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Geez3r

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  1. That's Lifting Strength. You gain +5 lifting Strength for every size category you are above Medium which equates to 4 ranks of Growth. In terms of the ability score Strength, every rank gives you +2 Strength (and +1 Con).
  2. Brawler Abilities: 14+ 6 + 14 + 2 + 4 + 4 = 44PP Strength: 24/34 (+7/+12) Dexterity: 16 (+3) Constitution: 24/30 (+7/+10) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6, + 8 Melee Grapple: +15, +25 w/ Powers Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -3, -12 with powers Saving Throws: 0 + 4 + 5 = 9PP Toughness: +7/12 (+7/+10 Con, +2 Protection) (Impervious 8) Fortitude: +7/+10 (+7/+10 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +7 (+2 Wis, +5) Skills: 72R = 18PP Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 14 (+16) Knowledge: Streetwise 9 (+10) Notice 10 (+12) Sense Motive 10 (+12) Feats: 14PP All Out Attack Attack Focus Melee 2 Dodge Focus 2 Improved Critical (unarmed) Improved Grab Interpose Luck 2 Move By Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Powers: 10 + 6 + 10 + 10 + 2 + 3 = 41pp Enhanced Strength 10 [10pp] Enhanced Constitution 6 [6pp] Protection 2 Extras: Impervious 8 [10pp] Super-Strength 5 [10pp] Immovable 2 [2pp] Speed 3 [3pp] Drawbacks: (-0) + (-0) = -0PP Abilities (44) + Combat (24) + Saving Throws (9) + Skills (18) + Feats (14) + Powers (41) - Drawbacks (0) = 150/150 Power Points NOTES A step above a street level powerhouse and a cosmic level one is the brawler here. Strong enough to hang with the big guns, but not powerful enough to curbstomp anything that crosses their path. They're also a much better fighter and have considerably less headaches when dealing with the really fast dodgy people. You've got a more well rounded allocation of your points; a few more skills, better saves, and a few more feats than the average power house. You aren't a skill monkey by any means but you can fill in for one if they aren't around. Flushing this character out will likely have more points spent in Skills and Feats than an ordinary powerhouse, but you could also throw a few points into Super-Strength and the associated power feats if you want as well.
  3. Yeah they've changed that ruling. http://www.westguard.org/MnM/MnM_-_Damage_Table.pdf
  4. If you've spent 22 points in Strength, then you've got a Strength score of 32. Plus the 12 ranks of Strength from Growth 6 is 44. That has a bonus of +17. So that'll make them PL 13.5 Offensively (at least when they're punching the guy). And as a side note, Strength of 40 which you have written down is a +15 modifier, not +14. So your Grapple would be: +11 Attack bonus + 17 Strength Bonus + 4 Size modifier = +32 In addition, Immovable does not subtract 4 from your Knockback modifier. It subtracts 1 from the modifier. \ Fox's calculations are otherwise correct.
  5. They only drop if they are Staggered again.
  6. Mecha Paragon Abilities: 18 + 0 - 10 + 0 + 0 + 0 = 8PP Strength: 28/40 (+9/+15) Dexterity: 10 (+0) Constitution: N/A Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +0 Attack: +2, +5 Melee Grapple: +22 Defense: +5 (+2 Base, +3 Dodge Focus) Knockback: -14 Saving Throws: 0 + 2 + 5 = 7PP Toughness: +15 (+12 Protection, +3 Density) (Impervious 10) Fortitude: Immune Reflex: +2 (+0 Dex, +2) Will: +5 (+0 Wis, +5) Skills: 80R = 20PP Computers 10 (+0) Craft (Electronics) 10 (+10) Craft (Mechanical) 10 (+10) Disable Device 10 (+10) Knowledge (Physical Sciences) 10 (+10) Knowledge (Technology) 10 (+10) Notice 10 (+10) Sense Motive 10 (+10) Feats: 13PP Attack Focus Melee 3 All Out Attack Benefit (May perform Craft checks on self for repairs without -5 penalty) Dodge Focus 3 Luck 2 Power Attack Skill Mastery 2 (All skills shown) Powers: 30 + 19 + 19 +30 = 98pp Immunity 30 (Fortitude Saves) [30pp] Density 6 Extras: Permanent (+0); PF: Innate [19pp] Strength +12 Protection 3, Impervious 3 Super-Strength 2 Immovable 2 Mass x5 Protection 12 Extras: Impervious 7 [19pp] Variable Power 3 (Any technological) Extras: Continuous, Move Action [30pp] Drawbacks: (-3) + (-1) = -4PP Weakness: Automatically becomes fatigued after 24 hours of operation, exhausted after 36 and unconscious after 48. Recharge takes 4 hours [-2pp] Weakness: Datalink also functions as Mind Control [-2pp] DC Block: Abilities (8) + Combat (8) + Saving Throws (7) + Skills (20) + Feats (13) + Powers (98) - Drawbacks (4) = 150/150 Power Points NOTES Paragons tend to have weird powers. This guy has all of them. Now variable Powers are very, very expensive, as they should be. But they are effective unlimited power stunting. Use that to your advantage. Vary your tactics from round to round. This character lacks points in interaction skills, so in my mind they are rather robotic. Maybe they just came online and haven't interacted with humanity too much. Or maybe they just don't have it in their programming to be overly social. You can be the stereotypical flying brick and get lots of Super-Strength and Flying. Or you could get a vast array of Super-Senses, or many other esoteric powers. The point is, you've got a Move Action that you may not be using every round, so use it to keep your opponent guessing. An obvious story hook is who created you and for what purpose. Are they still around, or did they disappear under mysterious circumstances?
  7. Oni Abilities: 8 + 8 + 8 + 0 + 4 + 4 = 32PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +8 Attack: +8, +11 Melee Grapple: +15 Defense: +12 (+8 Base, +4 Dodge Focus) Knockback: -4, -2 without powers Saving Throws: 4 + 8 + 6 = 18PP Toughness: +8/+4 (+4 Con, +4 Forcefield) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+4 Dex, +8) Will: +8 (+2 Wis, +6) Skills: 84R = 21PP Acrobatics 8 (+12) Concentration 8 (+10) Craft (metalworking) 4 (+4) Gather Information 8 (+12) Intimidate 12 (+14) Knowledge (Theology & Philosophy): 8 (+8) Notice 8 (+10) Sense Motive 8 (+10) Sleight of Hand 8 (+12) Stealth 12 (+16) Feats: 29PP Attack Focus Melee 3 Challenge (Accelerated Stealth) Defensive Attack Defensive Strike Dodge Focus 4 Equipment Evasion 2 Fearless Follow Up Strike Hide in Plain Sight Improved Critical Improved Initiative (swords) Luck 2 Move By Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Uncanny Dodge (Auditory) Up the Wall Powers: 4 + 4 + 11 = 19pp Force Field 4 - Chi Deflection [4pp] Chi Enhanced Movement - [4pp] Speed 1 Leaping 1 Super-Movement 1 (Slowfall) Strike 5 PF: Mighty, Extended Reach, Improved Critical, Penetrating 3 Drawback: Requires suitable weapon [-1pp] [11pp] * AP: Enhanced Feat 10 (Fearsome Presence 10) Drawbacks: (-0) + (-0) = -0PP DC Block: Abilities (32) + Combat (32) + Saving Throws (18) + Skills (20) + Feats (29) + Powers (19) - Drawbacks (0) = 150/150 Power Points NOTES Alright, this is basically weeaboo Batman. Or if you want to be more serious about it, what if Bruce Wayne stayed longer in the far east and honed some more mystical skills instead of relying on science and gadgetry. This build also steals some ideas from the cannon Crimson Katana. Through harnessing their internal reserves of Chi, they have become a very capable combatant. Their style of fighting is a mystical art that traces it routes back to the oni, or other suitable demon. This character uses their own internal darkness as a weapon against the darkness of the world. They are faster and more agile because of this, and are able to withstand punishment that would kill a lesser individual. Their signature ability however is to enhance the weapons they wield, much like that of the comic book character, the Silver Samurai. However, the strength of this attack is reliant upon that of the strength of the weapon in question. The sword this character carries currently fulfills all requirements of this drawback. If stripped of this weapon, they may use another, but for every trait the new weapon is lacking (including being a sword) the effectiveness of their Strike power goes down. This could be a loss of ranks in Strike, penetrating, or Improved Critical, up to the whims of the GM, though a good benchmark is to lose 2pp worth of traits from the Power for each trait the Equipment is lacking. Other than that, its a pretty straight forward build. Some ninja-esque skills and a rather large feat selection let this character be quite powerful in combat. Also note that because this is a mystical martial art, it gets around the stigma of hacking people to bits with a sword. It can alternate between lethal and nonlethal damage as a normal attack would. Declare that you're striking their internal Chi reserves, and not their body or some such. A few of these feats are from Mecha & Manga and/or Warriors & Warlocks, which means that they may or may not be suitable for play here.
  8. "Oh everything's awesome here on the homefront. Minus all the domestic abuse." he said with a playful grin has he rubbed his shoulder. "Grim's got the whole den mother thing down pat. Colt's the silent type. He'll stand back and let you make mistakes, but he's always there to help you whenever you ask for it. And Jack's the older brother I never had, so that works out too. Jill's been a little cool to me, but she's been warming up to me bit by bit. Probably because I remind her so much of her brother she has to suppress the urge to hit me just on principle." he adds with a chuckle. "Fulcrum ain't around here too often, but I think you know more about that than I do."
  9. "I think I might have a solution..." said Gossamer!Atlas tentatively. "Though it's going to be weird. Well, weird-er." he said after a moment's contemplation. He stood up and walked over to the center of the room. His golden hair wrapped around him like a cocoon, and even lifted him off the ground a little, judging by the height of the cocoon. "Alright, it worked." called the muffled voice from inside the cocoon. "And its even weirder than I thought it would be." The strands of hair pulled back slowly to reveal Gossamer!Atlas... without any skin. Organs, tissue, bone and muscle were all plainly visible to see, and pulsing with life. Though on a closer inspection, there was a rather thick film covering Gossamer!Atlas's body. "I made my skin see-through." explained Gossamer!Atlas now using the mass of golden hair to preserve a degree of modesty, seemingly unsure if this would count as exposing one's self. To the untrained eye, everything looked to be in perfect working order. To the trained eye however, you were able to discern many differences in the anatomy. Organs were in the wrong place, or somehow modified, the muscular structure was seemingly reinforced and layered over the bones differently than a normal human, and even the bones were slightly "off". The most dramatic change was of course on the head where there was a weave of filaments connecting to the hair, and surrounding the skull. Gossamer!Atlas could pass for a human female, though one that had been mutated or in another subspecies, maybe a different species all together. But again, only to the trained eye.
  10. Eli took his hits in stride, he asked for them after all. He never got to mess around with his siblings all that much. His sisters would pick on him all the time, but he couldn't hit back even though they were older because they were girls. And he'd get in trouble pretty frequently for rough-housing with his brothers because he was older and was therefore supposed to lead by example. Yeah that never really happened when he was back home, but he had matured a little bit since then. Not hard considering his starting point. "Well if you would just add the tags to the files or offer them up in a convenient slide-show format I wouldn't have to go looking now would I?" asked Eli rhetorically to Vince. But the questioned carried a tone of letting the conversation end there, hoping to get back to the matter at hand presently.
  11. Atlas Drop the 16 ranks of Concentration. (-4pp) Drop 2 ranks of Impervious (-2pp) Buy the Continuous Extra for Shapeshift. (8pp) [img=http://freedomplaybypost.com/wiki/images/4/4e/New_Atlas.jpg] [u]Players Name[/u]: Geez3r [u]Power Level[/u]: 14 (207/207PP) [u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness [u]Unspent PP[/u]: 0 [u]Progress to Gold[/u]: 57/60 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url]) [u]Characters Name[/u]: Atlas [u]Alternate Identity[/u]: Samael Nitorvich [u]Height[/u]: 6ft. [u]Weight[/u]: 200 lbs [u]Hair[/u]: Brown [u]Eyes[/u]: Brown [u]Age:[/u] 37 [u]Description[/u]: Samael is a person of average height, and is quite stocky. He is just built solid. He's got that real "working man" look. There's nothing fancy about him, just jeans and a T-Shirt. He keeps his hair cut just a bit longer than a buzz cut. He has a rather prominent jaw line as well. His arms and hands have a few scars from a life of working with his hands. Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size. Using his shapeshifting, Atlas can assume a wide variety of forms and shapes. He however tends to always be a stockier version of whatever he happens to be transforming into. [u]History[/u]: Samael is of Russian decent. His parents were part of the cultural enrichment program, meaning they were sent away and never seen again. With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing. Although he disliked the regime, he was wise enough to keep his opinions to himself. When the government crumbled, Samael got out of Russia. He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America. While it wasn't everything he had hoped for, it was still a step up from where he had been. Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills. So he settled in the Fens district in Freedom City, it being about the only place he could afford. He landed a job working at a local deli. It was boring work, but it paid the bills and kept him fed. But there was one thing that bothered him. From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head. He couldn't tolerate people who would steal or try to cheat the system. These criminals and thugs thought they had it tough; they didn't know the meaning of the word. No matter how bad it was, Samael had never considered turning against the law. If you worked real hard, things would get better. America was the land of opportunity, he just had to help these thugs get back on the straight and narrow. He dedicated himself to protecting his own little section of the street, and for a while, it worked. But then the local gangs decided to teach this guy a lesson. Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty. As the life left his body... [i]something[/i] reached out to him. He rose from the ground, to face his assailants, now something entirely different. With his new found gifts, Samael is expanding his territory, protecting more and more of the city. [u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy. He's dutiful, loyal and very determined. He favors the tough love approach. He loathes criminals and those that would cheat the system. He believes that they all have good in them and can succeed if only they had the chance. Samael intends to give them that chance. He's got a bit of a dry sense of humor, and is usually a man of few words. The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles. Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first. [u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human. However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior. In all forms, Atlas possess immense strength and durability. He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard. He also possess a small degree of mental prowess. The strength of his mental powers increases geometrically the closer he is to his target. [u]Complications[/u]: [i]Responsibility:[/i] Upholding the law, protecting his stretch of the city, Sprinkles (his cat) [i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth. He got better. Public relations did not. [i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target. [b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP Str: 24/34 (+7/+12) Dex: 10 (+0) Con: 24/34 (+7/+12) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) [b][u]Combat:[/u][/b] 8 + 8 = 16PP Attack: +4 Base, +9 Melee Grapple: +16, +21 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3, -11 w/ powers Initiative: +0 [u][b]Saves[/b][/u]: 0+5+8=13PP Toughness: +12/+7 (+12/+7 Con, +0) (Impervious 12) Fortitude: +12/+7 (+12/+7 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +8 (+0 Wis, +8) [u][b]Skills:[/b][/u] 76r = 19PP Diplomacy 8 (+10) Gather Info 8 (+10) Handle Animal 8 (+10) Intimidate 15 (+17) Knowledge: Streetwise 8 (+8) Language 1 (English, Russian [Native]) Notice 11 (+11) Sense Motive 10 (+10) Survival 7 (+7) [u][b]Feats:[/b][/u] 21PP Accurate Attack All-Out Attack Attack Focus Melee 5 Challenge: Fast Startle Dodge Focus 4 Improved Grab Interpose Last Stand Luck 3 Power Attack Startle Ultimate Toughness [b][u]Powers:[/u][/b] 15 + 10 + 10 + 10 + 1 + 60 = 106PP [b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp] * [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp] [b]Enhanced Strength 10[/b] [10pp] [b]Enhanced Constitution 10[/b] [10pp] [b]Impervious Toughness 10[/b] [10pp] [b]Regeneration 1[/b] (True Resurrection 1 [1/week]) [1PP] [b]Shapeshift 8[/b] (40pp pool) [i]Extras[/i]: Continuous Duration; [i]Flaws[/i]: Action – Standard; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp) [60pp] [u][b]Drawbacks:[/b][/u] 0pp DC Block: [code]Unarmed (unpowered) ------------- 22/Toughness ------------------------- Bludgeoning Unarmed (powered)------------ 27/Toughness--------------------------- Bludgeoning Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (19) + Feats (21) + Powers (106) - Drawbacks (00) = 207/207 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores, but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations [img=http://fc01.deviantart.net/fs26/f/2009/241/8/d/fdf_11_by_kuewa.jpg] [url=http://kuewa.deviantart.com/]Image by Kuewa[/url] [b][u]Characters Name[/u][/b]: Dynamo [b][u]Power Level[/u][/b]: 14 (210/210) [b][u]Trade-Offs[/u][/b]: +5 Attack/ -5 DC for speed effects, -1 Attack, +1 DC for Lightning Effects; +5 Defense, -5 Toughness [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress to Gold:[/u][/b] 60/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url]) [b][u]Alternate Identity[/u][/b]: Eli East [b][u]Age[/u][/b]: 20, June 4th, 1990 [b][u]Gender[/u][/b]: Male [b][u]Height[/u][/b]: 5' 10" [b][u]Weight[/u][/b]: 150lbs [b][u]Eyes[/u][/b]: Blue [b][u]Hair[/u][/b]: Blond [b][u]Description[/u][/b]: Dynamo is a rather long and slender fellow. There's a fair bit of muscle tone on him, but he's got the muscles of a runner, not a body builder. He's got blond spiky hair that seems to stand up on its own more than anything else. He's got bright baby blue eyes and he's always got a devilish smirk on his face. He dresses a little preppy, collared shirts and khaki's. Though he does still have the standard blue jeans and T-Shirts for casual lounging. [b][u]History[/u][/b]: Eli East was pretty much your average kid, only he had enough energy for about 3 of them. He was one of the few of his generation to spend very little time inside. He'd wake up at 7am eat breakfast and then just head outside, not coming back until 7 at night, and that was only to get a flash light. Of course, he lived out in the sticks so there wasn't much else to do. He spent most of his adolescence looking for something to entertain and distract him, with varying degrees of success. After graduation, he moved to Freedom City to go to attend Freedom College, plus all the babes were in Freedom. That all changed a few months ago. Eli had lost track of time working late in the library on a major paper. At the same time, a storm had rolled into Freedom. As Eli would later find out, Dr. Stratos was super charging this particular storm with lightning and was threatening to unleash the deadly bolts of lightning unless the city paid him a hefty ransom. Well when the Freedom League moved to foil his scheme, Dr. Stratos started hurling lightning like an angry Greek god. Well one of those bolt struck a certain student taking a short cut under a very large oak tree. Instead of being turned into a crispy critter, Eli was empowered. He finally had enough time to get rid of all those annoying things that kept intruding on life, like work and there only being so much daylight in a given day. Although he still has barely any focus, Eli has dedicated his life to helping those in need with his powers. [b][u]Personality & Motivation[/u][/b]: Eli is a creature of impulse, he was like that even before he got his powers. He was full of energy but lacked focus. In his high school career, he played 3 different sports and was in 7 different clubs, but he never committed to any of them. It was no surprise then that he entered college with an undeclared major. But there's one thing that remained constant; Eli had a good heart. He's a regular boy scout, he'll always try to stop a fight before taking part. However, he isn't without his bad traits. He's a bit of a flake and has the attention span of a gnat. He's also a bit of a lech, but what else do you expect from a college age male? Lastly, Eli has started to develop some minor OCD tendencies, straightening and cleaning rooms repeatedly. This is a coping mechanism. His mind is getting bored because it actually has too much time, and it is looking for some activity to fill the time. [b][u]Powers & Tactics[/u][/b]: Dynamo is faster than most everyone, in fact, he's a lot faster. He exploits that to its fullest at every opportunity. However, he rarely ever goes in guns blazing. He'll scope out the scene first (taking a 20 on his Notice check) to figure out what's going on. He'll then try to diffuse the scene with some Diplomacy first. [b][u]Complications[/u][/b]: [i]Overdrive[/i] - If Dynamo is hit by an effect with the electrical descriptor and fails the associated save, he enters the Overdrive state for a number of rounds equal to the Rank of the effect. In this state, his Speed and Quickness effects gain the Permanent and Full Power traits, basically this means he has to take at least a move action every round and move his full speed. In this state, Eli cannot use interaction skills on anyone, nor can they use them on him; Eli's effectively deaf and mute for the duration. This also makes any benefits from the Master Plan, Inspire, Team work, Set up and Leadership feats unusable during the time period. [i]Responsibility[/i] - Classes at Freedom College, civilians [i]Didn't catch that[/i] - It's really hard to catch the conversation when you're a mile away before the person gets the first word out. [i]GROM NOM NOM[/i] - Speedsters tend to eat a lot. And if they don't, Dynamo eats enough for all of them. Skipping meals is ill advised. [b][u]Stats[/u][/b]: 4 + 4 + 8 + 6 + 4 + 4 = 30pp Str: 14 (+2) Dex: 14 (+2) Con: 18 (+4) Int: 16 (+3) Wis: 14 (+2) Cha: 14 (+2) [b][u]Combat[/u][/b]: 18 + 20 = 38pp Attack: +9, +17 Speed Attacks Grapple: +12 Defense: +10/+17 (+5 flat-footed) Knockback: -3, -2 flat footed Initiative: +2/+22 [b][u]Saves[/u][/b]: 3 + 10 + 5 = 18pp Toughness: +7, +5 FF with costume, +4 flat footed out of costume Fortitude: +7 (+4 Con, +3) Reflex: +12/+17 (+2 Dex, +10/+15) Will: +7 (+2 Wis, +5) [b][u]Skills[/u][/b]: 104r = 26pp Acrobatics 15 (+17) Bluff 8 (+10, +14 w/Attractive) Computers 8 (+11) Craft (Electronics) 8 (+11) Diplomacy 8 (+10, +14 w/Attractive) Knowledge (Physical Sciences) 8 (+11) Knowledge (Technology) 8 (+11) Notice 15 (+17) Sense Motive 14 (+16) Sleight of Hand 12 (+14) [b][u]Feats[/u][/b]: 18pp Attractive Defensive Attack Evasion Equipment 4 Inventor Luck 4 Ninja Run 2 Power Attack Set Up Skill Mastery 2 (Acrobatics, Bluff, Computers, Craft: Electronics, Diplomacy, Knowledge: Physical Sciences, Knowledge: Technology, Notice) [quote name="Equipment"][b][i]Costume[/i][/b] - [b]Protection 1[/b] [i]PF:[/i] Subtle [b]Interceptors Equipment[/b] - 15ep contributed [b][u]Interceptors HQ[/u][/b]: [25EP] [i]Size:[/i] Large; [2EP] [i]Toughness:[/i] 15 [2EP] [i]Features:[/i] Combat Simulator 2, Communications, Computer, Concealed 2, Defense System 2, Fire Prevention, Garage, Gym, Holding Cells, Infirmary, Living Space, Pool, Power 2, Power System, Security System 2, Workshop [21EP] [b][u]Defense System 1[/u][/b]: [b]Snare 11[/b] [b][u]Defense System 2[/u][/b]: [b]Blast 11[/b] (non-lethal) [b][u]Power 1[/u][/b]: [b]Regeneration 12 ([/b]recovery bonus +9, inured 1 [20 mins], staggered 1 [20 mins], disabled 1 [5 hours]; [i]Note[/i]: Sustained Duration; [i]Extra[/i]: Affect Others, Area [60-ft. Burst]; [i]Flaw[/i]: Affect Others Only; [i]PF[/i]: Selective[b])[/b] [13PP] [b][u]Power 2[/u][/b]: [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid [x10]) [14PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Search) [4PP] AND [b]Quickness 12[/b] ([i]Flaws:[/i] Limited to Notice) [4PP] [b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [50 EP] [b]Size[/b]: Huge [2EP] [b]Strength[/b]: 40 [2EP] [b]Speed[/b]: 6 [6EP] [b]Toughness[/b]: 12 [3EP] [b]Defense[/b]: 8 [0EP] [b]Features[/b]: Alarm, Caltrops, Communications, Computers, Remote Control, Smokescreen [6EP] [b]Powers[/b] [31ep] [b]Impervious Toughness 8[/b] [b]Snare 10[/b] [i]PF[/i]: Tether * [u]AP[/u]: [b]Nullify 10[/b] (fire effects) [i]Extras[/i]: Effortless * [u]AP[/u]: [b]Blast 10[/b][/quote] [b][u]Powers[/u][/b]: 15 + 5 + 3 + 2 + 16 + 3 + 4 + 32 = 80pp [b]Enhanced Feats 15[/b] (Defensive Roll, Dodge Focus 7, Improved Initiative 5, Evasion, Move-By Action) [15pp] [b]Enhanced Reflex Save 5[/b] [5pp] [b]Speed 2[/b] (25mph) [i]PF[/i]: Moving Feint [3pp] [b]Quickness 2[/b] (x5 speed) [2pp] [b] Super-Speed Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP] [b]Super Movement 3[/b] (Wall Crawling 2, Water Walking) [i]Flaws:[/i] Only While Running [3pp] [b]Super Senses 4[/b] (Danger Sense [Visual], Extended Vision 2 (1,000ft increment), Uncanny Dodge [Visual]) [4pp] [b]Ultimate Dynamo Array 15[/b] (30 power points, PFs: 2 Alternate Powers) [32pp] * [u]BE[/u]: [b]Blast 15[/b] - [i]Lightning Bolts[/i] * [u]AP[/u]: [b]Strike 5[/b] [i]Extras:[/i] Autofire 2 (1:1, max +4) [i]PF's[/i]: Accurate 4, Improved Critical 2, Mighty Penetrating 3 * [u]AP[/u]: [b]Strike 5[/b] [i]Extras:[/i] Targeted Area Burst, Selective [i]PF's[/i]: Accurate 4, Knockback 3, Mighty, Progression 2 [b][u]Drawbacks[/u][/b]: 0 = pp [b][u]DC Block[/u][/b]: Unarmed --- 17/ Toughness --- Bruised, Staged Strike Powers ---- 22/Toughness --- Bruised, Staged Lightning Bolts ---- 30/Toughness ---- Bruised, Staged [b][u]Costs[/u][/b]: Abilities (30) + Combat (38) + Saves (18) + Skills (26) + Feats (18) + Powers (80) - Drawbacks (00) = 210/210 Power Points Doktor'd
  12. This was the reason Atlas had decided to push the boundaries of what his Grue powers could do. There were risks to be sure, but he was sure he had control. And with that control he had gained his life long dream of the ability to fly. Granted, he had to use wings unlike many of his contemporaries, but it was a very small price to pay. He didn't get to use this Gargoyle form too much during the day, not because he would turn to stone if he did, but rather that this form made him look outright monstrous. Hunched posture, clawed fingers and toes, four arms that appeared to be sown on due to their odd angle, great bat like wings, protruding tusks and pronounced canines, ram horns on his head, black pupil-less eyes, and long pointed ears like so many tales of goblins. But he had excellent night vision like this, could rapidly make his way across the city and was well equipped to fight once he was there. Out of the corner of his eye he spotted trouble down on the streets below. There was a pack of... something coming out of an alleyway. He didn't know what they were, but they didn't have the body temperature of a human, and that was a good enough reason to turn and angle a descent towards them.
  13. Alright, Atlas is going to stumble upon the scene during his nightly patrol. He'll be in his Gargoyle Form, which is well suited to night time patrols: Initiative (1d20+0=5)
  14. "Yay!" exclaimed Eli as Ellie lowered that one particular barrier, and he gave her a quick hug. He also took the opportunity to make a doofy face at Erik over Elli's shoulder. That was pretty much the equivalent of throwing a baseball at a beehive, but it was also totally worth it. At the mention of the poker game, Eli impishly looks over at Grim. "That reminds me, I've been meaning to go over Vince's video logs for some time now. And for totally unrelated reasons, what room was this in again?" he asked with a chuckle. "Seems like I've been missing out on a lot recently." he added, getting a little more serious. "Maybe I'm due for catching up." he mused absent mindedly. After that though, he shut up about Ellie, and let Grim take her place at the forefront of the conversation. After all this was going to be her special day. But then a though struck him "Well how many are coming? I can guess by the number of chains on your diagram here, but not sure how detailed it is. We can probably get like 50 people in here, give or take, depending on how friendly we all get with one another."
  15. "... What." said Eli flatly as he looked between Ellie and Lynn. From the expression on Eli's face it was clear he didn't have any prior reason to associate "Ellie" and "girlfriend". "I didn't even know you were dating anyone!" said Eli flabbergasted, and a little accusatory. "Let alone that you were... yeah." said Eli, wisely not finishing the sentence. "...So why does no one tell me these things?" he asked to the room at large rhetorically. "And she's good with the Science!" after a moment refocusing his attention on Ellie. "Apparently." he added with a glance to Grim. "You know how I am about the Science! and the messing around there of." he finished looking back at Ellie. "Right, so in conclusion: you've got a girlfriend, you suck for not introducing me, and good on you for finding someone like that you care about." said Eli, full of sincerity and a bit of the "d'awww" tone creeping into his voice. Eli made a move towards Ellie, but stopped almost immediately. "Can I give you a hug or am I still stuck in the hi five zone?" asked Eli, any annoyance he had with Ellie had already evaporated.
  16. Not going to be around this weekend too much, I've got my road test scheduled for Wednesday, and I"m in need of practice.
  17. Chimera Abilities: 8 + 8 + 8 + 0 + 0 + 6 = 30pp Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 10 (+0) Wis 10 (+0) Cha 16 (+3) Combat: 8 + 12 = 20pp Initiative: +12 Attack: +4, +5 Melee Grapple: +8 Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 2 + 4 = 8pp Toughness: +4 (+4 Con, +0 [Other]) Fortitude: +6 (+4 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 40r = 10pp Bluff 4 (+7, +11 w/Attractive) Concentration 15 (+15) Diplomacy 3 (+6, +10 w/Attractive) Notice 10 (+10) Sense Motive 8 (+8) Feats: 4PP Attack Focus Melee 1 Attractive Improved Initiative 2 Powers: 78 = 78PP Shapeshift 10 Extras: Free Action; Flaws: Mash up forms only; DB: No mechanical forms [-2] Drawbacks: 0 + 0 + 0 = 0pp DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Abilities (30) + Combat (20) + Saving Throws (8) + Skills (10) + Feats (4) + Powers (78) - Drawbacks (0) = 150/150pp NOTES: This is a character I’ve nearly submitted to play a half dozen times now. Actually that’s what most of these builds are. Some are girls, some are guys. But I know full well that I can’t portray a woman correctly, so the builds just sit idle. Which is a shame because I like many of these builds, and it would seem wrong for me to repurpose them. Yeah I’m weird, but we already knew that. Anyways, getting off topic. This character here basically can change into any amalgam animal they can think of. They can exaggerate some traits, and ignore others. It doesn’t have to be two animals either. It could be like 3 or 4. In order to limit the utility somewhat, I suggest adding a Complication that penalizes the character on occasion if they start taking on too much at once. Maybe it makes them more animalistic, and can’t think so good anymore. Maybe it could Stun them when they have many conflicting instincts kicking around in their head at once. Whatever it is, there needs to be an excuse why the character doesn’t continually stay in Tiger-Eagle-Shark-Turtle-Octopus form. That being said, they must necessarily be an amalgam. Their forms must have 2 animals they are taking the characteristics of. Remember, humans count as animals. But, due to the amalgam nature of the Shape shifting, it makes impersonating anyone impossible. They are allowed to take on the forms of creatures that they themselves are mashups, such as minotaurs or the titular chimera. They don’t gain any of the mystical attributes of the creature however. But this being the land of rubberscience, slapping wings on an otherwise humanoid form would allow for flight. I've only put two forms up here, but the sky's the limit. Imagination, you can has. If you have trouble of thinking of possible combination, find an animal wiki and then hit "Random" a few times. Anything that pops up is a valid idea. Not necessarily a good idea, but an idea none the less.
  18. Abilities: 4+ 10 + 6 + 2 + 4 + 4 = 30PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 16 = 28PP Initiative: +2 Attack: +6, + 9 Melee, +13 Scythe Grapple: +11 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -3, -1 without costume & flatfooted Saving Throws: 5 + 8 + 5 = 18PP Toughness: +7/+5/+3 (+2 Con, +2 Protection, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +13 (+5 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 112R = 28PP Acrobatics 10 (+15) Bluff 8 (+10) Diplomacy 8 (+10) Disable Device 10 (+11) Gather Information 8 (+10) Intimidate 10 (+12) Investigate 9 (+10) Knowledge: Streetwise 9 (+10) Notice 10 (+12) Sense Motive 10 (+12) Sleight of Hand 10 (+15) Stealth 10 (+15) Feats: 22PP Attack Focus Melee 3 Attack Specialization (Scythe) 2 Challenge (Accelerated Stealth) Defensive Attack Defensive Roll Dodge Focus 5 Equipment 2 Evasion 2 Hide In Plain Sight Move By Action Power Attack Sneak Attack Takedown Attack Powers: 7 + 7 + 6 + 2 + 2 = 24pp Strike 3 PF: Mighty, Extended Reach 2, Improved Critical [7pp] Super-Senses 7 (Darkvision, Counters Obscure Vision (all)) [7pp] Super-Movement 3 (Slowfall, Wall Crawling 2) [6pp] Speed 2 [2pp] Leaping 2 [2pp] Drawbacks: (-0) + (-0) = -0PP DC Block: Unarmed (unpowered) -------- DC 20 Toughness (Staged) ----- Damage Abilities (30) + Combat (28) + Saving Throws (18) + Skills (28) + Feats (22) + Powers (24) - Drawbacks (0) = 150/150 Power Points NOTES Alright, this is an archetype that is exceptionally popular here: the Badass Abnormal. Basically it’s a character that has tons of skills and training, which is supplemented by a few relatively low key powers. However, a limited level of powers allows for higher levels of diversification. This character in question can summon up a shadow scythe that drains the vitality of those it strikes. It’s a fancy descriptor for damage in this case (and also an excuse to not hack off limbs at every opportunity). The scythe can adjust in length at will, being able to strike at enemies from a distance of 15ft. She’s a real mook sweeper this one. She’ll use her Stealth to pick out her prey and then take them out one by one. When they all clump up together once they realize they aren’t alone, she’ll drop a few smoke pellet into their midst and then proceed to hack away, using her Super-Senses, Sneak Attack, Extended Range and Takedown Attack to its full effect. If she’s ever facing a massive amount of enemies, you can always pop a second HP for another rank of Takedown Attack, which means that you can keep going so long as there is an enemy within 20ft of you, and you have movement left. Like many of my recent builds, this one is feat and skill starved. Throw points there with reckless abandon. Top of the list should be ranks in Luck and Skill Mastery. From there getting higher ranks in these skills, and adding supplementary skills would be wise.
  19. Abilities: 6 + 8 + 8 + 4 + 4 + 2 = 32PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 26 + 16 = 42 PP Initiative: +17 Attack: +8, +9 Ranged, +13 Bows Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -4, -5 w/ Equipment Saving Throws: 3 + 8 + 5 = 16PP Toughness: +8 (+4 Con, +2 Costume, +2 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +12 (+4 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 120R = 30 PP Acrobatics 13 (+17) Computers 15 (+17) Demolitions 8 (+10) Disable Device 15 (+17) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 15 (+17) Knowledge (Technology) 8 (+10) Notice 15 (+17) Sense Motive 8 (+10) Stealth 15 (+19) Feats: 28 PP Attack Focus Ranged Attack Specialization (bows) 2 Benefit (use Tactics for Initiative) Challenge (Accelerated Stealth) Defensive Attack Defensive Roll Dodge Focus 4 Equipment 5 Evasion 2 Hide in Plain Sight Improved Critical (bows) Master Plan 2 Move By Action Power Attack Precise Shot Skill Mastery 2 (Acrobatics, Computers, Demolitions, Disable Device, Knowledge (Tactics), Notice, Sense Motive, Stealth) Uncanny Dodge (visual) Powers: 12 = 12 PP Custom Bow & Arrows - Easy to Lose Device 4 [12pp] Strike 4 Extras: Ranged; PF: Mighty, Improved Critical, Improved Range, Precise, Variable Decriptor * Snare 7 PF: Improved Critical, Improved Range * Strike 4 Extras: Targeted Area Cone, Selective; Flaw: Full Round Action; PF: Mighty, Progression 2 * Nauseate 7 Extras: Ranged; Flaws: Unreliable (5/day); PF: Improved Critical, Improved Range * Strike 4 Extras: Ranged; PF: Mighty, Improved Critical, Knockback 3 Drawbacks: (0) = -0PP Abilities (32) + Combat (32) + Saving Throws (16) + Skills (30) + Feats (28) + Powers (12) - Drawbacks (0) = 150/150 Power Points NOTES Whether you know it or not, the archer type of character in the super hero genre has actually been one of my favorites. I like that it takes lots of dedication to practice their craft so they become one of the best in the world at what they do. I also like the fact that they realize that alone might not be enough in a world of gods and monsters so they strap some C4 on the end of it just for good measure. This build is rather similar to my Gritty Urban Badass build. And like that build, this one is deceptively feat and skill starved. If you were to play this character, throw points into those two areas with reckless abandon. Improved Aim, Move By Action, Luck, Acrobatic Bluff, Fearless, Quick Draw, and Ultimate Aim all had to be cut. And those are just the ones I though of off hand. Many archers have a "no more arrows in the quiver" Complication. True fact, you can't carry as many arrows as you can bullets. One of the settings for the Trick Arrows already accounts for not having many of them in stock, so you can't double dip and get the HP when you run out of that particular arrow. But until then, stand all brooding on top of a building, scope out the area, make a Master Plan and then rain feathery death from above.
  20. Abilities: 2 + 6 - 10 + 2 + 4 + 0 = 4PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: --- Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 14 + 16 = 30 PP Initiative: +16 Attack: +7 Grapple: +8 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: Saving Throws: 0 + 7 + 5 = 12PP Toughness: +6/+4 (+4 Protection, +2 Driving Suit) Fortitude: Immune Reflex: +10 (+3 Dex, +7) Will: +7 (+2 Wis, +5) Skills: 24R = 6 PP Drive 12 (+15) Notice 12 (+14) Feats: 12 PP Challenge (Evasive Driving, One Hand on the Wheel) Equipment 6 Evasion Move By Action Skill Mastery (Drive, Drive, Drive, Notice) Ultimate Drive Powers: 35 + 1 + 1 + 4 = 41 PP Immunity 35 (Fortitude Effects, Interaction skills) [35pp] Quickness 1 [1pp] Enhanced Speed 2 Flaws: Others Only (+0), Cars Only (-1) [1pp] Protection 4 [4pp] Drawbacks: (0) = -0PP DC Block: Abilities (4) + Combat (30) + Saving Throws (12) + Skills (6) + Feats (12) + Powers (41) - Drawbacks (0) = 105/105 Power Points NOTES Some say his first name really is ‘The', and that he has a surprising number of shoulders. All we know is, he's called The Stig.
  21. Abilities: 8 + 2 + 14 + 2 + 4 + 4 = 34PP Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 24 (+7) Intelligence: 12 (+1) Wisdom: 14 (+1) Charisma: 14 (+2) Combat: 26 + 16 = 42 PP Initiative: +16 Attack: +13 Grapple: +17 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -4, -5 w/ Equipment Saving Throws: 2 + 5 + 6 = 13PP Toughness: +10/+8 (+7 Con, +1 Tough, +2 Battle Gear) Fortitude: +9 (+7 Con, +2) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 108R = 27 PP Demolitions 15 (+16) Drive 14 (+15) Intimidate 15 (+17) Knowledge (Streetwise) 9 (+10) Knowledge (Tactics) 15 (+16) Notice 13 (+15) Sense Motive 13 (+15) Stealth 14 (+15) Feats: 30 PP Benefit (Use Tactics for Initiative) Dodge Focus 2 Equipment 14 Fearless Hide in Plain Sight Improved Critical (arsenal) Luck 2 Master Plan 2 Power Attack Quick Draw Sneak Attack Startle 2 Tough Powers: 4 = 4 PP Immunity 5 (interaction skills) Drawback: Not vs Bluff [4pp] Drawbacks: (0) = -0PP DC Block: Unarmed -------- DC 19 Toughness (Staged) ----- Damage Rifles -------- DC 20 Toughness (Staged) ----- Damage Pistol -------- DC 19 Toughness (Staged) ----- Damage Knife -------- DC 20 Toughness (Staged) ----- Damage Grenade Launcher -------- DC 23 Toughness (Staged), DC 18 Reflex for Half ----- Damage * +2 to the above values with Sneak Attack Abilities (34) + Combat (42) + Saving Throws (13) + Skills (27) + Feats (30) + Powers (4) - Drawbacks (0) = 150/150 Power Points NOTES Ah, the taste of street-level DAKKA. But before we get into that, there are a few point I'd like to make perfectly clear. First, just because I've used it in a build, doesn't mean its acceptable for play here. Second, a Punisher-esque character would be a villain in the modern FC era, rubber bullets be damned. Thirdly, I may or may not have been "inspired" by a few of Shaen's past builds when making this character. Got it? Good. Demolitions is a skill from the Mastermind's manual. It governs all the skills for creating, arming, placing and detonating explosives. This replaces the other aspects of Craft (chemistry), Knowledge (structural) and Knoweldge (Technology) used in bomb making and placement. GUB here ain't up for no book learnin' so it made sense to use this skill in its place. Masterplan 2 is the Masterplan feat with the Benefit to use Tactics as your Int roll. Speaking of Tactics, the other benefit basically represents the character knowing so much about battles that they don't have to take stock of their surroundings, they just sort of act on reflex alone. They know the optimal way to make everyone in the room very dead. Startle 2 is likewise just Startle, with the Benefit for not taking the -5 for using it as a move action. Often used as the pre mortem one liner before Power Attacking them to the grave. His lone "power" is his Immunity to interaction skills. This is a person that can't be intimidated or bargained with. You can potentially deceive them (see the relatively high Sense Motive score) and you can evade their line of sight (Acrobatic Bluff), but that's about it. Others can still use Sense Motive on you, but it should rarely be necessary. A character such as this has a very strong moral code they adhere to without exception. It doesn't necessarily make them a nice person, but a character like this requires a very well defined direction and goal. If I was playing this character here (which would require a radical departure from our current tone) I would use the first player rewards for buying Equipment, which would effectively give you 14 free points to buy up anything you seem to be lacking. Personally, I believe them to be lacking in feats for the most part, so dump a nice chunk of your points there. I'd also pick up some Medicine at some point so you're better at patching up your wounds. Getting some of the other Intimidate Challenges or Accelerated Stealth wouldn't go amiss either.
  22. Abilities: 18 + 2 + 24 + 0 + 0 + 10 = 54PP Strength: 28/40 (+9/+15) Dexterity: 12 (+1) Constitution: 34 (+12) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 10 + 8 = 18PP Initiative: +1 Attack: +5 Grapple: +14, +18 w/powers, +28 w/Hammer Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -6, -9 w/powers, -14 w/Hammer Saving Throws: 0 + 2 + 7 = 9PP Toughness: +12/+15 (+12 Con, +3 Protection) Fortitude: +12 (+12 Con, +0) Reflex: +3 (+1 Dex, +2) Will: +7 (+0 Wis, +7) Skills: 52R = 13PP Diplomacy 7 (+12) Intimidate 15 (+20) Knowledge (arcana) 5 (+5) Knowledge (theology & philosophy) 5 (+5) Notice 10 (+10) Sense Motive 10 (+10) Feats: 7PP All Out Attack Challenge (Fast Startle) Luck 3 Power Attack Startle Powers: 7 + 10 + 10 + 2 + 1 + 19 = 49 PP Impervious 7 [7pp] Super-Strength 4 PF: Powerlifting 2 [10pp] Flight 5 [10pp] Move Object 4 Extras: Action - Move; Flaw: Hammer of the Gods only (-2), Limited Direction - Towards you (-1) [2pp] Feature (Power Attacking gives attacks the lightning descriptor as well) Hammer of the Gods - Easy to Lose Device 5 PF: Restricted 3, Indestructible [19pp] Density 6 Extras: Permanent [18pp] Super-Strength 2 PF: Strike of Valor, Shockwave, Hammer Throw [5pp] Flight 1 [2pp] Drawbacks: (0) = -0PP DC Block: Unarmed -------- DC 24 Toughness (Staged) ----- Damage Hammer -------- DC 30 Toughness (Staged) ----- Damage Abilities (54) + Combat (18) + Saving Throws (9) + Skills (13) + Feats (7) + Powers (49) - Drawbacks (0) = 150/150 Power Points NOTES Alright, this is a Thor knock off obviously. But I went with a different way of modelling the well known hammer. Pardon the pun, but the Hammer always seemed to carry a tangible sense of weight about it. Whenever Thor picks up the Hammer, he suddenly seems to a sheer force of nature rather than a simple juggernaut. So instead of a Strike power, I went with Density. He's stronger, tougher and unrelenting. In addition, rather than dealing with some sort of array for the different effects Thor has with his hammer, I rolled a bunch of them up into his Super-Strength power feats. Effectively, his Strength score gets the hammer descriptor. Hammerthrow is just Ranged Damage. It can represent either literally throwing the hammer at his foes, or tossing lightning bolts their way. While we're on the subject, this guy has the unique Feature of adding lightning to any of his attacks, but only does so when he Power Attacks. This being a Thor knock-off, he uses Power Attack or All Out Attack almost every single round. After all, he has nothing to fear from a mere mortal. That being said, I didn't give this guy any of the classical god immunities, namely aging and life support. Why? Because I like the theory that Thor is really just crazy, but in a good way. I especially like that theory once you realize Thor sounds exactly like Hulk Hogan would if he talked with a Ye Olde English filter. "What'cha gonna do when Hulkamania runs wild on you?" = "You will learn why I am called the Thunderer mortal, and you will know my wrath!" Not!Thor here talks a lot of smack and cows his enemies into submission, and then thwacks them with the hammer for good measure. Not!Thor can use his Move Object power to call the Hammer to him, but only if it is nearby and due to its low rank, it can be held back relatively easily. Should Not!Thor have the Hammer taken from him, the Restricted ranks mean that no one can use it against him, and only those with an effective Strength score in excess of 60 can even move the thing.
  23. The Demon Abilities: 4 + 8 + 6 + 6 + 2 + 6 = 32PP Strength: 14/30 (+2/+10) Dexterity: 18 (+4) Constitution: 16/26 (+3/+8) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16/20 (+3/+5) Combat: 12 + 12 = 24PP Initiative: +4 Attack: +6, +8 Melee Grapple: +18, +20 raging Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -1, -10 w/powers Saving Throws: 0 + 4 + 7 = 17PP Toughness: +3/+12 (+3/+8 Con, +4 Protection) Fortitude: +3/+8 (+3/+8 Con, +0) Reflex: +8 (+4 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 52R = 13PP Acrobatics 9 (+13) Bluff 0 (+3/+5, +15/+17 w/ Attractive) Diplomacy 0 (+3/+5, +15/+17 w/ Attractive) Intimidate 15 (+18, +20) Knowledge (arcana) 12 (+15) Notice 9 (+10) Sense Motive 7 (+9) Feats: 19PP Attack Focus Melee 2 Attractive 3 Challenge (Fast Startle) Dodge Focus 2 Finishing Blow Follow Up Strike Improved Critical (unarmed) 2 Luck Move By Action Power Attack Rage 2 (+4 Str, +2 Fort, +2 Will, -2 Def, 10 rounds) Ritualist Startle Powers: 16 + 10 + 4 + 8 + 6 + 5 + 2 = 51PP Enhanced Strength 16 [16pp] Enhanced Constitution 10 [10pp] Enhanced Charisma 4 [4pp] Protection 4 Extras: Impervious 8 - Not vs. Holy, silver or magic [8pp] Flight 4 (100mph, 1000fpr) Drawbacks: Minimum Speed, Wings [6pp] Immunity 5 (fire damage) [5pp] Morph 1 PF: Metamorph [2pp] Drawbacks: (0) = -0PP DC Block: Unarmed -------- DC 25 Toughness (Staged) ----- Damage Raging -------- DC 22 Toughness (Staged) ----- Damage Abilities (32) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (19) + Powers (51) - Drawbacks (0) = 150/150 Power Points NOTES Alrighty then, here's a build that was kicking around in my noggin for a while and I figured I'd put it down on paper finally. Or to be more precise, it's 1/2 of the build. See Metamorph lets you effectively have multiple different character sheets. it's a great way to model a character that has a distinct number of different forms, without one form being necessarily better than all of the others. The case I'm modeling now is demonic possession. The Demon I've got here was going to be summoned into our realm by a cult of diabolists, but their ritual got interrupted by Mr. Mage (see below). However, precisely detailed summoning rituals and mage duels rarely work well together, and the Demon accidentally possessed Mr. Mage as a result of the magical cross fire. So now they're stuck together. Mr. Mage is strong willed enough to guide the Demon's behavior so she doesn't kill anyone and only fights the bad guys to begin with. However, the Demon, being a Demon, is prone to being excessively violent and fights more out of a sense of bloodlust than a sense of the greater good. The "contract" that governs the binding is too strong and convoluted for either party to break, and the duo effectively time share in this body; they can swap out at any time, but once the change has been made, it is stuck like that for 1 full hour. This would count as a Complication in game mechanics, and also makes the GM's life a heck of lot easier. Now that we've got that out of the way, onto the build itself. In my "mythology" Demons are tied strongly to some of the classical deadly sins. In this case, this Demon is tied to 3 of the sins. In descending order of importance they are: Wrath, Pride, and Lust. This Demon was "designed" for war, as a general shock troop. They love fighting, or more specifically killing, but they can't do that right now, so they make do with the fighting, as brutally as possible. Finishing Blow and Follow Up Strike represent mercilessly exploiting any opening the enemy has, while Rage represents getting lost in the thrill of battle. They are prone to towering rages and long standing grudges. Combine that with their tie to Pride (which can also be constituted as vanity) they are exceedingly easy to anger. A Temper Complication would do well here. And lastly, there's Lust. Now, lust does not mean that you have dozens of sexual partners, it means that you overindulge in the sins of the flesh. In this particular case, Lust is another way how their Wrath is expressed. They truly love battle, the more brutal, the better. They're a boisterous bruiser that is unrepentantly evil. They'll taunt, degrade or otherwise aim to humiliate their opponent and love every last minute of it. They aren't above vamping someone in the more common way lust is expressed in fiction, but this is a character that heads out to a bar to start a fight, not pick up a date. This is why they don't have any Bluff/Diplomacy ranks, and instead have Attractive 3; she isn't a nice person to be around. The degree to which these traits are played out heavily depend upon the tone of the game being played. If you want to play this type of character here, err on the side of caution, and then go one step more cautious. The Build itself is pretty self explanatory. The Enhanced Traits represent characters beyond that of what someone of that body type would possess. Call it infernal strength or whatever. In the initial write up of this build, they had more Enhanced Charisma and AP'd a few effects off of it like Fearsome Presence, and Emotion Control (despair). Many of the other demonic type powers aren't suitable for this character for one of two reasons. Firstly, channeling hellfire through Mr. Mage is exceedingly difficult, given that Mr. Mage's body has channeled so much positive and/or holy energy throughout the years. Though that could change as the bond stays intact, gets modified, or the duo being corrupting one another. Secondly, for many of the more social aspects of demonic possession, remember that this character is a warrior first, and a temptress 3rd, if that. They aren't skilled at corrupting the hearts of man, they are skilled at ripping them out of men's chests. This all ties back into the theme of the character. She may be a Demon, but she's not that type of demon, at least in my interpretation of this character. The Mage Abilities: 2 + 6 + 6 + 6 + 8 + 4 = 32PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6, +10 Magic Grapple: +7 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -3, -1 flat footed Saving Throws: 2 + 4 + 8 = 14PP Toughness: +3/+7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +7 (+3 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 80R = 20PP Bluff 15 (+17) Diplomacy 15 (+17) Knowledge (arcana) 15 (+18) Notice 10 (+14) Sense Motive 15 (+19) Stealth 10 (+13) Feats: 20PP Attack Specialization (magic) 2 Challenge (Fast Feint) Defensive Roll 2 Dodge Focus 3 Distract (Bluff) Fascinate (Diplomacy) Inspire 5 Ritualist Set Up Teamwork 3 Powers: 27 + 11 + 2 = 40PP Magic 12 - 3 AP's [27pp] * Healing 6 Extras: Ranged, Total * Create Object 6 Extras: Selective, Movable * Snare 6 Extras: Contagious, Regenerating * Stun 6 Extras: Ranged, Secondary Effect Luck Control 2 (spend for another PC, negate Fiat) PF: Luck 5 [11pp] Morph 1 PF: Metamorph [2pp] Drawbacks: (0) = -0PP Abilities (32) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (20) + Powers (40) - Drawbacks (0) = 150/150 Power Points NOTES And now we've got Mr. Mage. As I've gone over the backstory for this odd duo in the notes above, I'm not going to cover that here. Mr. Mage here uses magic of the Holy, Protection and "Teamwork is awesome" variety. He's also only PL 8 compared to the Demon's PL 10. He's much better in social situations than the Demon is. Maybe it comes from years of being a preacher or other religious figure of import? In which case, alter this build to give him some ranks in Knowledge (religion)! He doesn't get as much bang for your buck with Inspire due to his lower Charisma, so you might want to bump that up when you get the chance. With luck control, Create Object, and Healing, he can be an excellent team player, and even has a few minor debuffs to aid his fellow heroes. He doesn't have Power Attack or even a damaging power to deal with nastier foes on his own. He doesn't like swapping over to the Demon when he gets into trouble though. After all, she's still a demon, and he doesn't want to let her loose upon the land. He can use Stealth to hide himself from a foe that's too powerful for him to take down by himself, and to find a place to swap out with the Demon, as he doesn't necessarily want the dual identity to become known. Luck Control is him boosting the effectiveness of his allies, without having to deal with the clunky boost mechanics, and it can apply to a wide variety of rolls without any need for different AP's or other things of that nature. Attacks that would have missed hit, damage that would have been taken is instead resisted an so on. It can even help in non combat scenarios. Basically, in order to gauge the success of a character, you roll a die and add a modifier. If you want better success, you can either increase the roll or increase the modifier. In this case, its easier to increase the roll rather than the modifier both due to the way caps work in M&M and in terms of utility per point spent.
  24. "It vill not get ze chance." said Atlas as he stood up again to get a better view of the beast. "Focus on ze sorcerer, leave ze beast to me." he continued clapping a hand on the commander's shoulder. "I vill rejoin you vhen I can. Good hunting." and without further ado, he leapt through the air headed straight for the giant beast. While he was getting hang time, he contacted The Scarab telepathically again. Zere is a sorcerer controlling part of zis army on ze field of battle somevhere. he said simply, trusting a hero of The Scarab's power and expertise would put that information to good use. But he had more pressing matters to deal with. Like the fact that when the beast recoiled, he was no longer on target. Atlas instead skidded to a halt in front of the beast, looking up at it, wondering how he was going to get a good shot in. Thankfully, the beast was about as sharp as a marble, so it though Atlas was the one to hurt it so it lashed out at him, which conveniently enough put it right into knuckle sandwich range. And Atlas was nothing if not a man who knew how to dole out the sandwiches. *CRUNCH*
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