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Snrub's Character Concept Corral


MisterSnrub

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Posted

I'm just going to go ahead and throw this thread out there so I have somewhere to organize all the ideas bouncing around in my head. I'll probably reformat this at some point to be more like other peoples' build threads, but since all I have at the moment is concepts I figure I'll keep it simple.

 

Broad Concepts

Rescue Robot

A robot designed and built as a prototype for a full force intended to replace human emergency workers in life-threatening situations. I haven't narrowed down what direction I want to go with this one crunch-wise, but the core of the build is probably a robotic powerhouse/flying brick, with a selection of secondary powers designed to protect others or harmlessly incapacitate bad guys. This is kind of begging for a Swiss Army Knife approach, which might be a neat challenge to take on.

 

Imhotep Jones

A mummy brought back from the dead, who for his own reasons has taken up either the adventure archaeologist lifestyle or is working as a private eye in Freedom City. I'm envisioning a cowl who has dropped some of the more finesse-based traits for super physical durability and/or regeneration. Originally, I had "just" a mummy in mind, whose build would have been focused around just being an immovable object. I'm still not opposed to the idea, but I thought a little extra razzle-dazzle could help the build.

 

Living Toon

I came up with the idea independently, but after seeing AA's Looney Toon build, I'm strongly tempted to just crib it wholesale. This is another concept that gives a potential wide array of abilities to choose from. In particular, I'm thinking of what could be dropped to include some elongation in there, along with either adding toon invulnerability or maxed-out dodge.

 

Cowboy Out of Water

My concept for this one originally came straight out of Sentinels of the Multiverse. In that, Chrono-Ranger is a wild west sheriff who's been flung from his own time into the far future then to the present day. He's got a lot going on conceptually, but at the end of the day he's still a cowpoke with some extra fancy tools. If I mess around with the fluff on this one, there are a lot of possibilities to take it. AA's Grim Rider is one idea, or on a similar note he could be some variety of undead.

 

Big Bad Battlesuit

Why don't more armored heroes go all the way when it comes to amping up their physical attributes? You could break out the Hulk-Buster a little more often, or slap some power armor on someone who already can handle themslves. This is another one that didn't really materialize fully for me until I read through Raveled's build thread. I may take this one in a direction similar to what they did, or go all-out on making the battlesuit itself into a powerhouse build.

Posted

Rescue-Bot v0.1

So I was nearly finished with this rough draft of a build when I realized I hadn't set any points aside for my attack or defense scores. Priority number one is to find where to drop points in order to build that Defense up.

 

Abilities: 20+4-10+8+6+0 = 28
STR 30
DEX 14
CON N/A
INT 18
WIS 16
CHA 10

 

Combat: 12
Atk: +6 (+10 Unarmed)
Def:

 

Saves: 0+3+3 = 6
Toughness +10 [+10 Toughness]
Fort N/A
Ref +5 (+2 Dex, +3)
Will +6 (+3 Wis, +3)

 

Powers: 40+11+8+4 = 83
Immunity 40 (Mental Effects, Fort Saves) [40]
Flight 4 (100 MPH) [Dynamic] [11]
DAP: Super-Strength 4 (Heavy Load 12 tons)
Comprehend 4 (Speak and understand all languages, machines) [8]
Super-Senses 4 (Danger Sense, Darkvision, Radio) [4]
Protection 10 [Extra: Impervious] [20]

 

Feats: 7
Assessment
Attack Focus (Melee) 4
Improved Pin
Well-Informed

 

Skills: 48R = 12 PP
Craft [Mechanical] 12 (+16)
Diplomacy 2 (+2)
Gather Info 10 (+10)
Notice 12 (+15)
Sense Motive 12 (+15)

 

Total PP expenditures: 28+12+6+83+7+12 = 148

Posted (edited)

Here's an alternate build to consider:

 

 

Power Level: 10

Tradeoffs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness

Power Points: 150/150

 

 

ABILITIES 4PP

Strength: 38 (+14), 58 Lifting (Heavy Load: 38.4 tons), up to 73 Lifting with Dynamic Super-Strength (Heavy Load: 307.2 tons)

Dexterity: 10 (+0)

Constitution: -

Intelligence: 20 (+5)

Wisdom: 10 (+0)

Charisma: 10 (+0)

 

 

COMBAT 24PP

Initiative: +0

Attack: +6 Base

Grapple: +24 (+6 Melee Attack, +14 Strength, +4 Super-Strength), up to +27 with Dynamic Super-Strength

Defense: +6 Base, +3 Flat-Footed

Knockback Resistance: 12 (Impervious Toughness 10 + 1/2 Non-Impervious Toughness 4), 16 at normal speed (Immovable 4)

 

 

SAVING THROWS 12PP

Toughness: +14 (Impervious 10)

Fortitude: -

Reflex: +6 (+0 Dex, +6PP)

Will: +6 (+0 Wis, +6PP)

 

 

SKILLS 35/36R = 9PP

Climb 0 (+2)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10)

Medicine 5 (+5)

Notice 10 (+10)

Search 10 (+10)

Swim -

 

 

FEATS 3PP

Fearless

Interpose

Jack of All Trades

 

 

POWERS 106PP

 

Comprehend 3 (Languages 3 [Read/Write Any; Speak Any, One At A Time; Understand All]) [6PP]

 

Density 12 (x25 Mass, +24 Strength, +6 Protection [Impervious], +4 Immovable, +4 Super-Strength, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [37PP]

 

Immovable 0 (4) [0PP]

 

Immunity 40 (Fortitude effects, Mental effects) [40PP]

 

Protection 8 (14, Extras: Impervious [4 ranks, +6 = 10 total ranks]) [12PP]

 

Robot Power 3 (6PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [9PP]

 

Base Power (Dynamic): [6PP]

Super-Strength 3 (7, Lifting Strength: 73, Heavy Load: 307.2 tons) [6PP]

 

Alternate Power (Dynamic): [6PP]

Flight 3 (50MPH, 500ft per Move Action) [6PP]

 

Super-Senses 2 (Infra-Vision, Radio) [2PP]

 

 

DRAWBACKS -8PP

 

Disability (No Olfactory sense, Frequency: Uncommon, Intensity: Minor) [-1PP]

 

Vulnerability (Electricity/Lightning effects, Frequency: Common, Intensity: Moderate [x2 Effect rank]) [-4PP]

 

Vulnerability (Magnetism effects, Frequency: Uncommon, Intensity: Major [x2 Effect Rank]) [-3PP]

 

 

ABILITIES (4) + COMBAT (24) + SAVING THROWS (12) + SKILLS (9) + FEATS (3) + POWERS (106) - DRAWBACKS (8) = 150/150 POWER POINTS

 

 

ATTACK         RANGE               SAVING THROW             EFFECT

Unarmed        Touch               DC29 Toughness (Staged)  Damage (Physical)

Thrown Object  Throwing (STR 58*)  DC29 Toughness (Staged)  Damage (Physical)

 

*Up to STR 73 with Dynamic Super-Strength.

 

Edited by Grumblefloof
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