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Geez3r

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  1. Cassandra Steel made her way up the familiar steps to the gymnasium. She was honestly a little overdressed for this sort of function, but today she was dressed to impress. She was wearing a full business suit, and even when the extra mile and had a tie. All black of course. She wore flats rather than heels simply because she knew of how much walking there was to do at a day like today. Her hair was drawn up in a tight bun, and she only had on subtle makeup, mostly her own skin tones. She had been on campus a few times since her graduation, but it was always to visit friends, or attend some sort of function. This was the first time she had come back in a professional capacity. To say that she was giddy at the prospect was an understatement. She wasn't technically on the clock like some of her coworkers working the booths were. However, Grant Conglomerates wanted some members of its special research division on hand at these sorts of things in case a serious investor wanted to hear some in depth technical details. To that end, she carried with her a laptop bag, which was laden down with specs and documents on projects that were being shown at today's expo, not to mention a fist full of business cards. She had a feeling that today was going to be a good day.
  2. Battlesuit – PL 13 (210pp) Abilities: 4 + 0 + 6 + 20 + 4 + 4 = 38PP Strength: 14/40 (+2/+15) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 22 + 16 = 38PP Initiative: +0 Attack: +11, +13 Energy Blasts Grapple: +12, +24 w/ Battlesuit, +30 full Super-Strength Defense: +11 (+8 Base, +3 Dodge Focus), +4 Flat-Footed Knockback: -1, -12 w/Battlesuit Saving Throws: 6 + 3 + 8 = 17PP Toughness: +3/+14 (+3 Con, +11 Protection) 10 Impervious Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 96R = 24PP Bluff 8 (+10) Computers 10 (+20) Craft (Electronic) 10 (+20) Craft (Mechanical) 10 (+20) Diplomacy 8 (+10) Disable Device 5 (+15) Investigate 5 (+15) Knowledge (Business) 5 (+15) Knowledge (Civics) 5 (+15) Knowledge (Tactics) 5 (+15, +23 in Battlesuit) Knowledge (Technology) 10 (+20) Notice 8 (+10, +14 w/ Battlesuit) Sense Motive 7 (+9) Feats: 19 PP All Out Attack Attack Specialization (Energy Blasts) Benefit 4 (Wealth 3, Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 3 Eidetic Memory Inventor Luck 2 Master Plan 2 Move By Action Power Attack Skill Mastery 2 (Computers, Craft [electronic], Craft [mechanical], Investigate, Knowledge [business], Knowledge [Civics], Knowledge [Tactics], Knowledge [Technology]) Powers: 78pp = 78PP Battlesuit 19 (95pp Container; Hard to Lose) Feats: Restricted x2 (only you) [78pp] 22 + 12 + 9 + 28 + 15 + 3 + 6 = 95pp Protection 12 Extras: Impervious Toughness 10 [22pp] Communication 5 (radio; 5 Miles) Extras: Area; Feats: Selective, Subtle [12pp] Immunity 9 (Life Support) [9pp] Weapons Array 13 (26pp powers, 2 AP's) [28pp] * BE: Enhanced Strength 23 * AP: Blast 13 - Energy Blasts * AP: Blast 13 Extras: General Area Burst; Flaws: Unrelaible (5/day) – Tank Missile~ Flight 6 Feats: Dynamic [15pp] * DAP: Super-Strength 6 Enhanced Skills 3 (Knowledge Tactics 8, Notice 4) – Tactical HUD [3pp] Variable Power 1 (Any Power, 5pp pool) Extras: Action – Move (+1); Flaws: Limited – Super-Sense power only [6pp] – Vaguely Defined Sensor Array Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] Abilities (38) + Combat (38) + Saving Throws (17) + Skills (24) + Feats (19) + Powers (78) - Drawbacks (04) = 210/210 Power Points Nothing too major with this latest version. Now that the character is an established scientist and general do-gooder, I figured they would be in the lime light a bit more often so I upped their social graces. Previously they would have been the nerdy type that didn't get out too much, based on their skill selection. You'll also note, I upped how much of their Defense is coming from Defense rather than Dodge Focus. As a rule of thumb, I don't like going below ½ of your total Defense coming from Defense. That's just my own personal preference. They are also now officially stupidly rich. Note that they don't have a Status benefit so they're the hermit nobody's heard of, which can be a benefit in its own way. I also added some Enhanced Notice onto the HUD in that it points out things the operator may have missed. And finally, the suit is now restricted so that only you can use it.
  3. The OOC Thread for when we'll need it.
  4. GM Post Hanover Institute of Technology Today was a fine day to be one of the few who had the luxury of sporting a lab coat to work every day. Doctors, biologists and scientists all over made their way to the Hanover Institute of Technology. Today they were hosting the annual GBCE (Grant Biochemical Expo). This was started some 20 years ago by Grant Conglomerates to show off its newest hardware, but had since been expanded into an industry wide affair. Everything from microscopes, to MRI machines to DNA sequencers was on display. The expo was being held in HIT's largest gymnasium, and even spilled out into the nearby hallways, as well as having several outdoor booths. There were of course refreshments in the cafeteria. There were representatives from a multitude of think tanks, hospitals, police forces, government agencies, and investors looking to get in on the action. This was of course in addition to all of the students who were taking the opportunity to try to do some networking for their subsequent job hunting. A few lucky students even had a booth set up for some of their research that they've done at HIT over the past few months. Suffice to say, the place was packed. There was no telling who you might run into.
  5. Battlesuit – PL 12 (190pp) Abilities: 4 + 0 + 6 + 20 + 4 + 2 = 36PP Strength: 14/38 (+2/+14) Dexterity: 10 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 12 = 32PP Initiative: +0 Attack: +10, +12 Energy Blasts Grapple: +12, +24 w/ Battlesuit, +30 full Super-Strength Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -1, -12 w/Battlesuit Saving Throws: 6 + 3 + 8 = 17PP Toughness: +3/+14 (+3 Con, +11 Protection) 10 Impervious Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20) Craft (Electronic) 10 (+20) Craft (Mechanical) 10 (+20) Disable Device 5 (+15) Investigate 5 (+15) Knowledge (Business) 5 (+15) Knowledge (Civics) 5 (+15) Knowledge (Tactics) 5 (+15, +23 in Battlesuit) Knowledge (Technology) 10 (+20) Notice 8 (+10) Sense Motive 7 (+9) Feats: 17 PP All Out Attack Attack Specialization (Energy Blasts) Benefit 3 (Wealth 2, Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 4 Eidetic Memory Inventor Luck Master Plan 2 Power Attack Skill Mastery 2 (Computers, Craft [electronic], Craft [mechanical], Investigate, Knowledge [business], Knowledge [Civics], Knowledge [Tactics], Knowledge [Technology]) Powers: 72pp = 72PP Battlesuit 18 (100pp Container; Hard to Lose) [72pp] 21 + 12 + 9 + 26 + 17 + 3 + 12 = 90pp Protection 11 Extras: Impervious Toughness 10 [21pp] Communication 5 (radio; 5 Miles) Extras: Area; Feats: Selective [11pp] Immunity 9 (Life Support) [9pp] Weapons Array 12 (24pp powers, 2 AP's) [26pp] * BE: Enhanced Strength 24 * AP: Blast 12 - Energy Blasts * AP: Blast 12 Extras: General Area Burst; Flaws: Unrelaible (5/day) – Tank Missile~ Flight 6 Feats: Dynamic [15pp] * DAP: Super-Strength 6 Enhanced Skills 2 (Knowledge Tactics 8) – Tactical HUD [2pp] Variable Power 1 (Any Power, 5pp pool) Extras: Action – Move (+1); Flaws: Limited – Super-Sense power only [6pp] – Vaguely Defined Sensor Array Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] Abilities (36) + Combat (32) + Saving Throws (17) + Skills (20) + Feats (17) + Powers (72) - Drawbacks (04) = 190/190 Power Points And now for the next in the series. Last time I pumped quite a few points into the Intelligence score of the Battlesuit user, and now it's paying dividends. Feat wise I added Inventor so that they are able to whip up various gizmo's as the plot demands. I also added in some Skill Mastery now that their skills have been tested in all manner of circumstances, I figure they can hack it no matter what shenanigans are currently unfolding. As far as the battlesuit itself goes, I added the Area extra so that they are able to Communicate with the whole team (or whoever their allies happen to be at the time) in one fell swoop. I would have done this earlier, but I was strapped for points. The Selective feat is pretty much mandatory on an Area Communications power, as you don't want everyone to automatically hear what you're saying. Subtle was also on the power, but had to be cut due to point constraints. And I also finally added in some Super-Senses to the suit. I did it as a Variable Power because in the comics, it seems like there isn't anything a sufficiently advanced battlesuit isn't able to detect. So, I gave them all the super-senses. However, there is only so much real estate that can be taken up on the HUD, so it has a limited rank. Think of it like that scene in the Avengers, when Iron Man sees the army for the first time, and the entire HUD switches layout. That. Try to put too much on the HUD at once and you can't make sense of anything. And you can fluff the Move Action to allocate your array as something to the effect of your suit's computer analyzing and/or initializing the scan. Now, all of that being said, this power would likely get ban-hammered into oblivion if you tried to use it here, and rightfully so. It's because you have every Super-Sense, thereby making everyone else who did take a super-sense useless. If you wanted a more rules legal Super-Senses Power, I'd go with the following set for a generic battlesuit. Like everything else in this thread, season to taste. Super-Senses 6 (Darkvision, Direction Sense, Distance Sense, Infravision, Ultrahearing) [6pp]
  6. And that's pretty much how the rest of the night went for Maxima. She read through the information in the packets, asking questions as she had them and Seargent Patterson would answer them. It's about as exciting as you would expect navigating seas of red tape through paperwork would be. So long as she was there, she also picked Patterson's brain about some of the do's and don'ts of super heroing, especially around a crime scene. Generally speaking, the police and lawyers are fine with truested heroes taking evidence from a crime scene to do their own analysis, so long as they're kept in the loop. They learned long ago that the heroes tend to have superior equipment and experience in these weirder fields. If Daedalus says he wants to run a sample through a chronomagnetic spectral analysis to check from quantum instability in the lower UV wave lengths, you let him. By the time she left the police station it was nearly midnight, and it really felt like it. She barely remembered the leaps back home. She set down a couple of blocks away before changing back and jogging the rest of the way back to the apartment complex. If it hadn't been so late by the time she stumbled into her apartment, she would have taken a long bubble bath, possibly with some red wine relaxed. But she had to be at work tomorrow, so it was a quick shower before falling face first into bed and passing out. I have no idea how the other heroes do this every day... she mused before sleep took her away.
  7. "Alright then. Hang tight for a moment, and I'll get you the paperwork you'll need." said Seargwent Patterson excusing himself from the room. He came back a moment later with a manilla folder full of the oh so wonderful standardized government forms. "So, you being a hero, you're likely going to have to testify a lot in the coming years. And since tracking down heroes can get rather cumbersome, there have been a few pieces of legislation passed to facilitate getting testimony from supers. Namely, you're always treated as if you were sworn in when communicating with a police officer involving a crime. This is most useful if, due to extenuating circumstances, you can't make your court date, the whole case doesn't get thrown out. Ideally, you'll be there as it does add credence to the case, and only certain parts of your testimony are counted if you aren't there." Patterson sat down across the table from Maxima. "Now this part is very important. This legislation is a bit of a double edged sword. If you give your statement to the officer at the scene of the crime, and you lie, it becomes a serious offense. It's akin to lying under oath, and interfering with a police investigation. Furthermore, it can call into question your past testimony as well. Furthermore, if you are found at the scene of a crime, you are required to make a statement to the police in the next 24 hours." "So I want you to read this information packet over; it's got all the details you'll need to make this decision one way or the other. If you decide not to go through with it, you can still testify, but it'll be as a regular witness, no special conditions one way or the other."
  8. Battlesuit – PL 11 (170pp) Abilities: 4 + 0 + 6 + 20 + 4 + 2 = 36PP Strength: 14/36 (+2/+13) Dexterity: 10 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 18 + 8 = 26PP Initiative: +0 Attack: +9, +11 Energy Blasts Grapple: +10, +22 w/ Battlesuit, +28 full Super-Strength Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -1, -11 w/Battlesuit Saving Throws: 6 + 3 + 8 = 17PP Toughness: +3/+13 (+3 Con, +10 Protection) 10 Impervious Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20) Craft (Electronic) 10 (+20) Craft (Mechanical) 10 (+20) Disable Device 5 (+15) Investigate 5 (+15) Knowledge (Business) 5 (+15) Knowledge (Civics) 5 (+15) Knowledge (Tactics) 5 (+15, +23 w/Battlesuit) Knowledge (Technology) 10 (+20) Notice 8 (+10) Sense Motive 7 (+9) Feats: 15 PP All Out Attack Attack Specialization (Energy Blasts) Benefit 3 (Wealth 2, Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 5 Eidetic Memory Luck Master Plan 2 Power Attack Powers: 60pp = 60PP Battlesuit 15 (75pp Container; Hard to Lose) [60pp] 20 + 5 + 9 + 24 + 15 +2 = 75pp Protection 10 Extras: Impervious Toughness 10 [20pp] Communication 5 (radio; 5 Miles) [5pp] Immunity 9 (Life Support) [9pp] Weapons Array 11 (22pp powers, 2 AP's) [24pp] * BE: Enhanced Strength 22 * AP: Blast 11 - Energy Blasts * AP: Blast 11 Extras: General Area Burst; Flaws: Unrelaible (5/day) – Tank Missile~ Flight 6 Feats: Dynamic [15pp] * DAP: Super-Strength 6 Enhanced Skills 2 (Knowledge Tactics 8) – Tactical HUD [2pp] Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] Abilities (36) + Combat (26) + Saving Throws (17) + Skills (20) + Feats (15) + Powers (60) - Drawbacks (04) = 170/170 Power Points So here's the next version. Most of the time, I try to make these builds a steady progression of the build before it. I didn't do that here. First thing I did was drop 10 points into Intelligence. Due to the fact that they have more than 8 skills based off Intelligence, it is more efficient to buy raw Intelligence rather than buying up the individual skills. This in effect makes it so that the only reason you buy skill ranks is to differentiate the differing levels of mastery with each skill. There are 26 Intelligence based skills in the game (17 of which are Knowledges [15 from the Core book, plus 2 from our house rules], and 5 are Crafts). Buying a +1 through skills will set you back 6.5pp, but adding +1 through intelligence only costs 2. Granted, nobody has ever cared about that many skills; the omnidisciplinarians usually only care about like 12-13. I added some more money to their bank account to reflect increased royalties from better scientific know how. Added the other Benefit to be used in conjunction with the HUD in the suit. Basically the suit tells you what's up, it's your job to react to it properly. Other than that, I just jacked him up a PL and tossed a point into his Will save just for ha's.
  9. Battlesuit – PL 10 (150pp) Abilities: 4 + 0 + 6 + 10 + 4 + 2 = 26PP Strength: 14/34 (+2/+12) Dexterity: 10 (+1) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 16 + 8 = 24PP Initiative: +0 Attack: +8, +10 Energy Blasts Grapple: +10, +20 w/ Battlesuit, +26 full Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -11 w/Battlesuit Saving Throws: 6 + 3 + 7 = 16PP Toughness: +3/+12 (+3 Con, +9 Protection) 10 Impervious Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +9 (+2 Wis, +7) Skills: 80R = 20PP Computers 10 (+15) Craft (Electronic) 10 (+15) Craft (Mechanical) 10 (+15) Disable Device 5 (+10) Investigate 5 (+10) Knowledge (Business) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Tactics) 5 (+10) Knowledge (Technology) 10 (+15) Notice 8 (+10) Sense Motive 7 (+9) Feats: 12 PP All Out Attack Attack Specialization (Energy Blasts) Benefit 2 (Wealth 2) Dodge Focus 4 Luck Master Plan 2 Power Attack Powers: 56pp = 56PP Battlesuit 14 (70pp Container; Hard to Lose) [56pp] Protection 9 Extras: Impervious Toughness 10 [19pp] Communication 5 (radio; 5 Miles) [5pp] Immunity 9 (Life Support) [9pp] Weapons Array 10 (20pp powers, 2 AP's) [22pp] * BE: Enhanced Strength 20 * AP: Blast 10 - Energy Blasts * AP: Blast 10 Extras: General Area Burst; Flaws: Unrelaible (5/day) – Tank Missile~ Flight 6 Feats: Dynamic [15pp] * DAP: Super-Strength 6 Drawbacks: (-4) = -4PP Normal Identity (Full Round Action) [-4pp] Abilities (26) + Combat (24) + Saving Throws (16) + Skills (20) + Feats (12) + Powers (56) - Drawbacks (04) = 150/150 Power Points NOTES: And here's the next in the Advanced Archetype series, the Battlesuit. This archetype as many of you know is near and dear to my heart as my first character Malice was a Battlesuit character. Granted, he was a villain rather than a hero, but I have to admit he was really fun to play. Anyways, getting off topic, in this build, I tried to model the basic Battlesuit character. As such you'll be noticing a distinct lack of a lot of the other weird accessory powers a battlesuit tends to have in the comics. The rationale for this is that this character is still quite new to the whole battlesuit thing. This may very well be their Mark I or II armor. As you give this build a once over, I think a few of you may very well be able to hear me yelling “Why won't you fit!?†in your head. This is normal. A Battlesuit character tends to cover a lot of ground, so at their earlier stages they are spread pretty darn thin. Their saving grace is of course the discount on their battlesuit. A Battlesuit character has many of the powers of a Paragon, but because they can bundle their Powers into a Device, they are able to free up enough points to also be a super scientist. Well, that's the theory anyways. In practice, you're pretty starved for points. There's nothing really to write home about as far as Abilities go. Intelligence I usually peg at 20 for starting battlesuit characters. They're good, but they aren't the smartest guys in the room. Reed Richards is smarter than Tony Stark. That being said, I'm going to be jacking up their Intelligence score as time goes on, and they have more points to spend. You actually have pretty good saves. Reflex usually doesn't matter too much to someone with a high Toughness score. Your Fortitude & Will saves are usually good enough to shake off some of the more esoteric effects. Your skills are sub-par for your role. I could easily double the number of points spent in this section without even thinking about it. They cover all the bases they should, they're quite skilled in the scientific areas, and also have some tactical and business savvy under their belt. I put +15 as like the borderline super benchmark for skills in my own head cannon. However, the super-science types can blow that measuring stick out of the water. Furthermore, with skills like Computers & Disable Device, not to mention the hijinks you can get into with Inventor, these are the skills where having an insane modifier makes sense. Long story short, this character has a solid foundation, but needs more stuff. Some Bluff & Diplomacy wouldn't go amiss for someone who's the face of a company for instance. Feats are real straight forward. You can make a plan to blow stuff up, proceed to blow stuff up, and then pay for the damages. Next. And now the Battlesuit itself. As mentioned previously, this is basically the average battlesuit character. Nothing too expected one way or another. Protection & Impervious are the armor itself, as well as adding the Immunity to lifesupport due to having your own contained ecosystem. You don't have to worry about drowning or the like. The Communications power is a simple point to point radio system, you can also pick up on nearby signals (ie: police radio). The Weapons Array is again straight forward, you can punch things, blast things or shoot a missile. The last one not as often due to limited ammunition and/or power. Lastly a setting for Flight and/or Super-Strength. I made Flight the primary power because in a Dynamic Array, trading off between the two is good way to model being slowed down by something heavy. Ie: I can't fly as fast because I needed more points in Super-Strength is pretty much the same as “I'm as strong as I've always been, this is just really heavy.â€
  10. Captain Atom Abilities: 8 + 2 + 8 + 4 + 4 + 6 = 30PP Strength: 18/42 (+4/+16) Dexterity: 12 (+1) Constitution: 18/ 34 (+4/+12) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +1 Attack: +8, +12 w/ Blast or Nullify Grapple: +12, +24 w/ powers, +30 full Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -2, -13 w/powers Saving Throws: 0 + 3 + 5 = 8PP Toughness: +4/+16 (+4/+12 Con, +4 Protection) 10 Impervious Fortitude: +4/+12 (+4/+12 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 76R = 19PP Diplomacy 8 (+10) Intimidate 16 (+18) Knowledge (Civics) 8 (+10) Knowledge (Current Events) 8 (+10) Knowledge (Tactics) 16 (+18) Notice 8 (+10) Sense Motive 12 (+14) Feats: 15 PP All Out Attack Benefit (Use Tactics to detect an ambush or to avoid a feint in combat) Dodge Focus 4 Fearless Interpose Luck Master Plan 2 Move By Action Power Attack Startle Ultimate Toughness Powers: 28 + 16 + 14 +15 + 2 + 9 = 84PP Enhanced Strength 24 Feature: Power Attacking adds the Radiation descriptor to unarmed attacks; Knockback 1 [28pp] * AP: Blast 12 Feat: Accurate 2 * AP: Nullify 12 (Radiation Effects) Extras: Sustained Duration (+2); Flaws: Fades (-1) Feat: Accurate 2 Enhanced Constitution 16 [16pp] Protection 4 Extras: Impervious Toughness 10 [14pp] Super-Strength 6 Feats: Dynamic [15pp] * DAP: Flight 6 Super Senses 2 (Ultravision, Radiation Awareness) [2pp] Immunity 9 (life Support) [9pp] Drawbacks: (-0) = -0PP Abilities (30) + Combat (24) + Saving Throws (08) + Skills (19) + Feats (15) + Powers (84) - Drawbacks (00) = 180/180 Power Points NOTES: On a request, he's Captain Atom. He's a flying brick with some energy projection for good measure. He hits harder in melee, but his energy projection powers are a bit more accurate. I tried to emphasis the military background a bit. To hit the main points, skill wise he isn't anything too special until you get to Tactics, where he is certainly quite capable. He can use Tactics in conjunction with his Master Plan feat to give his allies an edge if they have time to plan. He can also use it to oppose feints rather than simply Sense Motive, which I recommend doing. Powers wise, his Nullify effect is how I modeled him absorbing radiation. The Fade flaw means that every time he uses it, it loses 1pp of effectiveness. This is how I model the fact that he can only absorb so much. His super senses let him see ultraviolet light, which is pretty much radiation. He is also aware of any radiation in the area (with a successful Notice check).
  11. Paragon - PL 15 (250pp) Abilities: 12 + 2 + 12 + 4 + 4 + 6 = 40PP Strength: 22/44 (+6/+17) Dexterity: 12 (+1) Constitution: 22/44 (+6/+17) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 26 + 16 = 42PP Initiative: +9 Attack: +13 Grapple: +19, +32 w/ powers, +41 full Super-Strength Defense: +12 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -3, -13 w/powers Saving Throws: 0 + 3 + 4 = 7PP Toughness: +6/+17 (+6/+17 Con) 10 Impervious Fortitude: +6/+17 (+6/+17 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 104R = 26PP Acrobatics 4 (+5) Diplomacy 17 (+20) Intimidate 17 (+20) Knowledge (Civics) 12 (+14) Knowledge (Cosmology) 8 (+10) Knowledge (Galactic Lore ) 8 (+10) Knowledge (Physical Sciences) 8 (+10) Notice 8 (+10) Search 10 (+11) Sense Motive 12 (+14) Feats: 22 PP Accurate Attack All Out Attack Benefit (Renowned Hero) Connected Dodge Focus 5 Fearless Improved Grab Improved Initiative 2 Interpose Leadership Luck Move By Action Power Attack Quick Change Startle Stunning Attack Ultimate Toughness Powers: 22 + 32 + 7 +2 + 1 + 23 + 9 + 9 + 8 = 113PP Enhanced Strength 22 [22pp] Enhanced Constitution 22 Extras: Impervious Toughness 10 [32pp] Super-Strength 2 Feats: Freeze Breath, Heat Vision, Shockwave [7pp] Flight 1 [2pp] Space Flight 1 [1pp] Super-Strength 9 Feats: Dynamic [23pp] * DAP: Flight 9 * DAP: Space Travel 18 Immunity 9 (Life Support) [9pp] Super Senses 9 (Ultrahearing, Extended Vision 2, Extended Hearing 2, Vision Penetrates Concealment) [9pp] Comprehend (language) 4 (Speak, read, understand all at once) [8pp] Drawbacks: (-0) = -0PP Abilities (40) + Combat (42) + Saving Throws (07) + Skills (26) + Feats (22) + Powers (113) - Drawbacks (00) = 250/250 Power Points NOTES: And this rounds out the Paragon. Bumped up the PL, their Super-Strength Array and gave them a Comprehend power, so that they can speak with any of the other life forms they encounter. Whether this is a new power they acquired, or simply enough experience to pick up new languages on the fly or if all aliens speak English is up to you. Their Benefit Feats mean that basically any time they go anywhere somebody probably recognizes them as a hero and/or a general do-gooder type. You can sometimes save the day simply by showing up. Other heroes will look to you to make the call, and you should lead by example.
  12. Paragon - PL 14 (230pp) Abilities: 12 + 2 + 12 + 4 + 4 + 6 = 40PP Strength: 22/42 (+6/+16) Dexterity: 12 (+1) Constitution: 22/42 (+6/+16) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 24 + 16 = 40PP Initiative: +9 Attack: +12 Grapple: +17, +28 w/ powers, +35 full Super-Strength Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -3, -13 w/powers Saving Throws: 0 + 3 + 4 = 7PP Toughness: +6/+16 (+6/+16 Con) 10 Impervious Fortitude: +6/+16 (+6/+16 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 104R = 26PP Acrobatics 4 (+5) Diplomacy 17 (+20) Intimidate 17 (+20) Knowledge (Civics) 12 (+14) Knowledge (Cosmology) 8 (+10) Knowledge (Galactic Lore ) 8 (+10) Knowledge (Physical Sciences) 8 (+10) Notice 8 (+10) Search 10 (+11) Sense Motive 12 (+14) Feats: 20 PP Accurate Attack All Out Attack Connected Dodge Focus 4 Fearless Improved Grab Improved Initiative 2 Interpose Leadership Luck Move By Action Power Attack Quick Change Startle Stunning Attack Ultimate Toughness Powers: 20 + 30 + 7 +2 + 1 + 19 + 9 + 9 = 97PP Enhanced Strength 20 [20pp] Enhanced Constitution 20 Extras: Impervious Toughness 10 [30pp] Super-Strength 2 Feats: Freeze Breath, Heat Vision, Shockwave [7pp] Flight 1 [2pp] Space Flight 1 [1pp] Super-Strength 7 Feats: Dynamic [19pp] * DAP: Flight 7 * DAP: Space Travel 14 Immunity 9 (Life Support) [9pp] Super Senses 9 (Ultrahearing, Extended Vision 2, Extended Hearing 2, Vision Penetrates Concealment) [9pp] Drawbacks: (-0) = -0PP Abilities (40) + Combat (40) + Saving Throws (07) + Skills (26) + Feats (21) + Powers (97) - Drawbacks (00) = 230/230 Power Points NOTES: Once a Paragon reaches this level of power, they aren't tied that strongly to Earth anymore. They venture out into space, or even other dimensions. This is why they have the new Knowledges. All of them are pretty self explanatory, but I wanted to clarify that I gave them the Physical Sciences one as that is the one that deals with astronomy & physics. I added Space Travel onto their Array (which by our house rules means that they needed Flight & Space Travel outside of the array) so that they could in fact get to their other destinations. I also increased the Extended pieces of their Super Senses because well space is rather big to be blunt. While this increase isn't enough to help them pick out fine details on another planet, it well help them find a star fighter against an inky black sky.
  13. Paragon - PL 13 (210pp) Abilities: 12 + 2 + 12 + 4 + 4 + 6 = 40PP Strength: 22/ 40 (+6/+15) Dexterity: 12 (+1) Constitution: 22/40 (+6/+15) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 22 + 16 = 38PP Initiative: +9 Attack: +11 Grapple: +17, +28 w/ powers, +35 full Super-Strength Defense: +11 (+8 Base, +3 Dodge Focus), +4 Flat-Footed Knockback: -3, -12 w/powers Saving Throws: 0 + 3 + 4 = 7PP Toughness: +6/+15 (+6/+15 Con) 10 Impervious Fortitude: +6/+15 (+6/+15 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 80R = 20PP Acrobatics 4 (+5) Diplomacy 17 (+20) Intimidate 17 (+20) Knowledge (Civics) 12 (+14) Notice 8 (+10) Search 10 (+11) Sense Motive 12 (+14) Feats: 19 PP Accurate Attack All Out Attack Connected Dodge Focus 3 Fearless Improved Grab Improved Initiative 2 Interpose Leadership Luck Move By Action Power Attack Quick Change Startle Stunning Attack Ultimate Toughness Powers: 18 + 28 + 7 +17 + 9 + 7 = 86PP Enhanced Strength 18 [18pp] Enhanced Constitution 18 Extras: Impervious Toughness 10 [28pp] Super-Strength 2 Feats: Freeze Breath, Heat Vision, Shockwave [7pp] Super-Strength 7 Feats: Dynamic [17pp] * DAP: Flight 7 Immunity 9 (Life Support) [9pp] Super Senses 7 (Ultrahearing, Extended Vision, Extended Hearing, Vision Penetrates Concealment) [7pp] Drawbacks: (-0) = -0PP Abilities (40) + Combat (38) + Saving Throws (07) + Skills (20) + Feats (19) + Powers (86) - Drawbacks (00) = 210/210 Power Points NOTES: Basically all this version did was make them more Paragon-y. Bumped up the PL, added the Immunity to Life Support for potential Space Adventures, and increased the Super-Strength Array. Done. That's the problem with continually increasing your PL, you burn through your power points that way.
  14. Paragon - PL 12 (190pp) Abilities: 12 + 2 + 12 + 4 + 4 + 6 = 40PP Strength: 22/38 (+6/+14) Dexterity: 12 (+1) Constitution: 22/ 38 (+6/+14) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 12 = 32PP Initiative: +9 Attack: +10 Grapple: +16, +26 w/ powers, +32 full Super-Strength Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -3, -12 w/powers Saving Throws: 0 + 3 + 4 = 7PP Toughness: +6/+14 (+6/+14 Con) 10 Impervious Fortitude: +6/+14 (+6/+14 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 80R = 20PP Acrobatics 4 (+5) Diplomacy 17 (+20) Intimidate 17 (+20) Knowledge (Civics) 12 (+14) Notice 8 (+10) Search 10 (+11) Sense Motive 12 (+14) Feats: 20 PP Accurate Attack All Out Attack Connected Dodge Focus 4 Fearless Improved Grab Improved Initiative 2 Interpose Leadership Luck Move By Action Power Attack Quick Change Startle Stunning Attack Ultimate Toughness Powers: 16 + 26 + 7 +15 + 7 = 71PP Enhanced Strength 16 [16pp] Enhanced Constitution 16 Extras: Impervious Toughness 10 [26pp] Super-Strength 2 Feats: Freeze Breath, Heat Vision, Shockwave [7pp] Super-Strength 6 Feats: Dynamic [15pp] * DAP: Flight 6 Super Senses 7 (Ultrahearing, Extended Vision, Extended Hearing, Vision Penetrates Concealment) [7pp] Drawbacks: (-0) = -0PP Abilities (40) + Combat (32) + Saving Throws (07) + Skills (20) + Feats (20) + Powers (71) - Drawbacks (00) = 190/190 Power Points NOTES: This version is more of a lateral expansion than anything else. Sunk points into Abilities rather than into Powers to show that a Paragon can still be a contender without their powers. Granted, they aren't in the same league, but they can hold their own against more mundane threats. I trimmed out the Attack Feats and bought straight attack instead, seems that at this point they would be comfortable in many different combat scenarios. I increased their skills a bit to show their continual improvement. Intimidate and Diplomacy are both maxed as a Paragon seems to try to avoid fights, and decidedly end them in equal measure. I also bumped up their Super-Strength array so that they're a bit stronger and/or a faster flyer.
  15. Paragon - PL 11 (170pp) Abilities: 10 + 2 + 10 + 4 + 4 + 4 = 34PP Strength: 20/36 (+5/+13) Dexterity: 12 (+1) Constitution: 20/ 36 (+5/+13) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +9 Melee or Heat Vision Grapple: +14, +24 w/ powers, +29 full Super-Strength Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -2, -11 w/powers Saving Throws: 0 + 3 + 4 = 7PP Toughness: +5/+13 (+5/+13 Con) 10 Impervious Fortitude: +5/+13 (+5/+13 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 64R = 16PP Acrobatics 4 (+5) Diplomacy 13 (+15) Intimidate 13 (+15) Knowledge (Civics) 8 (+10) Notice 8 (+10) Search 10 (+11) Sense Motive 8 (+10) Feats: 18 PP Accurate Attack All Out Attack Attack Focus (Melee) 2 Attack Specialization (Heat Vision) Connected Dodge Focus 2 Fearless Interpose Leadership Luck Move By Action Power Attack Quick Change Startle Stunning Attack Ultimate Toughness Powers: 16 + 26 + 7 +13 + 7 = 69PP Enhanced Strength 16 [16pp] Enhanced Constitution 16 Extras: Impervious Toughness 10 [26pp] Super-Strength 2 Feats: Freeze Breath, Heat Vision, Shockwave [7pp] Super-Strength 5 Feats: Dynamic [13pp] * DAP: Flight 5 Super Senses 7 (Ultrahearing, Extended Vision, Extended Hearing, Vision Penetrates Concealment) [7pp] Drawbacks: (-0) = -0PP Abilities (34) + Combat (26) + Saving Throws (07) + Skills (16) + Feats (18) + Powers (69) - Drawbacks (00) = 170/170 Power Points NOTES: Now obviously as they went up in PL, they are now stronger and tougher than they were previously. I nudged up Reflex so it was so terrible. I added Knowledge (Civics) and the Intelligence buff because I figure that the Paragons are usually the type to know the law of the land, and tend to be pretty sharp. I added Startle, Stunning Attack and Ultimate Toughness to reflect increased competency in combat, both in taking hits and in dishing them out. I also added the X-Ray vision to emphasize that a Paragon's powers do change and evolve as time goes on, adding new powers as plot demands.
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