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Found 5 results

  1. A channel for me to put Archetypes for anyone to use. (When I get around to making them).
  2. Builds: Agent Avian: Secret Agent Biiird! Deep One in a Battlesuit: You didn't think the Atlanteans had all the technology under da sea did you? Four Armed Alien Swordsman (Aka: Shoon Gladiator): Bet he has to buy his clothing special order, Fungal Totem (Aka Mycanoid Hero): Mushroom Superhero from Maaaars! Heroic Screamer: Just make sure to not get killed off before all the big school defining events. Infernal Acrobat: Daredevil as an actual Devil! Kickboxing Ape: So that's why they called him Mighty Joe! Volcanic Totem: Ta-Gar Lord of the Volcanoes Teleporting Shadowmancer with a Sword: Never had a Bamf sounded so sweet . Fearsome Freshmen: (PL 7 Builds) Heroic Screamer: Banshee if he weren't 10 years the senior of those less cool X-Men Powerhouse PI: The mind may be your strongest muscle, but it doesn't hurt to have actual muscles too. Power Fister: I could have gone with a more mature name, but y'all know what I'm about. Random Archetype Generator Battlesuit: Now you too can be a billionaire playboy philanthropist with a box of scraps. Construct: What measure is a nonhuman? Crime Fighter: Throw out the box of scraps and be a billionaire playboy philanthropist with a fancy car. Setting Elements: Isla de la Reina Venerado: Corrupt island in the Caribbean for all your super drug needs. Setting NPCs: Detective Valerie Archer: Undead Cop in the Fens The Dragon: Kung Fu Killer shrouded in mysteries and kicks. Shitennō: Four Arms (Or rather 12 if you count all of Spider Hunting in the Darkness' arms) are better than 1 Woundmaker: (Rebuild)
  3. Young P7 Color Controller Abilities 0 + 2 + 0 + 0 + 0 + 2 = 4PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 14 + 20 = 34PP Initiative: +5 Attack: +7 Melee, +7 Ranged Grapple: +7 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Saving Throws: 2+ 4 + 6 = 12 PP Toughness: +0/4 (+0 Con, +4 Defensive Roll) Fortitude: +2(+0 Con, +2) Reflex: +5 (+1 Dex, +4) Will: +6 (+0 Wis, +6) Skills: 16R = 4PP Bluff +6 Ranks (+7) Diplomacy +5 Ranks (+6) Language 1 Rank (+1) Chinese (Mandarin) Notice +4 Ranks (+4) Feats: 5PP Defensive Roll [2 Ranks] Improved Initiative [1 Rank] Precise Shot [1 Rank] Quick Change [1 Rank] Powers: 6 + 29+ 5 + 6 = 46PP Color Control 1 (Constant Colors!; Extras : Duration (continuous), Feats: Affects Insubstantial 2 (full power), Precise) 6P (Colors) Base Power: Color Control 7 (Color Array! Extras: Duration (continuous) Feats: Affects Insubstantial 2 (full power), Precise) 24 P (Colors) Alternate Power: Blast 7 (Color Blob Blasts! Extras: Autofire (interval 2, max +5), Feats: Affects Insubstantial 2 (full power), Variable Descriptor (Narrow group - Bludgeoning / Piercing / Slashing )) 24 P (Colors) (Variable Descriptor) Alternate Power: Dazzle 7 (Visual senses) 14 P (Colors) Alternate Power: Dazzle 7 (Visual senses; Extras: Cloud Area (35 ft. diameter, lingers - General)) 21P (Colors) Alternate Power: Nauseate 7 (Swirling Colors! Extras: Range (ranged)) 21 P (Colors) Alternate Power: Nauseate 7 (Color Spray! Extras: Cone Area (70 ft. cone - Targeted)) 21 p (Colors) Immunity 5 (Immunity to Visual Effects) 5P Base Power: Mirror Image (Power Feat: Close Range) 6 P (Colors) Alternate Power: Concealment (Power Feat: Close Range) 6 P (Colors) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Constant Colors! Ranged DC 11 Reflex Transform, Limited (Alteration)(Colors) Color Array! Ranged DC 17 Reflex Transform, Limited (Alteration)(Colors) Color Blob Blasts! Ranged Dc 22 Toughness (Autofire) Damage (Colors, Viable Descriptor) Dazzle 7 Ranged Dc 17 Fort/Reflex Sensory (Visual)(Colors) Dazzle 7 Ranged Dc 17 Fort/Reflex (Cloud) Sensory (Visual)(Colors) Nauseate 7 Ranged DC 17 Fortitude Nauseate (Colors) Nauseate 7 Touch DC 17 Fortitude (Cone, Targeted) Nauseate (Colors) Totals: Abilities 4 + Skills 4 (16 ranks) + Feats 5 + Powers 46 + Combat 34 + Saves 12 + Drawbacks 0 = 105
  4. Asad rebuild/rebrand Power Level: 11/13 (200/2 Power Level: 11/13 (200/200PP) Trade-Offs: -4 Attack / +4 Damage, -5 Defense / +5 Toughness Unspent Power Points: 0 Abilities: 10 + 6 + 14 + 2 + 8 + 6 = 44PP STR 40 [20] (+15/+5) DEX 16 (+3) CON 40 [24] (+15/+7) INT 12 (+1) WIS 18 (+4) CHA 16 (+3) Combat: 14 + 12 = 26 PP Initiative: +7 Attack: +7 Grapple: +27/+12 Defense: +6 Knockback: -12/-3 Saving Throws: 0 + 2 + 5 = 7PP TOU +15 (CON +16, Base CON +7, Impervious +10) FORT +15/+7 (CON +7, CON w/Enhanced +15, ) REF +5 (DEX +3, +2) WILL +9 (WIS +4, +5) Skills: 84R = 21PP Bluff 12 (+15 / +19 Attractive)Skill Mastery Concentration 1 (+5) Diplomacy 12 (+15 / +19 Attractive)Skill Mastery Gather Information 15 (+18)Skill Mastery Intimidate 2 (+5) Knowledge (Business) 8 (+9) Knowledge (Civics) 8 (+9) Knowledge (Current Events) 4 (+5) Knowledge (Theology and Philosophy) 2 (+3) Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English) Notice 4 (+8) Sense Motive 12 (+16)Skill Mastery Feats: 19PP Accurate Attack All-Out Attack Attractive Benefit (Wealth 3) Challenge (Fast Feint) Connected Equipment Improved Grab Improved Initiative Interpose Luck 2 Move By Action Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Taunt Ultimate TOU Well-Informed H Equipment: 1PP = 2/5EP Commlink [1EP] Smartphone [1EP] Powers: 36 + 16 + 8 + 10 + 11 = PP All carry the ‘Genetic Mutation’ descriptor. Absorption Array 16.5 (33 points; PFs: Alternate Power 3) [36PP] BE: Nullify Energy 11(Range 55'; All Energy; Extras: Alternate Save [Fortitude +0], Effortless, Nullifying Field [+0], Selective; Flaws: Distracting) [33/33PP] AP: Damage 10 (Area of Effect 200; Extras: Area [burst], Selective; PFs: Progression [Area] 1, Variable Descriptor 2 [Energy]) [33PP] AP: Blast 15 (Range 1500; PFs: Precise, Variable Descriptor 2 [Energy]) [33PP] AP: Enhanced Strength 20 (to 40/+15) + Super-Strength 5 (effective Str 65, Heavy Load: 96 Tons; PFs: Groundstrike, Shockwave) [20+12=32/33PP] Enhanced CON 16 [16PP] (Energized Metabolism) Flight 4 (1000 ft/ 100mph) [8PP] Immunity 10 (aging, Life Support) [10PP] (Absorption, Sublimation) Protection 1 + Impervious TOU 10 [11PP] (Absorption, Sublimation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness DC 20/DC 30 Damage (Physical) Blast 1500' Toughness DC 30 Damage (Variable) Damage(Burst) 200' Radius Reflex DC 20 Damage (Variable) Drain Energy Touch Fort DC 25 PP Loss Groundstrike 150' Radius Ref DC 25/Trip Check .5 DC of Trip Check/Trip Shockwave 150' Cone Ref DC 25 Damage (Physical) Totals: Abilities 46 + Combat 26 + Saves 7 + Skills 21 + Feats 19 + Powers 81 = 200/200PP
  5. Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes. Aquatic Badass Badass Martial Artist Boomerang Werewolf Bow UserDeathproof BrawlerDual Wielder Etain Maher The Full Body Prosthesis Half Ghost High Flyer Iron Chef Junk Man Lucky Charm Magic Gadgeteer Master of Disguise Mini Paragon The Puppeteer River Tam The Rock Shapeshifting Mentalist Shocky Spider Smart Speedster Sneaky Acrobat Tranquilizer
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