + 7 + 1 +4 + 12 + 2 + 33 + 25 = 108PP Enhanced Constitution 10 (to 20/+10) [10PP] Enhanced Will 5 (multidimensional mind) [5PP] Impervious Toughness 10 (tesseract shield/defense; Extra: Reflective [all ranged], Redirection; Flaw: Unreliable) [20PP] Protection 7 (tesseract shield) [7PP] Quickness 3 (x10; Flaw: Limited 2 [Only to perform mathematical calculations]) [1PP] Shield 4 (tesseract shield) [4PP] Super-Senses 12 (danger sense [mental], physical object awareness 3 [Mental Sense; Enhancements: Accurate 2, Acute, Extended 2, Radius, Ranged], uncanny dodge [mental]) [12PP] Super-Senses 2 (distance sense, direction sense) [2PP] Tesseract Attacks 15 (30 points; PF: Alternate Power 3) [33PP] BE: Blast 12 (danger portals; PFs: Indirect 3, Precise, Variable Descriptor 2 [any]) {30/30} AP: Move Object 12 (involuntary space warp v1; Str 50, Hvy Load 12 tons; PFs: Indirect 3, Precise, Split Attack, Subtle) {30/30} AP: Snare 10 (tesseract trap; Extra: Transparent) {30/30} AP: Teleport 2 (involuntary space warp v2; 200 feet; Extras: Attack, Range [Ranged]; PFs: Change Direction, Improved Range 1 [50-ft. increments], Progression [Cargo] 7 [12.5 tons], Progression [Range] 1 [25 increments], Progression [save DC] 10 [to +12]) {28/30} Tesseract Travel 12 (24 points; PF: Alternate Power) [25PP] BE: Teleport 10 (1,000 feet/anywhere on Earth or Moon; PFs: Change Direction, Change Velocity, Easy, Turnabout) {24/24} AP: Teleport 5 (500 feet/5 miles; Extra: Portal; PFs: Change Direction, Change Velocity, Progression 2 [25x25 ft. portal]) {24/24} Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Danger Portals Ranged DC 27 Toughness (Staged) Damage (Variable), Indirect 3, Precise Involuntary Space Warp Ranged DC 22 Reflex Teleported 200 feet Tesseract Trap Ranged DC 20 Reflex Snared Totals: Abilities (8) + Combat (16) + Saving Throws (9) + Skills (6) + Feats (3) + Powers (108) - Drawbacks (0) = 150/150 Power Points Another favorite character from the Champions RPG, Tesseract. Laura Palamaris was a grad student working on her Ph.D. in mathematics when malevolent beings from the Sixth Dimension contacted her, intending to use her mind (which drew their attention as the mathematical permutations her mind was running through actually breached the dimensional barriers to certain higher-order realities) to invade this dimension. Unfortunately for them, her mind was hardier than they'd expected, and fought back; in short order the would-be invaders found themselves subsumed into her mind. While she remained physically intact, her personality was warped by contact with the sixth-dimensional lifeforms, taking on their desire for conquest and riches. The mingling of their minds with hers expanded her consciousness even further, giving her the power to warp reality through hypermathematics and hyperperception. No longer needing to continue her studies —- her knowledge of mathematics now exceeded that of all of her professors and colleagues -— and eager to get on with her mission to pillage this reality (though enough of her original personality remained that she did not want to kill anyone in the process), she left her studies behind and became Tesseract, mistress of dimensional manipulation. (The one big difference between her build in Champions and here is that, in that system, she has a fairly low Toughness [+5 or so] and defense +12, but Immunity 80 [all lethal and nonlethal damage, energy and physical; Flaw: Limited {half effect}]; I chose not to go that route. [she'd also be at +8 Attack, +12 w/ Tesseract Attacks, with Blast 9 and Snare 12.]) The backstory needs only minimal tweaking to work for a hero. Some brainiac works on advanced math could simply discover these abilities on their own, without the intervention of otherdimensional entities (though in that case the studies probably activated some latent mutant or psionic abilities). Or, the Sixth Dimension chaps were explorer, not invaders, who either gifted her with powers (maybe to see how humans would react to the abilities, maybe because they can see through her hypersenses) or whose unintended mingling instilled in her a sense of adventure. Or, like Clarice Ferguson or Illyana Rasputin (whose picture is used above), these abilities could be wholly from your mutant nature -- dimensional manipulation/ripping is actually a perfectly appropriate powerset for a Terminus Baby! She can warp the fabric of reality to travel great distances, open up portals into dangerous areas and substances (bonfires, rockslides, bodies of water) so those substances gush out of the portal and hurt the person standing in front of it, trap someone in their own personal tesseract (every time they try to get out, they automatically go back inside, unless they can overload the power matrix), and move people against their will. (This last is represented in two ways, a Move Objects and an Attack Teleport; the Refs are still iffy on Attack Teleport so you may want to drop that and use the point elsewhere.) She can even open portals inside targets -- Blast 10 (Extra: Alt Save [Fortitude]) -- but since she's so reluctant to kill or even permanently injure she rarely uses it (hence why it's not on there, and is left to stunting). Her powers also protect her; she subconsciously shunts most of the force of any attack into alternate realities, so that it doesn't affect her. In some situations, she can open up a better portal and avoid all of the force of the attack, or even redirect it to affect one of her enemies; this is the Unreliable Impervious Toughness with the Reflective and Redirect extras. (Redirect is an Extra for Deflect, but I'd allow it to be used with the Reflective Extra on Impervious.) Her perception of reality is actually a form of hyperperception which lets her sense the objects around her, regardless of the existence of intervening physical objects; it's as if her perceptions work through the Sixth Dimension, and can thus "see around" three-dimensional objects as if they weren't there -- even if her normal eyesight is somehow blinded, she doesn't lose her ability to perceive (and target) things. Unlike most of my builds (and unlike AA's Teleporter), she is not a PL 7 without her powers, she's PL 2 (except for her skills), so be aware of that.
  17. Character Name: Der Westgote (The Visigoth) Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 8 + 6 + 8 + 4 + 0 + 6 = 32PP Strength: 30/18 (+10/+4); effective lifting Str 60 Dexterity: 16 (+3) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6, +10 melee Grapple: +26, +14 without powers Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10, -2 without powers Saving Throws: 2 + 2 + 5 = 9PP Toughness: +10/+4 (+10/+4 Con) (Impervious 10) Fortitude: +12/+6 (+10/+4 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +5 (+0 Wis, +5) Skills: 40R = 10PP Computers 3 (+5) Intimidate 12 (+15) Knowledge (Art) 3 (+5) Knowledge (Current Events) 3 (+5) Knowledge (History) 3 (+5) Knowledge (Popular Culture) 3 (+5) Knowledge (Streetwise) 3 (+5) Knowledge (Tactics) 3 (+5) Languages 3 (English, French, German [native], Russian) Stealth 4 (+7) Feats: 24PP Accurate Attack All-out Attack Attack Focus (Melee) 4 Benefit 1 (Wealth 1) Challenge 1 (Fast Startle) Connected Defensive Attack Distract (Intimidate) Dodge Focus 4 Improved Critical 2 (unarmed strikes) Improved Grab Improved Grapple Move-by Action Power Attack Startle Takedown 2 Powers: 12 + 12 + 10 + 13 + 4 = 51PP Enhanced Constitution 12 (to 30/+10) [12PP] Enhanced Strength 12 (to 30/+10) [12PP] Impervious Toughness 10 [10PP] Super-Strength 6 (effective Str 60, Hvy Load 50 tons; PF: Bearhug) [13PP] Super-Strong Legs 1.5 (3 points; PF: Alternate Power) [4PP] BE: Leaping 3 (x10; running long jump 200 feet, standing long jump 100 feet, vertical jump 50 feet) {3/3} AP: Speed 3 (50 mph / 500 feet per move action) {3/3} Drawbacks: (-0) + (-0) = -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical); crit 18-20 Totals: Abilities (32) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (24) + Powers (51) - Drawbacks (0) = 150/150 Power Points Der Westgote (The Visigoth) is another Champions RPG character, a German powerhouse who's not as strong or tough as other powerhouses, but makes up for it by using his immense strength extremely effectively, sorta like the second Blockbuster (post-Neron pact). In that setting, Rudolf Eberhardt's powers were present nearly from birth, and he soon learned to do whatever he wanted; he's "utterly amoral, a true sociopath who cares about no one and nothing except himself and his own personal gratification. He doesn't feel the slightest shred of guilt about committing robbery, murder, and acts of terrorism — as long as he enjoys himself and gets what he wants, that's all that matters. He's interested in politics, art, and history, but only in a superficial way... he mainly pays attention to intellectual subjects so he can 'look smart' in the company of others... What sets him apart from other super-strong characters is that he's smart. While his sociopathy compromises his intelligence at times, he knows how to fight cleverly and with tactical insight -- and when it's time to retreat and live to fight another day." (He'd also be PL 11 on attack [+8 attack, +12 melee, Str 30/+10] but only PL 9 on defense [Defense +6, Toughness +12].) Which is fine for a villain, but what about a hero? This sheet is perfect for a Martial Artist/Powerhouse hybrid (not unlike Cannonade and Wander), someone who hits stronger and can take blows better than a martial artist (though not as good as a powerhouse), and who knows more tricks than a regular powerhouse (but not as many as a dedicated martial artist); see my earlier post on Super-Strength tricks for the Bearhug power feat. (One suggestion for customization: drop the Intimidate and Startle, take Acrobatics and Acrobatic Bluff.) Should his powers be nullified, he's still a terrifying PL 7 opponent; knock off his Enhanced CON and STR, Impervious Toughness, and Super-Str (47PP) and you're 2 points away from having a perfectly serviceable PL 7 Martial Artist! Don't play him as another ordinary knock-down-drag-out punching powerhouse; showcase his ability to fight intelligently. The pic is of Dolph Lundgren, because who else would you use for an intelligent super-buff martial artist?
  18. Character Name: Paragon in Powered Armor Power Level: 10 (150/150PP) Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness (or None as a PL 7) Abilities: 6 + 0 + 6 + 6 + 2 + 4 = 24PP Strength: 32/24/16 (+11/+7/+3) armored & powered/armored or powered/nothing; effective lifting Str 37-62 w/ armor & powers, 29-34 w/ powers Dexterity: 10 (+0) Constitution: 32/24/16 (+11/+7/+3) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +0 Attack: +7, +9 in Armor Grapple: +20 (up to +26) in Armor, +14 (up to +16) out of Armor; +10 without Armor or Powers Defense: +7, +9 in Armor (+6 Base, +1 Dodge Focus; +2 Shield from Armor), +3 Flat-Footed Knockback: -10/-6/-1 Saving Throws: 0 + 0 + 7 = 7PP Toughness: +11/+7/+3 (+11/+7/+3 Con, +4 Protection) (Impervious 10/5/0) Fortitude: +11/+7/+3 (+11/+7/+3 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +8 (+1 Wis, +7) Skills: 40R = 10PP Computers 7 (+10) Craft (Electronic) 7 (+10) Craft (Mechanical) 7 (+10) Diplomacy 6 (+8) Knowledge (Technology) 7 (+10) Notice 4 (+5, +9 w/ Armor) Search 2 (+5, +9 w/ Armor) Feats: 8PP Benefit 1 (Wealth 1) Connected Equipment 3 Inventor Leadership Power Attack Equipment 15EP Headquarters Abandoned Warehouse 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: 45 + 8 + 8 + 5 + 9 = 75PP Device 11 (Paragon Armor, 55 points; Flaw: Hard to Lose; PF: Restricted [str 16+ and Con 16+]) [45PP] Enhanced Attack 2 [4PP] Enhanced Constitution 8 (to 32/+1 or 24/+7) [8PP] Enhanced Skills 8 (Notice +4, Search +4) [2pp] Enhanced Strength 8 (to 32/+11 or 24/+7) [8PP] Immunity 9 (life support) [9PP] Impervious Toughness 5 [5PP] Paragon Array 4 (8 points; PFs: Dynamic, Dynamic Alternate Power 2) [13PP] DBE: Flight 1-4 (to Flight 1-6, 10-500 mph / 100-5,000 feet per Move action) {2-8PP spent, 0-6 free} DAP: Quickness 1-4 (to Quickness 1-6, x2-x100) + Speed 1-4 (to Speed 1-6, 10-500 mph / 100-5,000 feet per Move action) {2-8PP spent, 0-6 free} DAP: Super-Strength 1-4 (to Super-Str 1-6, effective Str 37-62) {2-8PP spent, 0-6 free} Shield 2 [2PP] Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP] 4+8+2+8+9+5+13+2+4 = 55/55 Enhanced Constitution 8 (to 24/+7) [8PP] Enhanced Strength 8 (to 24/+7) [8PP] Impervious Toughness 5 [5PP] 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} Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 26/22/18 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (26) + Saving Throws (7) + Skills (10) + Feats (8) + Powers (75) - Drawbacks (0) = 150/150 Power Point So you've got superpowers -- flight, strength, toughness -- enough to make you the hero of your block, maybe your whole neighborhood. But you want to run with the big dogs, the real Superheroes. What to do? You study, you tinker, and you make a suit of armor that helps you be that much better, like that kid who got trapped in a cave while in the Middle East a few summers ago did. Or, say you already are one of those world-class superheroes, but something -- an accident, a supervillain ploy, revocation of (most of) your powers by the mystical entities that granted them -- severely weakens and slows you. Are you going to let that stop you? Heck, no! But never forget, it's not the suit that makes the hero, it's the noble heart within. (Another possible origin is the reverse: a normal scientist who made suit of powered armor -- perhaps with some salvaged extraterrestrial components -- and exposure to its power core has mutated him to where he has some powers even when not wearing the suit!) As with most of my "X with a Device" builds, he's a solid PL 7 Paragon without his fancy suit, but with it he's a full PL 10. (Should his own powers be nullified and he has to rely solely on his suit, he's actually PL 8! Yes, I could have put more Str and Con/Protection in the suit, but that would give even more sets of stats, and three sets is already plenty!) Swap skills and feats around to taste; this guy's a brainiac who made his own suit, but maybe yours is a mystical paragon, and made a mystic suit, or maybe some adoring tech-head fans volunteered to make it for him! One place to cut points is the Paragon Array in the suit: I've paid for the Dynamic and Dynamic Alternate Powers twice, since that's the only way to have them all available if he's in the suit but his own powers are nullified. A valid alternative would be to shave off the Dynamic and Dynamic APs (-5PP) from the Suit's Array, and use those to buy a rank of Flight and Super-Strength outside the Array. Then, you'd have the expanded Paragon Array as long as you still have your 'natural' Paragon Array, but if that goes, you can't use the Dynamic APs in it, and you'd just have the 1 rank of Flight and Super-Strength. Another angle is to put the Unreliable Flaw on his own powers, and the Devices buys off the Flaw so he can use them reliably. I kept his Attack as full 'base' Attack, as I figure he's equally good with throwing things (or baddies) as he is punching & wrestling (and for when he stunted a Blast off his Strength), but lowering that and making up for it with some Attack Focus (Melee) would be a valid move; you could use the freed points to buy Move-by Action to give him the extra mobility a melee-r would need.
  19. Character Name: Vampire with a Power (Shadow) Ring Power Level: 10 (150/150PP) Trade-Offs: None; +3 Defense/-3 Toughness as a PL 7 Vampire Abilities: 0 + 0 + (-10) + 4 + 4 + 6 = 4PP Strength: 24/10 (+7/+0) Dexterity: 10 (+0) Constitution: --- Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 12 = 20PP Initiative: +0 Attack: +4, +7 melee; +10 Darkness Control Grapple: +14, +18 w/ Move Object Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-4/-4/-0 Saving Throws: 3 + 5 = 8PP Toughness: +10 [imp 10], +8 against blessed/holy, fire, or magic with Shadow Ring; +4 [imp 4], +0 against blessed/holy, fire, or magic without Shadow Ring Fortitude: --- Reflex: +3 (+0 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Bluff 8 (+11) Diplomacy 8 (+11) Gather Information 8 (+11) Intimidate 8 (+11) Language 2 (English, Italian, Spanish [native]) Knowledge (Arcane) 3 (+5) Knowledge (Theology & Philosophy) 3 (+5) Feats: 14PP Attack Focus (melee) 3 Attack Specialization (Darkness Control) 3 Contacts Connected Dodge Focus 4 Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Well-Informed Powers: 45 + 5 + 1 + 14 + 30 + 4 + 3 + 2 = 104PP Device 11 (Shadow Ring, 55 points; Flaw: Hard to Lose; PF: Restricted [must have a tie to der Shattenwelt]) [45PP] Darkness Control 12 (24 points; PFs: Alternate Power 7) [31PP] BE: Obscure Visual 8 (1,000 ft. radius; Extra: Selective Attack) {24/24} AP: Create Object 10 (PFs: Precise, Progression [10 25-ft. cubes], Stationary) {24/24} AP: Create Object 8 (Extra: Movable) {24/24} AP: Dazzle Visual 10 (clinging darkness; Extra: Alternate Save [Reflex initial, Will secondary]; PFs: Improved Critical 2, Reversible, Split Attack) {24/24} AP: Enhanced Teleport 6 (to Teleport 8 [800 feet/anywhere on the same continent]; Extra: Accurate 8; PFs: Change Velocity, Easy, Progression [cargo] 2 [500 lbs.]) {24/24} AP: Insubstantial 4 (shadow form; harmed by blessed/holy, fire, and magic) {20} + Super-Movement 2 (slithering, wall crawling) {4} {20+4=24/24} AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Damaging) {24/24} AP: Strike 3 (shadow armory; Extra: Penetrating; PFs: Extended Reach 2 [+10 ft.], Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Precise, Split Attack, Variable Descriptor [bludgeon/pierce/slash]) {16/24} Feature 7 (Mitigates Weakness to Sunlight) [7PP] Flight 1 (10 mph / 100 feet per Move action) [2PP] Impervious Toughness 6 (Flaw: Limited [not against blessed/holy, fire, or magic]) [3PP] Protection 6 [6PP] Teleport 2 (200 feet; PF: Change Direction, Turnabout; Complication: Medium [shadows]) [6PP] 31 + 7 + 2 + 3 + 6 + 6 = 55/55 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 14 (to 24/+7) [14PP] Immunity 30 (Fortitude effects) [30PP] 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-Senses 2 (darkvision) [2PP] Drawbacks: (-0) + (-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 22 Toughness (Staged) Damage (Physical) Dazzle Ranged DC 20 Ref/Will Dazzled (Visual); crit 18-20 Move Object Ranged DC 23 Toughness (Staged) Damage (Physical) Strike Touch DC 25 Toughness (Staged) Damage (Physical); crit 18-20 Totals: Abilities (4) + Combat (20) + Saving Throws (8) + Skills (10) + Feats (14) + Powers (104) - Drawbacks (10) = 150/150 Power Points X with a Power Ring? Vampire with an X? A twist on AA's Shadow-Man? An ill-conceived attempt at making a Lasombra? Yes! Spanish Catholic priest (well, priest-in-training, given his middling Know [Theology]) gets attacked one night several hundred years ago and turned into a vampire, a type known for its great physical strength and domineering ways (here represented by lots of Interactions skills and Skill Mastery in same, enough to assuredly beat any Bystander in his congregation; Mind Control's expensive!) and less for physical speed or turning into mist (like those other types of vampires. You know the ones.) Why him? Perhaps random chance, perhaps the vam-pater enjoyed the cruelty of turning a man of God into a creature that could not bear the sigh of His symbols, perhaps it was yet one step in a fiendishly complex plan. Whatever the reason, this holy man now found himself in quite the situation, desiring to continue his earthly works while being something wholly unearthly. He tried, for a time, to be a good man, to ignore his terrible hungers, but his resolve was only human, and slowly, inch by inch, his humanity was consumed by the beast within. He became a corrupt force within the church, even going so far as to consort with dark magicians (whose works would later be rediscovered by die Thule-Gesellschaft, the Thule Society, and used to turn Johann Dietrich Meinhoff into Nacht-Krieger) who crafted for him an onyx ring of great and terrible power. With it he could summon forth shadows from la Sombramundo, the Shadow-World, to fly, to teleport anywhere in the Mediterranean... and withstand the burning rays of the sun, the Judgmental Eye of God. But a curious thing happened. As he spent more and more time out in the day, making appearances and pretending to be a fine and upstanding priest, a change came over him -- he began to feel for the people, truly feel for them, their troubles and worries and fears. He saw them less as a means to fill his coffers (and belly), and more as actual people. He retired from his high Church position, donated all his ill-gotten gains, and set off to find how best he could serve both humanity and his deity. Seeing the first costumed heroes appear inspired him more, and soon he resolved to show the world -- and himself -- that dark is not (necessarily) evil. Like my Powerhouse with a Power Ring, without the Shadow Ring he's a solid PL 7.
  20. For example, you could check out AA's build of a PL 10 Doctor Manhattan.
  21. Dead Head'll go after Grue Revenant #4 (the only one who's neither harmed nor snared) Move Action: Attempt to Startle Grue Revenant Initimidate check, w/ +1 from Master Plan (1d20+18=28) Standard Action: Attack w/ Shovel. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attak (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 28 Toughness if it hits. (1d20+16=17) .... HP re-roll (1 HP now) Attack w/ Shovel. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attak (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 28 Toughness if it hits. HP Re-roll. (1d20+16=23) +10 = 33 The DC 28 for the Toughness save includes a +2 from Sneak Attack, since the target is still flat-footed. But if the Revenants are Immune to Critical Hits, the extra damage won't apply, so it'd just be DC 26. Free/Reaction: Set to interpose for any ally within 100 feet Mutt'll go after Grue Arcane #3 wih his soul-shredding jaws attack Free Action: Remain Incorporeal Free Action: Come out of Concealment as he... Move Action: ... Startles. Skill Mastery (and -5 penalty for doing it as a Move action) = 19 total Standard Action: Charge w/ Soul-Shredding Jaws. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attack (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 21 Fortitude save if it hits (1d20+9=23)
  22. trollthumper, I'm going to step in for a sec here and point out a few rather big problems. All those 1 rank skills aren't doing much good. And since the DC for Knowledge skills checks comes in increments of 5 (10, 15, 20, etc.), you really are better off having your skill modifier for any Knowledge skills you take to be a multiple of 5. I'd strongly suggest focusing on a few skills -- neither Energy Projectors nor Paragons are typically very skill-heavy -- take the Jack of all Trades feat (so you can use any Skill even if you have 0 ranks in it), and take Skill Mastery for the skills you're really focused on. It looks like you want 3 ranks of the Absorption power, which would be written as Absorption 3 (Boost Energy Transmutation.....). All those Limiteds is not going to work; you can take one Limited Flaw (worth -2) to have it be useable against one type of energy (like electricity or fire). Honestly, Absorption is a really weird power, due to the way it interacts with Toughness, and because keeping track of Boost points can be troublesome. I'd strongly suggest dropping it. Immunity is not allowed in Arrays, since Immunity is Permanent, and Arrays can only hold non-Permanent things. You'd need to make it Sustained. Enhanced Constitution is not something I would advise putting in an Array: since it directly alters your Toughness score, dropping it means dropping your Toughness score. So if you've got it set to Enhance Str (to help lift something), you're weaker and eeasier to injure. The base effect for Cosmic Energy Contorl, Electricity Control, and Plasma Control is Blast, a Ranged Damage effect. If you want to add Mighty, you'd need to add 1 rank per point of Str bonus to add your full Str bonus. Fire Control's base effect is Move Object (Extra: Range [Perception]; Flaw: Limited [Fire only]), not Blast, so Mighty is inapplicable, Range [Touch] is inapplicable, and Area is iffy. We don't keep very close track of the position of characters during combat, so we recommend people take the Area [burst] Extra instead of the Explosion extra. Please be sure to list your actual ranks and speeds. I'm not sure what this is. A rank 1 Morph effect, to switch to Lightspeed form? Is this supposed to represent how he looks different when in his superpowered Lightspeed form? If so, you don't need this; simply having powers and a costume is enough. Action is a valid flaw for Immovable, but not for Unstoppable. Unstoppable lets you use Immovable while moving at an accelerated rate of all-out, but you cannot move at an accelerate rate or all-out if it's a Move Action to use the Immovable/Unstoppable. You do not need to buy Dieheard, all PCs and named NPCs have it for free in FC PbP. You need to specify which ranks is going to which effect, and the times needed (ex.: Recovery Bonus +1, Resurrection 1 [1 week]). Flaws & Drawbacks cannot reduce the cost of a power below 1pp. You may not have more Drawbacks than your PL. PL 10 = no more than 10pp worth of Drawbacks. Having one for Magic and one for Mental should probably be adequate. I'm also moving this thread to the Character Building forum, as it needs a lot more work.
  23. Character Name: Powerhouse with a Power Ring Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage (or -1 Attack/+1 Damage), -2 Defense / +2 Toughness Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 34/28/16/10 (+12/+9/+3/+0) hulked w/ ring/hulked/ring/normal; effective lifting Str 69/48/31 [hulked w/ ring/hulked/ring] Dexterity: 10 (+0) Constitution: 28/10 (+9/+0) hulked/normal Intelligence: 20/10 (+5/+0) brains/hulked Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4, +5 melee; +6 Blast, Create Object, Move Object; +8 melee w/ Ring Exoskeleton Grapple: +27 hulked out w/ exoskeleton, +18 hulked out; +17 w/ exoskeleton; +14 w/ Move Object; +5 without anything Defense: +5, +8 w/ Ring (+4 Base, +1 Dodge Focus; +3 Shield from Ring), +2 Flat-Footed Knockback: -11 hulked-out w/ Ring Exoskeleton; -9 hulked-out w/ Ring; -8 hulked-out w/out Ring; -3 w/ Ring Exoskeleton, -1 w/ Ring, -0 w/ nothing Saving Throws: 0 + 0 + 2 = 2PP Toughness: +12/+9/+3 (+9/+0 Con, +3 Protection from Ring) (Impervious 10/7) +12 [imp 10] hulked out w/ Ring Exoskeleton; +12 [imp 7] hulked out w/ Ring; +9 [imp 7] hulked out w/out Ring; +3 [imp 3] normal w/ Ring Exoskeleton; +3 normal w/ Ring; +0 normal w/out Ring Fortitude: +9/+0 (+9/+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +2 (+0 Wis, +2) Skills: 12R = 3PP Craft (Electronic) 0 (+0/+10) Disable Device 0 (+0/+10) Intimidate 8 (+8) Knowledge (Physical Sciences) 0 (+0/+10) Knowledge (Technology) 0 (+0/+10) Notice 4 (+4) Feats: 6PP All-Out Attack Attack Focus (Melee) Dodge Focus Power Attack Startle Takedown Attack Powers: 60 + 18 + 45 = 123PP Alternate Form 12 (hulked-out form, 60 points) [60PP] Enhanced Constitution 18 (to 28/+9) [18PP] Enhanced Feats 1 (Endurance) [1PP] Enhanced Strength 18 (to 28/+9) [18PP] Impervious Toughness 7 [7PP] Leaping 4 (x25; running long jump 300/225 feet, standing long jump 150/112 feet, vertical jump 75/56 feet) [4PP] Super-Strength 4 (effective Str 48, Hvy Load 9.6 tons; PFs: Bearhug, Breaking, Shockwave, Thunderclap) [12PP] 18+1+18+7+4+12 = 60/60 Brains Container 4 (20 points; PF: Innate; Drawback: Power Loss [when in hulked-out Alternate Form; very common, minor, -3PP]) [18PP] Enhanced Feats 3 (Accurate Attack, Improvised Tools, Inventor) [3PP] Enhanced Intelligence 10 (to 20/+5) [10PP] Enhanced Skills 20 (Craft [Electronic] 5, Disable Device 5, Knowledge [Physical Sciences] 5, Knowledge [Technology] 5) [5PP] Quickness 4 (x25; Flaw: Limited [Mental]) [2PP] 3+10+5+2 = 20/20 Device 11 (Ring of Power, 55 points; Flaw: Hard to Lose; PF: Restricted [only Gamma mutates]) [45PP] Comprehend 3 (language 3 [read any, understand any, speak any one at a time]; Flaw: Unreliable) [3PP] Hard Light Constructs 9 (18 points; PFs: Alternate Power 3) [21PP] BE: Create Object 8 (PFs: Accurate [+6 Attack], Precise) {18/18} AP: Blast 8 (PF: Accurate [+6 Attack], Variable Descriptor [any electromagnetic]) {18/18} AP: Enhanced Feat 3 (Attack Focus [Melee] 3) {3} + Enhanced Strength 6 (to 16/+3 or 34/+12) {6} + Impervious Toughness 3 {3} + Super-Str 3 (effective Str 31 [Hvy Load 1.84 tons] or 69 [Hvy Load 179 tons]) {6} {3+6+3+6 = 18/18} AP: Move Object 8 (Str 40, Hvy Load 3 tons; PF: Accurate [+6 Attack]) {17/18} Feature 5 (Environmental Adaptation [Zero-G], Library, Buys off Power Loss Drawback from Brains Container) [5PP] Flight 1 (10 mph / 100 feet per Move action) [2PP] Immunity 10 (life support, starvation & thirst) [10PP] Movement Array 3 (6 points; PF: Alternate Power) [7PP] BE: Enhanced Flight 3 (to Flight 4 [100 mph / 1,000 feet per Move action]) {10/10} AP: Enhanced Space Travel 6 (to Space Travel 7 [100c]) {10/10} Protection 3 [3PP] Shield 3 [3PP] Space Travel 1 (1c) [1PP] 3+21+5+2+10+7+3+3+1 = 55/55 Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed, HOwRE Touch DC 27 Toughness (Staged) Damage (Physical) Unarmed, HO Touch DC 24 Toughness (Staged) Damage (Physical) Unarmed, NwRE Touch DC 18 Toughness (Staged) Damage (Physical) Unarmed, N Touch DC 15 Toughness (Staged) Damage (Physical) Blast Ranged DC 23 Toughness (Staged) Damage (Energy) Bearhug, HOwRE Touch DC 27 Fort (Staged) Damage (Physical) Bearhug, HO Touch DC 24 Fort (Staged) Damage (Physical) Breaking, HOwRE Touch DC 22 Fort (Staged) Drain Toughness (Objects Only) DC 27 Toughness (Staged) Damage (Physical; Objects Only) Breaking, HO Touch DC 19 Fort (Staged) Drain Toughness (Objects Only) DC 24 Toughness (Staged) Damage (Physical; Objects Only) Shockwave, HOwRE 100-ft. Cone DC 20 Reflex Area (Cone) DC 25/20 Toughness (Staged) Damage (Physical) Shockwave, HO 90-ft. Cone DC 19 Reflex Area (Cone) DC 24/19 Toughness (Staged) Damage (Physical) Thunderclap, HOwRE 100-ft. Burst DC 20 Reflex Area (Burst) DC 20/15 Reflex Dazzled (Auditory) Thunderclap, HOwRE 90-ft. Burst DC 19 Reflex Area (Burst) DC 19/14 Reflex Dazzled (Auditory) HOwRE = Hulked Out w/ Ring Exoskeleton HO = Hulked Out (without Ring Exoskeleton) NwRE = Normal (non-Hulked) w/ Ring Exoskeleton N = Normal Totals: Abilities (0) + Combat (16) + Saving Throws (2) + Skills (3) + Feats (6) + Powers (123) - Drawbacks (0) = 150/150 Power Points What if... Bruce Banner found a Green Lantern Ring? Punching... inn... spaaace! Bare-bones origin: scientist working on radiation -- perhaps on trying to find a way to depower (or at least stabilize) Gamma the Atom-Smasher -- is exposed to a massive burst of mutational energy. He turns into a monochrome-skinned powerhouse, goes on some (controlled) rampages, eventually comes across a wrecked spacecraft where a dying alien, sensing the troubled and noble soul within, gives him its ring. The ring acts as a calmative on the goliath (much like a Mother Box does for Orion's rages), allowing him to keep both his mind and his muscle. Alternatively, the ring was something he had on when the energy exposure happened (something he'd either picked up at a little store that wasn't there yesterday, or a family heirloom) and the ring turned out to be an alien supercomputer, damaged/drained but now reinvigorated by the massive influx of energy. Even without the ring calming him, he's still cogent enough to not mindlessly smash through everything (though Temper would be a valid Complication!). In his hulked-out Alternate Form, he's a respectable PL 7 powerhouse; with the Ring's "hard light exoskeleton," he's a full PL 10. (In fact, you could drop the Ring entirely, and have a PL 7/105pp powerhouse ready to go!) Even when not "hulked out," the Ring's Blast, Create Object and Move Object are as for a PL 7, though he's only PL 5.5 for defense/toughness. More importantly, the Ring restores his mind: when 'hulked out,' he's not dumb per se, but he is dumber than usual. With the Ring, he's got his mind back, and becomes a far more canny and dangerous opponent. (I've been toying with builds for a Hulk expy for some time, and I think this combo -- low-to-average Mental Ability scores, few skills, few feats + Alternate Form with the Powerhouse stuff + an Innate Container for the Brainy stuff [Enhanced Int, skills, feats] with a Power Loss drawback [not while in Alt Form] -- works pretty well.) Lots of options for growth here: buy stuff for the Ring as it slowly repairs itself (or is repaired by friendly lil' blue gnomes who come in the night and have only the best of intentions), more things for the Brains Container (skills, feats, Mental Ability scores), and, oh yeah, buy up that Will save! See my earlier post on Super-Strength tricks for the Bearhug and Breaking power feats.
  24. Archived due to existence of new hotness.
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