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Tycoon Hero PL: 10 (150) Abilities: 38 pp STR 12 (+1) DEX 14 (+2) CON 18 (+4) INT 26 (+8) WIS 18 (+4) CHA 20 (+5) Combat: 32 pp ATK: +8 DEF: +14 (+4 flat-footed) Grapple: +10 Init: +8 Saves: 12 pp TOU +6 (+4 Con, +2 Shirt) FORT +6 (+4 Con, +2) REF +6 (+2 Dex, +4) WILL +10 (+4 Wis, +6) Skills: 22 pp=88 r Bluff 10 (+15) Craft: Chemical 7 (+15) Craft: Electronic 7 (+15) Craft: Mechanical 7 (+15) Diplomacy 10 (+15) Gather Info 10 (+15) Intimidate 10 (+15) Languages 4 (Cantonese, French, Russian, Spanish) (Base: English) Knowledge: Business 7 (+15) Knowledge: Physical Sciences 7 (+15) Knowledge: Technology 7 (+15) Notice 11 (+15) Sense Motive 11 (+15) Feats: 18 pp Benefit 3 (Wealth 3) Challenge (Fast Distract) Connected Contacts Distract (Bluff) Dodge Focus 6 Eidetic Memory Equipment Inventor Master Plan Speed of Thought Uncanny Dodge (auditory) Well-Informed Powers: 28 pp Gadgets 4 (hard to lose, standard action to change allocation) {20 pp to spend} [28 pp] Equipment: 5 pp Cell Phone [1 ep] PDA [1 ep] Undercover Shirt (Protection 2) (PF: Subtle) [3 ep] costs abilities 38+ combat 32 + saves 12 + skills 22/88 + feats 18 + powers 28 = 150 pts ---- Design Notes: What can I say, I always thought Lex Luthor had a point! There's something remarkable about a self-made billionaire genius, even if in the real world they tend to be more like Warren Buffet or Bill Gates than Lex Luthor. Well, this is a Lex Luthor type turned hero: a very rich, very powerful mastermind who's decided to get his hands dirty in a personal battle for justice. Sure, you could be like Bruce Wayne and spend your life training to be the world's greatest athlete and detective, but why not be the world's greatest scientist and one of the richest and most powerful people on Earth instead? (Unlike that costumed adventurer guy, you can go to those wild parties and actually enjoy them!) His big weakness is the standard action it takes him to switch gadget allocations: I've put up a few sample construction that might be his 'default' arrangement of his Variable Power points. My advice in combat is to take advantage of his high Charisma, Bluff, and Move Action Distract to keep that (villainous) paragon distracted while you pull out the blaster pistol super-charged with that certain element to which he's so deliciously vulnerable. (Or your emergency teleporter, if you're just trying to get away.) Of course, since he can pull out 20 pp worth of ANYTHING that can be explained as a super-science gadget, his Variable Power isn't exactly a weakness... You're one of the richest men on Earth, and one of the sneakiest; take advantage of it! If you get captured by bad guys, offer to double whatever Dr. Stratos is paying them. Or use your high Gather Info to donate ten million bucks to the orphanage where that one supervillain grew up if he'll tip you off to what his friends are getting up to. Drop the Gadgets some to buy more Feats and Skills, or maybe cut his base Attributes some for more points. Save up points to buy Move or Free Action allocation on those gadgets to really be dangerous!
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Bionic Hero PL: 10 (150) Abilities: 28 pp STR 30 [16] (+10/+3) DEX 30 [16] (+10/+3) CON 30 [16] (+10/+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 (+10 Unarmed) DEF: +10 (+3 flat-footed) Init: +14 Grapple: +16 Saves: 6 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +10 (+10 Ref) WILL +8 (+2 Wis, +6) Skills: 20 pp=80 r Acrobatics 15 (+25)* Bluff 12 (+15)* Climb 1 (+11) Disable Device 10 (+10)* Knowledge: Civics 5 (+5) Languages 2 (Chinese, English) (Base: Albanian) Notice 12 (+15)* Pilot 5 (+15) Sense Motive 4 (+6) Stealth 10 (+20) Swim 4 (+14) Feats: 23 pp Acrobatic Bluff All-Out Attack Attack Specialization: Unarmed 2 Benefit (Security Clearance) Challenge (Fast Acrobatic Bluff) Connected Contacts Dodge Focus 4 Evasion Fearless Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Bluff, Disable Device, Notice) Takedown Attack 2 Uncanny Dodge (auditory) Powers: 49 pp Enhanced CON 14 [14 pp] Enhanced DEX 14 [14 pp] Enhanced STR 14 [14 pp] Leaping 1 (x2) [1 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 5 (Extended Normal Hearing and Vision, Sonar [Accurate Ultrasonic Hearing]) [5 pp] costs abilities 28 + combat 24 + saves 6 + skills 20/80 + feats 21 + powers 49 = 150 pts --- Design Notes: Here’s another reimagined Silver Age archetype, this time of the Bionic Hero. I dropped the Impervious Protection and the Blast, and made her a fairly straightforward representation of a Austin/Sommers-style cyborg. She’s stronger, faster, and tougher than any human being thanks to her enhancements, capable of vaulting over a high-wire fence, chasing down a car, and with significantly enhanced sight and hearing. The Blast was too expensive to appear regularly on network TV in the 70s (stunt it off her Enhanced STR if you want it), and I think the lack of Impervious fits a super-agent better. Sure, she’ll probably be OK in the end if that mook shoots her, but she stands a decent chance of getting hurt, and it might even be a serious injury if it misses her robotic parts and hits something vital. She's a really good fighter: do some backflips and your opponent WILL (unless they're some freak) be flat-footed trying to resist a DC 35 Acrobatic Bluff as a move action. I could have limited her Enhanced Attributes to one limb, but that's real hard to police in play and a little janky. Figure she's got all new limbs everywhere! There are lots of ways to play a bionic hero, rebuilt by the government after some accident (I’ve deliberately left open this lady’s background before her accident, but she’s definitely an agent now!), our own Jackgarprime is hitting a lot of the high notes with his character Victory. The Silver Age book has some advice that I won’t repeat here, the better to promote people to get out there and buy 2nd edition Freedom City books! You can’t go too dark if you are an agent of a ‘friendly’ agency/government. Freedom City is basically a lawful good setting; agencies like AEGIS and UNISON are on the side of justice, and they’re not going to be your enemy. But in the world of espionage, they may not always be your _friend_, either. It’s an important distinction that your character will have to learn the minute they switch from the Silver Age to the Bronze Age. If you do want to play a rogue agent on the run from her former masters, remember that AEGIS and UNISON aren’t the only super-agent builders in the world of Freedom, and most of the others aren’t as nice.
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Rock and Roll Hero PL: 10 (150) Abilities: 14 pp STR 30 [10] (+10/+0) DEX 14 (+2) CON 30 [10] (+10/+0) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 28 pp ATK: +6 (+10 Unarmed) DEF: +10 (+4 flat-footed) Init: +6 Grapple: +16 Saves: 10 pp TOU +10 (+10 Con) FORT +10 (+10 Con) REF +6 (+2 Dex, +4) WILL +8 (+2 Wis, +6) Skills: 13 pp=52 r Bluff 11 (+14/+18 w/Attractive) Drive 5 (+7) Knowledge: Pop Culture 8 (+8) Perform (Rock and Roll) 12 (+15) Notice 8 (+10) Sense Motive 8 (+10) Feats: 12 pp Attractive Attack Specialization: Unarmed 2 Distract (Bluff) Dodge Focus 2 Fascinate (Perform) Improved Initiative Luck Power Attack Quick Change Uncanny Dodge (sonar) Powers: 73 pp Enhanced CON 20 [20 pp] Enhanced STR 20 [20 pp] Immortality (1 day) [5 pp] Leaping 1 (x2) [1 pp] Rock and Roll Array [20+2=22 pp] Sonic Control 10 (Extra: Area [Cone] (+0)) ' AP: Blast 10 (Extra: Area [Cone] (+0) ) AP: Trip 10 (Extras: Area [Cone] (+0), Knockback) Super-Senses 5 (Accurate Ultrasonic Hearing, Analytical Normal Hearing) [5 pp] costs abilities 14 + combat 28 + saves 10 + skills 13/52 + feats 12 + powers 73 = 150 pts ---- Design Notes: This is a reimagined version of the Silver Age archetype, influenced by my own earlier optimization of the build as well as taking an interest in building competent characters. He may not be the king of rock and roll, but he has an excellent claim to royal blood: he’s one of the world’s greatest musicians, as well as a low-grade powerhouse and master of musical blasts. The core book build is a pure blaster, but I went with the theory that people like punching bad guys! His music is suitable for goon-sweeping, or perhaps you can argue that while minions can yet be touched by the power of music, it takes a good right cross to deal with the real bad guys! His skills are pretty generic, quite deliberately so, to better reinforce his flexibility. Put him in a doofy wig and he’d fit in fine with the Monkees, give him a psychedelic look to put him at Woodstock, put him in big hair to make him a metal guy! He’s not smart, not really, but he is very savvy about people, and he’s in touch with what the kids want to listen to. If he’s not a solo act, maybe his secret identity is the bassist in whatever band he’s a member of! (No one cares about the bassist) If your GM is a square about rock and roll being more than one Perform skill, shave some points here and there to pump up whatever you decide he specializes in. I went with the theory that this is an immortal musician who’s been around for decades, perhaps having faked his death at least once along the way, but of course that only applies for a Silver Age character in a Modern Age game. You can drop the immortality for something else if you’re playing in his own era, but of course he may want that immunity to poison the first time he experiments with reefer. (Reefer will kill you dead in comics, man, deader than a doornail! And as for pills, well...) You can just give a modern look and put him in the context of contemporary pop music, but frankly I shudder at the thought of building a boy band member.
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Lady Liberty Abilities: 30 pp STR: 30 [14] (+10/+2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) Saves: 17 pp TOU: +10 (+2 Con, +8 Protection) FORT: +8 (+2 Con, +6) REF: +7 (+3 Dex, +4) WILL: +10 (+3 Wis, +8) Skills: 15 pp=60 r Bluff 6 (+10) Diplomacy 11 (+15) Knowledge: Civics 9 (+10) Knowledge: History 9 (+10) Languages 4 (ASL, Cantonese, French, Spanish) (Base: English) Notice 7 (+10) Profession: Lawyer 7 (+10) Sense Motive 7 (+10) Feats: 19 pp Attack Focus: Melee (4), Benefit: Hero of the People, Dodge Focus (4), Inspire (4), Luck, Power Attack, Quick Change, Taunt, Uncanny Dodge (auditory) Powers: 50 pp All-American Array [22+4=26 pp] Enhanced Strength 16 and Super-Strength 3 (180 tons), AP: Deflect 11 [all ranged attacks], AP: Light Control 11 AP: Healing 11, AP: Nullify 11 [all binding and imprisoning effects at once]), Flight 5 (250 MPH) [Dynamic] [11+2=13 pp], DAP: Super-Strength 5 Protection 8 (Extra: Impervious) [16 pp], Combat: 24 pp ATK: +6 (+10 melee), DEF: +10 (+3 flat-footed), INIT: +3 Grapple: +20/+28 Drawbacks: -5 pp Power Loss (all powers, when bound or imprisoned, –5 points) ------ Design Notes: This is my attempt at a PL 10 (150 pp) version of Lady Liberty, the premiere patriotic paragon of the Freedom City setting. This build would work OK as a Year One version of Beth Walton-Wright, the current Lady Liberty, or as a similar character empowered by her death/retirement. (There's a mention that she and her husband are thinking about kids, and as they're in their mid-40s, it's getting about time to deal with that or not!) It's one of my favorite Kenson builds and concepts, though as usual it needs significant reworking to make the build worth playing. Lady Liberty is an old legacy in the Freedom City universe stretching back to the American Revolution, with connections reaching out to democratic movements all over the world. The new Lady Liberty, having come to power by retirement or death, is instantly going to be an international celebrity. So what exactly did I do? I made her powers more of an array, putting her Enhanced Strength together with the 'light of liberty'; she can fly at the speed of sound, deflect bullets and missiles with her liberty shield, heal the wounded, and with the power of Liberty itself shatter bonds both mental and physical! (The sample use of the power has her breaking a mind control effect on a teammate, and of course she could use it to break chains and such...assuming she wasn't bound herself! Yes, she does have the goofy Marstonian 'lose-my-powers-when-tied-up' weakness of the Golden Age Wonder Woman. But I think that's not so bad: at least it fits her backstory, and she's much less likely to take it as Fetish Fuel.) Keep this build as a woman, please: all the known Lady Liberties are female. You can take or leave Southern Belle, the supposed 'Confederate' spirit of Liberty told in a really awful way in Worlds of Freedom. The spirit of Confederate liberty is a _villain_, not a hero. Consider it a dark chapter in a character's bright and shiny backstory, a suggestion that she really does get her powers from _America_ (a major source of complications) or even better look at it as a mystery for the character to uncover: who was Southern Belle? Where did her powers REALLY come from? Perhaps from a certain Infamous blockade runner who just didn't give a damn?
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Ultiman Exile Abilities: 56 pp STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) Saves: 10 pp TOU: +10 (+10 Con) FORT: +10 (+10 Con) REF: +6 (+2 Ref, +4) WILL: +8 (+2 Will, +6) Skills: 8 pp=32 r Concentration 8 (+10) Knowledge: History 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 11 pp Attack Specialization: Unarmed (3) Dodge Focus (6) Eidetic Memory Jack-of-all-Trades Powers: 49 pp Comprehend 2 (speak and understand all languages) [4 pp] Cosmic Array [24+6=30 pp] Cosmic Energy Control 10 (PFs: Accurate 3) [Dynamic] DAP: Flight 10 (total of Flight 11 [15,000 MPH] ) DAP: Healing 10 (Extra: Action [standard]) (Flaws: Personal) DAP: Super-Strength 10 (total of Super-Strength 11 [1440 Tons] ) Flight 1 (10 MPH) [2 pp] Immunity 12 (aging, life support, starvation, sleep) [12 pp] Regeneration 1 ([Resurrection 1/week] (PFs: Persistent, Regrowth) [3 pp] Super Strength 1 (Heavy Load: 1.5 tons) [2 pp] Combat: 16 pp Attack +4 (+10 Cosmic Energy Control/+10 Unarmed), Defense +10 (+2 flatfooted), Knockback -5, Initiative +2, Grapple +24 ---- Design Notes: Criminy, it really, really is not easy to build an Ultiman (expies of Marvel's Eternals) at PL 10 (150 pp). Damn you, Steve Kenson! I made some massive modifications here to suit both our house rules and to try and trim down the ridiculous fat from the Kenson-built template. With Standard Action Personal Healing, this guy can concentrate and appear to regenerate quickly from most injuries, while with Dynamic Flight and Super-Strength in his big Cosmic Array he can go really, really fast and be really strong: with Flight and Super-Strength both outside the Array, he can also lift heavy objects and blast people with cosmic powers at full power while staying in the air. I dropped the low-level Telepathy entirely: he can still use it as a descriptor for his Comprehend, and if he really needs psychic communication, he can stunt it off his array. (Heck, maybe being 'mute' among his people is why he left home in the first place.) He's still immortal thanks to Immunity and Regeneration, and still immune to most of the Earthly concerns of your average person for the same reasons. He's a crummy fighter. Hey, he's spent centuries living in contemplation in Hyperborea, he's not been brawling on the streets with human scumbags! But if he's active long enough as a superhero, he'll certainly change there! His origin, among the secret Ultimen who live in Hyperborea, is one heck of a complication for him. Stop and think about why he left; particularly when cast against the nature of his immortal existence. Was he inspired like his relative Kal-Zed by the Nazi intruders who came in the 1930s, except to protect rather than rule those people? Or did he come later, inspired by the heroes who came to visit Hyperborea in the decades since. Remember, to an Ultiman, a decade is just a few months, if that... So many complications! Besides his origins, there's his treacherous 'cousin' Kal-Zed, aka Superior, the Nazi Superman, not to mention having no idea how to get along in the crazy world of modern humanity. He's gone from being among the weakest and youngest of his people to being among the most powerful beings on Earth, that's bound to have a certain impact on your personality! Since he's a hero, hopefully it'll be for the best. You can mix the sheet up however you want, this is just my attempt to trim down a very over-built template into an actually PC-sized character sheet. I'm sure there are lots of other ways to do it, but this is a way I think'll work OK!
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I need a DC 25 Notice check.
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Inside, the two heroines were greeted by the strong smell of honey in the air and distantly playing late 70s Muzak. What they found looked exactly like the stereotypical supervillain lair, right down to colored beakers on lab tables along the wall, half-finished weapons of doom that were clearly parts of the Bee-Keeper's most recent battlesuit, and a chalkboard covered with schemes. It was only on closer inspection that things started to look weird: the beakers were actually colored water, or gave a very convincing imitation thereof, and the chalkboard's equations and battle-strategies were dotted with occasional "Bee-Keeper+Fleur de Joie" doodled in hearts. There was, from down a narrow steel door along one wall, the distant sound of echoing buzzing, as if a very large number of very large things were making quite a noise.
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Before the teens could linger too much on friends lost, regained, and the new relationships formed accordingly, musicians took to the stage along the far wall and began to play. Traditional Dakanan music turned out to be a blend of Arabic-sounding pop, traditional African rhythms, and some notes unique to Dakana's traditional, isolated culture: Rift or Breakdown probably could have told them more, but as it was, it was a good beat and they could all dance to it! As a fast, lively dance came up, Edge was pulled over onto the dance floor by his friend from the Agricultural Commission, the lovely young woman in the purple-print kanga looking very interested in his company, leaving the others from Young Freedom to pick amongst themselves and the many other unescorted guests very interested in getting to know the American superheroes in their company. For his part, the king of Dakana escorted his Egyptian-born wife to the dance floor as if he was king of the dance as well as king of the nation!
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- wander
- midnight ii
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Joan watched the party with some interest before heading home, having taken careful note of the story she'd write the next morning. Felix Fassbinder certainly threw a mean party, even if the real party had been about the other guests rather than the show he put on. It was late when she got back; Lois was asleep on the couch and Charlie working on the city accounts; she chased the first off to bed, and hugged her husband before sitting down at her own desk to start getting her ideas down on paper. She thought back to her conversations with Bombshell and Ms. Americana, with Corbin Hughes and Estelle de Haviland, and as she started to wrote she began to smile. "At Felix Fassbinder's famous society party last night, some surprising things were on the menu..."
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Avenger looked at the others and spoke frankly. "To raise you hands in defiance of a god is no small thing. I damned myself years before I met any of you, but you all have the option now to go home and live your lives safely. What we're facing here in rescuing Taylor isn't just defeat. It's death itself. A death beyond any others we've faced before...including you, Burt," he added with a frank look at Dead Head. He squeezed his hands into fists and added, "As for myself, I died years ago." With a feral growl, he launched himself between dimensions, propelled into mortal danger by thoughts of Taylor, Jack Jr., and everything he'd given up and gained up to that moment. This was a time for prioritizing, away from a predator's lusts to a human's love. What was his own death, anyway, when faced with the loss of so much?
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King of Suits (PL 13) - Arichamus (Bronze)
Avenger Assembled replied to Ari's topic in Archived Characters
I'll point Geez3r this way. Make sure you've made the changes he wanted. -
Color Controller PL: 10 (150) Abilities: 26 pp STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +4 (+10 Ranged) DEF: +13 (+4 flat-footed) Init: +12 Grapple: +6 Saves: 10 pp TOU +7 (+2 Con, +5 Protection) FORT +6 (+2 Con, +4) REF +6 (+4 Ref, +2) WILL +6 (+2 Wis, +4) Skills: 21 pp=84 r Bluff 7 (+10) Concentration 13 (+15) Craft: Artistic 15 (+15) Diplomacy 12 (+15) Intimidate 2 (+4) Knowledge: History 5 (+5) Knowledge: Pop Culture 10 (+10) Languages 2 (Chinese, Spanish) (Base: English) Profession: Artist 3 (+5) Notice 13 (+15) Search 5 (+5) Sense Motive 8 (+10) Feats: 20 pp Attack Focus: Ranged (6) Dodge Focus (5) Improved Initiative (2) Luck (2) Move-By Action Power Attack Uncanny Dodge (auditory) Powers: 49 pp Immunity 2 (Visual Dazzles) [2 pp] Flight 3 (50 MPH) (Drawback: Noticeable) [5 pp] Protection 5 [5 pp] Rainbow Array [30+7=37 pp] Color Control 10 (50 foot radius) (Extra: Continuous) AP: Blast 10 (Extra: Autofire) ‘lasers’ AP: Concealment 4 (all visual) (Extras: Affects Others, Ranged) AP: Create Object 10 (Extra: Moveable) ‘rainbow walls’ AP: Dazzle 10 (visual) (Extra: Duration [Concentration]) ‘turning eyes colors’ AP: Obscure 7 (500 ft) (visual) (Extras: Independent (+0), Selective, Total Fade) 'color bomb' AP: Stun 10 (Extra: Ranged) ‘blast of colors’ costs abilities 26 + combat 24 + saves 10 + skills 21/84 + feats 20 + powers 49 = 150 pts --- Design Notes: This character is a color controller: an uncommon power but one with many different uses! He flies around on a rainbow trail, shooting blasts of multi-colored light at bad guys, building walls of rainbow light, hiding himself and others beneath a glowing ball of colors, and occasionally turning people’s eyes opaque and making them go blind. Hey, just because you’ve got pretty, happy powers doesn’t mean you have to be nice all the time. You can tweak the character’s many APs all you want: I went with the theory that he’s basically a variant light controller with a variety of different abilities. You could give him a true Roy G. Biv style rainbow array if you wanted. Backstory is up to you! (as always, I just had a few more ideas this time)I went with a great artist who’s an experienced hero: the municipal defender of San Francisco, maybe? (Yes, he’s heard all the jokes.) That’s where the Chinese and Spanish came in, because he speaks the language of his people. Throw in a visit to Oz, that dimension first discovered by L. Frank Baum over a hundred years ago, and maybe you can work in a power origin for him besides just bog-standard mutant. Team him up with the Unicorn build up-thread for a rainbow adventure! Not to mention his natural enemy: leprechauns! Indeed, another origin, I suppose, is that he got his hands on their gold! I bought the Color Control up to Continuous because otherwise it really is a useless power. The Affects Other Concealment is about turning solid objects transparent: good for looking through opaque objects or helping out in disaster relief! (i.e.; it’s a lot easier to find that trapped baby if you can look right through the sides of the well.) He’s got a fat array, don’t be afraid to power-stunt something really surprising! Colors are a surprisingly broad descriptor, especially if you let yourself go off the visible light spectrum.
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Clown Hero PL: 10 (150) Abilities: 32 pp STR 26 [16] (+8/+3) DEX 20 (+5) CON 26 [16] (+8/+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 32 pp ATK: +8 (+12 Pop Gun/Unarmed) DEF: +12 (+4 flat-footed) Init: +13 Grapple: +16 Saves: 7 pp TOU +8 (+8 Con) FORT +8 (+8 Con) REF +8 (+5 Dex, +3) WILL +6 (+2 Wis, +4) Skills: 16 pp=64 r Acrobatics 10 (+15) Bluff 10 (+13) Climb 5 (+12) Craft: Chemical 3 (+3) Intimidate 8 (+11) Notice 8 (+10) Perform [Comedy] 10 (+13) Sense Motive 8 (+10) Feats: 23 pp Acrobatic Bluff All-Out Attack Attack Specialization: Pop Gun (2) Attack Specialization: Unarmed (2) Challenge 2 (Fast Acrobatic Bluff, Improved Feint) Distract (Bluff) Dodge Focus (4) Evasion Improved Initiative (2) Luck Move-By Action Power Attack Set-Up Takedown Attack Taunt Uncanny Dodge (auditory) Powers: 40 pp Device 5 (Pop Gun) (Easy to Lose) [15 pp] -Stun 8 (Extra: Ranged) (PF: Sedation) {25} Device 1 (Really Big Mallet) [3 pp] -Strike 4 (PF: Mighty) Enhanced CON 10 [10 pp] Enhanced STR 10 [10 pp] Leaping 1 (x2) [1 pp] costs abilities 32 + combat 32 + saves 7 + skills 16/64 + feats 23 + powers 40 = 150 pts --- Design Notes: She was just an ordinary clown, entertaining sick children at a hospital, when a chemical accident gave her superpowers beyond the ken of mortal clowns! So she picked up the tools of her trade...or is she a former supervillain's moll turned good, maybe part of a series of card-themed women, having gotten powers from her friend the plant controller...or is she a legacy of that weird clown-themed guy from back in the early 80s? She doesn't like to tell, a lady doesn't reveal her secrets! Yes, this is a clown superhero; a fast, tumbling, laughing rogue, bopping bad guys with giant hammers or shooting them with oversized pop guns, sweeping goons and turning heads with the best of them. So what if people are scared of clowns? She'll show them that _criminals_ are the only people who need to fear a clown acrobat with a hammer so powerful she can use it to batter through steel walls! There are a couple of obvious ways to tweak this character: more Charisma, some clown-themed Equipment/gadgets, etc. I went with a Year One character who could go in a lot of potential directions: as it is, she's really good solo, but also good on teams, setting up even more damage-shifted powerhouses for really big hits. (A character as good at feinting and taunting as she is who is also damage-shifted is pretty darn formidable offensively!) Give her more Craft if you want to go the more Gadgets route. I figure her gun can either shoot big soft corks or knockout gas, whatever works best for the feel of your character. The hammer is good old-fashioned comedic violence, which is what a character like this can specialize in. Give her more Charisma and some Attractive if you want to play up the sexy lady in the clown suit thing. You could REALLY tweak this character and give her magic powers like the Mask, but I like the 'hands-on' style of a character who's basically a weird sort of Costumed Adventurer. Tweak the devices too if you want; again, I just stuck with the classics. She could have everything from a Corrosion-squirting flower to a Stun joy-buzzer, but those seem a little mean for someone who's supposed to be on the side of justice. (Well, maybe not the joy-buzzer. Heh-heh-heh!) As always remember with this kind of character that odds are decent that your fellow players may not find her particularly funny, and if her stream of jokes and antics is taking away from other people's fun, it's time to tone it down a little. Threaten supervillains with the hammer, not the guy who took the last piece of bread from the sleeve and stuck you with the heel.
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Sand, I don't understand the way you've phrased your edits. Could you be more specific?
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Angrydurf (Silver) - Partisan - PL10 Hero
Avenger Assembled replied to angrydurf's topic in Archived Characters
My biggest thought is: Did he have an Immunity to aging that recently wore off? -
King of Suits (PL 13) - Arichamus (Bronze)
Avenger Assembled replied to Ari's topic in Archived Characters
Are you still interested in this character, Ari? -
Sorry for the long delay. Are you still interested in this character, Casey?
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Wendle, Allison (PL3 NPC, Tier 2)
Avenger Assembled replied to Aoiroo's topic in Non-Player Characters
Are you still interested in this character, Aoiroo? -
Speedster Abilities: 18 pp STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) Combat: 22 pp ATK: +5 DEF: +14 (+3 flat-footed) Init: +23 Grapple: +5 Saves: 12 pp TOU: +6 (+3 Con, +3 Protection) FORT: +7 (+3 Con, +3) REF: +7 (+3 Dex, +3) WILL: +7 (+3 Will, +3) Feats: 12 pp Acrobatic Bluff Improved Initiative 3 Interpose Luck 3 Move-By Action Seize Initiative Set-Up Uncanny Dodge (auditory) Skills: 11 pp=44 r Acrobatics 10 (+13) Concentration 10 (+13) Knowledge: Physical Sciences 4 (+4) Notice 10 (+13) Sense Motive 10 (+13) Powers: 75 pp Alternate Form 8 (Light Body) [40 pp] Enhanced Feats 10 (Dodge Focus 8, Improved Initiative 2) [10 pp] Immunity 10 (Aging, Life Support) [10 pp] Insubstantial 3 (PF: Selective) [16 pp] Flight 1 (10 MPH) [2 pp] Light Control 1 (5 feet) (Flaw: Touch Range) [1 pp] Space Travel 1 (1c) [1 pp] Light Array [30+2=32 pp] Teleport 9 (anywhere on Earth) (Extra: Accurate) (PFs: Change Velocity, Easy, Turnabout) AP: Blast 10 (Extra: Perception Range) {30} AP: Dazzle 10 (visual) (Extra: Perception Range) {30} Protection 3 [3 pp] -- Design Notes: Zing! She’s the fastest woman alive, easily capable of outpacing the vast majority of superheros even with super-speed. How do you do that? Skip Super-Speed entirely and go in a whole new direction: this lady has the power to transform her entire body into living light! She doesn’t speed so much as she teleports; traveling at the speed of light itself. She can fly in space at light speed, or else simply travel so fast it’s as if she hardly moved at all. With Seize Initiative and lots of Luck, she can be faster than your regular fleshy speedsters, and her impressive initiative helps her beat almost any other normal hero in initiative. Note that she’s not without disadvantages! Her reliance on speed means she’s really vulnerable to being caught flat-footed...but then, isn’t that often the case for speedsters? She also doesn’t have quickness, a lack she may surely come to rue one of these days. But hey, she flies at the speed of light in or out of atmosphere, fires inescapable beams of light (how DO you dodge a laser, anyway?) and can make herself immune to most kinds of bodily harm. But still, she’s made of freakin’ lasers! How cool is that? (Answer: pretty cool) She can blast while made of light; badass! She’s got a massive array: stunt from it! She can drop all kinds of effects; light is a very broad descriptor. She technically has concealment while going fast, since she’s a teleporter, but you could save up the points to actually give her the power as well. Trying to get through opaque objects is really more of a complication. Adjust her powers a bit if you want to make her more skill-heavy; though most speedsters aren’t Perception range, she’s not a great fighter because of that. As it is she’s like a lot of speedsters; fast, fragile, with a few good options in combat, but at the end of the day is as squishy as the next speedy person. But most of them have to push themselves a LITTLE to literally be faster than light.
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Gaseous Hero PL: 10 (150) Abilities: 16 pp STR 10 (+0) DEX 10 (+0) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 10 (+0) Combat: 14 pp ATK: +3 DEF: +7 (+2 flat-footed) Init: +4 Grapple: +3 Saves: 19 pp TOU +13 (+3 Con, +10 Protection) FORT +8 (+3 Con, +5) REF +8 (+0 Dex, +8) WILL +8 (+2 Wis, +6) Skills: 14 pp=56 r Craft (Chemical) 7 (+10) Concentration 15 (+17) Knowledge (Physical Sciences) 7 (+10) Language 1 (Spanish; Base: English) Notice 8 (+10) Sense Motive 8 (+10) Stealth 10 (+10) Feats: 7 pp Dodge Focus 3 Improved Initiative Luck Move-By Action Uncanny Dodge (auditory) Powers: 80 pp Alternate Form 16 (Gaseous Form) [80 pp] Concealment 2 (Normal Vision) (Flaws: Blending, Passive) [1 pp] Flight 2 (25 MPH) (PF: Subtle) [5 pp] Immunity 9 (Life Support) [9 pp] Insubstantial 2 (gaseous form) [10 pp] Protection 10 [10 pp] Super-Senses 1 (Radius Sight) [1 pp] Toxins Array [40+4=44 pp] Damage 10 (Extras: Alternate Save [Fortitude], Area [shapeable], Selective) AP: Fatigue 10 (Extras: Area [shapeable], Selective) AP: Nauseate 10 (Extras: Area [shapeable], Selective) AP: Paralyze 10 (Extras: Area [shapeable], Selective) AP: Stun 10 (Extras: Area [shapeable], Selective, Sleep (+0)) costs abilities 16 + combat 14 + saves 19 + skills 14/56 + feats 7 + powers 80 = 150 pts ---- Design Notes: This is my take on a gaseous character, one who has the ability to turn into a variety of exciting aerosol-based toxins. You need someone to drop sleep gas? They can do that; you need a hero to come along and drop some tear gas, they can do that too! Suffocate’s not a great power, so I took some advice from an old idea of Shaen’s and gave her Strike with a Fortitude save extra: that’s what she busts out when she’s feeling especially nasty. She has radius sight because hey, gaseous cloud, and life support for similar reasons. This is a powerful character, able to drop selective area effects over a wide swath while at the same time (between her good saves, high Toughness, and Insubstantial 2) shrugging off a significant percentage of counterattacks. So what keeps her balanced? She’s actually a pretty crummy fighter when you get down to it; area attacks are really only useful for goon sweeping and gradually debuffing big bads, and with her low attack she’s going to have a hard time power-stunting anything to hit someone fast and agile. She’s also really weak outside her alternate form, so if you sneak up on her and bop her on the head, or just win initiative, you can probably lay her out. With her low Concentration, she’s going to have trouble keeping up her gaseous body if you manage to stun her, thus leaving her open for further violent retaliation for her antics. Natural rivals in Freedom City include bad guys Sylph and Mr. Mist, both of whom share her gaseous gimmick. OTOH, weaknesses aside, she’s still very good at what she does! Remember that as of Ultimate Power (typo aside), you do NOT need Affects Corporeal for an Insubstantial 2 character. Stunt Obscure if you want her dropping an opaque mist, maybe Move Object if you want her making use of ‘focused winds’. (Air Control is really not woth your time!) As it is she’s weak against objects, and robots with grenades and lasers could really annoy her. She’s got a fat array great for power-stunting, change some or all of her APs if you want to. You could drop her Flight some to up her Concealment; as it is I figure she becomes a visible cloud of gas when she’s actually attacking, but is hard to make out when she’s just a cloud of air.
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"I prefer to travel under my own power," said Harrier. He was a little intimidated by the prospect of infinite vistas, especially since infinite vistas tended to be so dangerous in his experience. "But I thank you for the offer, and congratulate you both on what you have found again today. Treasure joy." He smiled, then, and turned to walk away, slow and plodding, into the deeper darkness, alone as the two lovers were reunited. It might have been a depressing moment for anyone else, but the freed drone was genuinely happy. Love was rare enough, in all the multiverse, that to see it freely and honestly shown really was beautiful. Today was a good day after all. Perhaps next time, he decided, he'd keep his camouflage circuits active longer.
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"Yes. Thank you." Harrier studied both of them, his lined face shadowed in the dark. "You are fortunate to have found each other. True love, amid this beautiful place, is a precious flower to be forever cultivated." It wasn't that there was no poetry in his soul; rather, it was that there were usually so few opportunities to express it. He'd heard those words on Guiding Light, and they seemed appropriate now. "Welcome back to your home. I am glad I could witness your return."
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A detailed examination told Dr. Archeville many fascinating things about Fusion, things he otherwise wouldn't have known even from her files. The tentacled titan really was a biological merger of human and octopus, enough that it was remarkable that her transformation had been stabilized looking as human as she was. Most normal people didn't have glands full of ink at the back of the throat, a nigh-perfect copy of Common Octopus ink except with human chemistry that she could vomit out on command. A derivative of Grue cellular structure had been used around the base of her tentacles, giving her the ability to almost completely retract them into her body, while a similar construction helped hide the gills alongside of her neck. It was hard to tell where her transformation might have stabilized without physical and genetic help, but she'd probably look very different were that the case. Eventually, after an underwater test that proved she was equal of any Atlantean in skill, finesse, and power underwater, she erupted from the pool, water streaming down her skin-tight black costume as her tentacles retracted again. "Getting anything useful?" she asked.
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"James! It's you!" Mark had never doubted it for a moment, and happily pushed his way through the crowd, making time for a friendly hello with people who recognized him, to take James by the arm and pump it like a stuck waterpump. "Look at you! Man, you're looking better and ever! Your Majesty," he said to the White Lion, "this is...well, you know Hellion! He's one of the best people I know, and one of the best friends. Oh man, it's so great to see you!" James wasn't in costume like the rest of them, but really, a tux was as much the devil-man's costume as anything else. "I knew we'd get all of Young Freedom back together!" Except for Chris, who's busy with his girlfriend. He didn't judge, though.
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The White Lion was eager to greet the famous Hellion, giving him a firm handshake and a polite hello. He hadn't had time for much conversation with James the first time Young Freedom had rescued him, but evidently he was more than familiar with Hellion's public exploits in the months since. The White Lion was the guardian of _all_ of Dakana, even the other dimensions in which it lay, and he'd spoken enough to his counterparts to be familiar with the younger man's work. As for the social side of things, the King was a married man himself, but he didn't seem bothered by the lovely ladies paying attention to James: in fact, despite the crowded room, he was able to greet them all by name. "A king," he confided to James, "must _know_ his subjects." Across the room, the party's majordomo, a balding Dakanan man in a tailored tux, announced in a booming voice: "Introducing the heroes of Freedom, the champions of justice! Shatterers of evil robots! Defenders of Erde! Rescuers of the Lost World! Guardians of worlds beyond! Enemies of havok and strife! Edge, Psyche, Phalanx, Wander, and Midnight: Young Freedom!" Mark was the first into the ballroom, looking very, very pleased with himself in his sparkling new costume and his shiny red bowtie, his cape flapping behind him as he made space for the others.
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