Avenger Assembled Posted March 27, 2020 Posted March 27, 2020 Ninja (note - this isn't a Cass build - I just like the picture!) PL: 7 (105) Abilities: 2 + 10 + 4 + 0 + 4 + 4 = 24PP STR 12 (+1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Notes: She's a tight, dextrous build - focused on physical agility above all else. Her Charisma may be a little high as built, honestly - feel free to take those four points and put them elsewhere. Combat: 12 + 8 = 20PP Init: +13 ATK: +6 (+7 Melee) DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) Grapple: +9/+15 w/Escape Artist Knockback: -3/-1 Notes: She needs a little more training before she starts engaging in ranged combat - but she's not a bad shot if she picks up a crossbow! She should stay mobile and not try arm-wrestling with any big muscly goons, but she's not totally helpless if she is caught out - especially by the PL 3-5 thugs she should be fighting. With her high initiative, she is almost always going to go first when fighting people near her level. Saves: 3 + 4 + 3 = 10PP TOU +6/2 (+2 Con, +4 Defensive Roll) FORT +5 (+2 Con, +3) REF +9 (+5 Dex, +4) WILL +5 (+2 Wis, +3) Notes: Again, a hyper-focus. She'll be in trouble if she gets maced or runs into a mind-controller - which is just right for a street-level character. Those things _should_ be serious problems. Skills: 64R=16PP Acrobatics 10 (+15, SM) Bluff 8 (+10) Climb 8 (+10, SM) Escape Artist 12 (+15, SM) Language 1 (English, Base: Japanese) Notice 6 (+8) Sense Motive 7 (+9) Stealth 10 (+15, SM) Notes: If she's hanging around with a detective, those skills haven't really been passed on yet. But she's very fast and very sneaky, and can let herself into a lot of places. Except for locked ones - but that's what the katana is for! Feats: 21PP Acrobatic Bluff Attack Focus: Melee 1 Challenge 1 (Fast Acrobatic Bluff) Defensive Roll 2 Dodge Focus 4 Evasion 2 Improved Initiative 2 Luck 1 Hide in Plain Sight Power Attack Quick Draw [Draw] Skill Mastery (Acrobatics, Climb, Escape Artist, Stealth) Takedown Attack 2 Uncanny Dodge (auditory) Notes: The idea here is that she does lots of flips and tricks in fights before she hits people with her sword, or she sneaks up on them and hits them with her sword. Either way it'll do the trick given that she's not attack-shifted. Between catching people flat-footed and her ability to power attack, she can sucker-stab some pretty tough customers. Buy up some Luck as that PL rises! Powers: 6 + 8 = 14PP Container 1 (Clan’s Training, 5PP, PF: Innate) [6PP] Leaping 1 (x2) [1PP] Quickness 1 (x2) [1PP] Speed 1 (10MPH/100FPM] [1PP] Super-Movement 1 (Slow-Fall) [2PP] Notes: This is just so she can do standard comic book martial artist stuff - run real fast, leap hella high, fall off a cliff and land on her feet like a cat. Device 2 (Katana, 10PP, Flaw: Easy to Lose, PFs: Restricted 1 [those who can work the lock], Subtle [concealable]) [8PP] Damage 5 (PFs: Improved Crit 2, Mighty, Precise, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {10/10} Notes: If you're playing a martial artist, they should have a cool signature gimmick like a power punch or a cool weapon. The Variable Descriptor represents cutting people with the blade, stabbing them with the point, or punching them with the hilt/smacking them with the blade. In my mind this scion of the Katanarchists (Freedom City's Hand/Foot expy) ran away with her signature sword rather than submit to her family's brutal regime. Now she wages a one-woman war defending her home neighborhood from scum and low-lifes, worrying always that someone more powerful is going to come and track her down... costs abilities 24 + combat 20 + saves 10 + skills 16/64 + feats 21 + powers 14 = 105 pts
angrydurf Posted March 27, 2020 Posted March 27, 2020 Street Sorcerer PL7 / 105PP Abilities: 0 + 0 + 4 + 4 + 8 + 4 = 20PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Notes: He's not a physical powerhouse but is clever and perceptive, alternatives could go for higher in and less charisma or Wisdom for a more classic wizard.Combat: 6 + 6 = 12PP Initiative: +0 Attack: +3 Melee, +3 Ranged Defense: +7 (+3 Base, +4 enhanced Dodge Focus), +2 Flat-Footed Grapple: +3 Knockback: -1/-3 Notes: Nothing fancy here baseline attack and defense relying on spells to keep safe and deal out the hurt.Saving Throws: 5 + 5 + 5 = 15PP Toughness: +0 (+2 Con, +7 [+5 Force field]) Fortitude: +7 (+2 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +9 (+4 Wis, +5) Notes: Relatively balanced exotic saves able to hold his own against most types of threats he might face.Skills: 52R = 13PP Bluff 3 (+5) Concentration 6 (+10) Diplomacy 3 (+5) Gather Information 6 (+8) Intimidate 8 (+10) Knowledge: Arcana 8 (+10) knowledge: Streetwise 3 (+5) Language 1 (English: native, Spanish) Medicine 1 (+5) Notice 6 (+10) Sense Motive 6 (+10) Survival 1 (+5) Notes: Focus here is on a street smart practitioner with some significant knowledge of the arcane. Changing skills around to be more outdoorsy will get you a druid or field witch, get some latin and higher diplomacy for a classic 'hermetic'Feats: 5PP Contacts Luck 2 Quick Change Ritualist Notes: Bare bones, Able to conjure a costume and do magic. Contacts could swap for something thematic to a different kind of practitioner like animal empathy or leadership. Alternately some of this could be dropped for a small HQ.Powers: 22 + 3 + 1 + 6 + 8 = 40PP Array Rank 9 (18 PP Array; Feats: Alternate Power 5, Drawbacks: Power Loss Must be able to speak or gesture -1)[22PP] (Magic) Base Power: Damage 7 (Sorcerous Strike; Feats: Accurate 2, Affects Insubstantial 2, Knockback 5, Variable Descriptor 2(Any Magic)) {18/18} Alternate Power: Damage 7 (Battle Bolt; Extras: Range(Ranged); Feats: Accurate 2, Variable Descriptor 2(Any Magic);) {18/18} Alternate Power: Create Object 6 (Conjuration; 6 10' Cubes; Feats: Affects Insubstantial, Innate, Precise, Progression, Selective, Subtle) {18/18} Alternate Power: Move Object 7 (Mage Hand; Feats: Accurate 2, Affects Insubstantial, Subtle) {18/18} Alternate Power: Snare 7 (Grasp From Beyond; Power Feats: Accurate 2, Indirect 2) {18/18} Alternate Power: Stun 7 (Descriptive Name; Extras: Alternate Save(will), Range(ranged); Flaws: Daze Only; Feats: Accurate 2, Reversible, Subtle) {18/18} Enhanced Feats (Mystic Deflection; Dodge Focus 4; Drawbacks: Noticeable -1) [3PP] Enhanced Feats (Foresight; Uncanny Dodge (Mental) ) [1PP] Protection 5 (Force Field; Extras: Force Field +0, Feats: Subtle) [6PP] Super Senses 8 (Sorcerous Sight; Mental Sense: Magic Awareness 3, Acute(Magic Awareness) , Analytical(Magic Awareness), Radius(Magic Awareness), Ranged(Magic Awareness), Tracking(Magic Awareness) ) [8PP] (descriptors)Notes: Here's where the the rubber meets the road. Bulk of his defenses are magical, these could be replaced by devices for protective amulets or what not. Super senses could expand into dimensional or spirit sight instead of magic depending on origin and style. The magic array is single targets and hit almost all the saves. If travel is needed a TP power could fit comfortable in the array instead of one of the existing but the Street Sorcerer sticks to his neighborhood mostly so not really needed here. Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Totals: Abilities (20) + Combat (12) + Saving Throws (15) + Skills (13) + Feats (5) + Powers (40) - Drawbacks (0) = 105/105 Power Points Notes: Mystics are some of the most varied archetypes but with this core build you can adjust a few skills and descriptors to get a necromancer, witch, theurgist, shaman, any number of stylistic choices. The core is the array of spells and some related knowledges. Another alternative is to focus on devices maybe a wand or staff that grants the Power feats on his spells or allows him to cast without gesture and words.
Avenger Assembled Posted March 28, 2020 Author Posted March 28, 2020 Paragon (not a Kara build - I just like the picture!) PL: 7 (105) Abilities: 4 + 4 + 4 + 0 + 4 =16 STR 30/14 (+10/+2) DEX 14 (+2) CON 30/14 (+10/+2) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Notes: This may not sound impressive but it's good enough. In a PL 7 game, a character who can do +10 damage without Power Attacking is an unstoppable monster that opponents at her PL are going to have a devil of a time fighting. Combat: 4 + 4 = 8PP Init: +2 ATK: +2 (+4 Melee) DEF: +4 (+2 Dodge +2 Base +1 flat-footed) Grapple: +6/+23 Knockback: -10/-1 Notes: She's not very fast and she can't fight at range - but who cares? If she grabs someone at her PL she is going to grapple them; if they punch her, she is probably going to suck it up. Saves: 0 + 3 + 3 = 6PP TOU +10/+2 (+8 Enhanced Con, +2 Con, +7 Impervious) FORT +10/+2 (+8 Enhanced Con, +2 Con) REF +5 (+2 Dex, +3) WILL +5 (+2 Wis, +3) Notes: She's good at one thing but she's good at that thing. Don't worry too much about that low Reflex save - she can break her way out of most Snares near her PL. With Impervious 7, she can tank just about anything short of heavy weapons without a roll. Watch out when the local mobsters bring in the big guns, though. Skills: 24R=6PP Diplomacy 8 (+8) Notice 8 (+10) Sense Motive 8 (+10) Notes: Blunt, straightforward paragon who can make friends by talking to people. A character like this is not going to be making a lot of skill-based rolls. Feats: 9PP All-Out Attack Attack Focus (Melee) 2 Dodge Focus 2 Luck 1 Move By Action Interpose Power Attack Notes: She flies up to people and punches them! If they're fast, she All-Out Attacks and she can hit them - if they're slow, she Power Attacks and throws punches (with a potential DC of 30!) that very few people close to her PL can suck up. She can fly in and take hits for her friends, too. Take advantage of that Luck feat. Powers: 16 + 16 + 6 + 9 + 7 + 6 = 60PP Enhanced CON 16 (to CON 30/+10) [16PP] Enhanced STR 16 (to STR 30/+10) [16PP] Flight 3 (50 MPH/500FPM) [6PP] Immunity 9 (life support) [9PP] Impervious TOU 7 [7PP] Super-Strength 3 (Effective STR 45, Heavy Load 8 tons) [6PP] Notes: Simple, straightforward, easily done. You could free up points by making the Flight-Super-Strength array dynamic, or dropping the Impervious, or dropping some of those immunities - there's no reason she has to be able to fly into space at this point. But it helps! I think this is about right for a teenage superhuman who was the toughest person in her small Kansas town (shrugging off shotgun blasts! lifting trucks! chasing speeding cars), and who has come to the big city looking to do some good. costs abilities 16 + combat 8 + saves 6 + skills 6/24 + feats 9 + powers 60 = 105 pts
EternalPhoenix Posted March 29, 2020 Posted March 29, 2020 PL 7 Archer Abilities: 4+6+4+0+6+2=24 Strength 14 (+2) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 16 (+3) Charisma 14 (+2) (GM Notes: You’re reasonably strong, quick, tough, and you’ve got a strong personality. You’re also quite perceptive, as suits someone with the eyes of a skilled bowyer.) Combat: 10+10=20 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +5 Base (+7 Ranged, +9 Bows, +9 Unarmed) Grapple: +7 Defense: +10 (+5 Base, + 5 Dodge Focus, +3 Flat Footed) Knockback: -2, -1 Flat Footed (GM Notes: So grappling isn’t your thing. That’s okay, you’re an archer. You’ll fill those pesky grapplers full of arrows before they touch you. But say the worst happens, and you don’t have your bow in your hands. It’s okay, as you’re not too bad unarmed either. Not good enough to win all your fights with it, but good enough in a pinch. You’re also sitting firmly on the more dodgy side of things, as at the end of the day you are just human. This is an incentive to use the environment and your skills to diminish the possibility of being hit. With that said, it’s not easy for your average thug to hit someone with 20 Defense.) Saving Throws: 3+5+2=10 Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +8 (+3 Dex, +5) Will: +5 (+3 Wis, +2) (GM Notes: You’re a little squishy in a straight fight, but you’re not about to give the bad guys one anyway. Your Reflex is good, and with Evasion you’ll dodge most attacks at PL 7. Your other saves are weak. Toxins, diseases, and the odd psychic will give you some trouble, but that’s what sneak attacks are for.) Skills: 60 SP= 15PP Acrobatics 7 (+10) Bluff 8 (+10) Craft (chemical) 5 (+5) Diplomacy 3 (+5) Gather Information 3 (+5) Knowledge (physical science) 5 (+5) Knowledge (streetwise) 10 (+10) Notice 7 (+10) Sense Motive 7 (+10) Stealth 7 (+10) (GM Notes: Your skills are as important to your crime fighting success as your bow. You’re a Great acrobat, a solid bluffer, have keen senses, and are quite stealthy. Your remaining skills make you a decent if inexperienced detective (you’re outsourcing the CSI stuff, though) and explain how you make your own arrows.) Feats: 19PP Acrobatic Bluff Attack Focus (ranged) 2 Attack Specialization (Bows) Attack Specialization (Unarmed) 2 Defensive Attack Defensive Roll Dodge Focus 5 Evasion Improved Aim Improved Initiative Improved Ranged Disarm Move by Action Power Attack Precise Shot 2 Quick Draw Ranged Pin Skill Mastery (Acrobatics, Bluff, Notice, Stealth) Taunt Ultimate Aim Uncanny Dodge (auditory) (GM Notes: Your skills are valuable, but it’s your feats that make them go. Skill Mastery allows you to take 10 on your rolls in combat with the listed skills. Both Feint and Taunt key off Bluff, so not having to roll is useful there, especially with the high bonus for a PL 7. This also applies to Acrobatic Bluff. All said, you have a few ways of rendering an opponent flat footed and thus easier to hit. But that’s not all! Your expertise with the bow extends further with the ability to take a full round and add +4 to your ranged attacks (Improved Aim) Or use an Hero Point and add 20 (Ultimate Aim). Defensive Attack can push up your already high Defense, but because your Attack is already so high this is okay. You’ll still be able to hit mooks easily. Power Attack puts some oomph behind your arrows. Move by Action can keep you out of melee range. Precise Shot 2 means you can hit anyone unless you literally can’t see them. Quick Draw means you only need a free action to draw your bow. And last, Improved Ranged Disarm takes away the penalty for that action and Ranged Pin allows you to pin a foe to the wall. Or the large enough object.) Powers: 9PP (all arrows have “Technological” as a source descriptor. Effect descriptors are case by case.) Device 3 (15PP Container, Flaw: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total Array 5 [15 DP, [Feats]: Alternate Power 5] (Trick Arrows) Base Power: Blast 5 (Normal Arrow; Piercing) [10DP] Alternate Power: Snare 5 (Net Arrow; Ropes/Netting) [1DP] Alternate Power: Dazzle 5 (Auditory; Extra: Burst Area [25 ft radius]) (Sonic Scream Arrow; Sonic) [1DP] Alternate Power: Obscure 5 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]) (Smoke Arrow; Darkness/Smoke) [1DP] Alternate Power: Strike 5 (Extra: Cone Area [50 ft cone]) (Arrow Barrage, Piercing) [1DP] Alternate Power: Speed 3 (Extra: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP] (GM Notes: The arrows are fairly straightforward. Damage, restraint, and deafening foes in a small area. Smoke Arrow is almost as easy, but Independent basically makes it a fire and forget arrow. The effect will fade 1 PP per round, causing the effect to diminish as it loses ranks until it is gone. This does not affect any new Smoke Arrows you might choose to fire; they start at the full 10 PP. The Grappling Arrow might look complicated, but it isn’t. Simply put, you can swing from building to building, catch yourself if you fall, and climb up walls. All at a far superior rate of speed than just your feet, which is handy for getting around the big city. If there’s an arrow that you need and isn’t here, that’s a problem easily solved. Extra Effort or a Hero Point can get you that arrow right away.) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +9 Melee 17 Toughness Damage Standard Arrow +9 Ranged 20 Toughness Damage Sonic Scream Arrow N/A, General Area Ranged 15 Reflex to halve 15 Reflex to avoid 15 Fort to overcome if affected Auditory Dazzle Arrow Barrage N/A, General Area Melee 15 Reflex to halve 20 Toughness Damage Net Arrow +9 Ranged 15 Reflex to avoid Attack vs. +5 Toughness to break free Snare Abilities 24+ Combat 20 + Saving Throws 10 + Skills 15 + Feats 27 + Powers 9– Drawbacks 0= 105/105
EternalPhoenix Posted March 29, 2020 Posted March 29, 2020 PL 7 Battlesuit Abilities: 0+2+2+10+4+0=18 Strength 10/25 Enhanced STR (+0/+7) Dexterity 12 (+1) Constitution 24 (+1) Intelligence 20 (+5) Wisdom 12 (+2) Charisma 10 (+0) (GM Notes: You’re a brain. You aren’t any great shakes physically and you’re not charismatic. You are a bit more perceptive that most, but yeah. You’re a brain.) Combat: 6+4=10 Initiative: +1 (+1 Dex) Attack: +3 Base (+7 Ranged in suit, +7 Unarmed in suit) Grapple: +13 w/Battlesuit Might, +3 otherwise Defense: +4 (+2 Base, + 2 Dodge Focus, +1 Flat Footed) Knockback: -8 in suit, 0 otherwise (GM Notes: You yourself aren’t a particularly great fighter. That’s what the suit is for! Without it you’ll have trouble surviving even common thugs.) Saving Throws: 4+4+5=13 Toughness: +10 (+1 Con, +9 Protection) 7 Impervious Fortitude: +5 (+1 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +7 (+2 Wis, +5) (GM Notes: Again, physically you’re pretty weak. Makes sense, as you use a suit of armor and not your actual body to kick bad guy booty. Your mind is pretty strong, though, as befits a genius.) Skills: 52 SP= 13PP Craft (electronic) 10 (+15) Craft (mechanical) 10 (+15) Knowledge (physical science) 10 (+15) Knowledge (technology) 10 (+15) Notice 6 (+8) Sense Motive 6 (+8) (GM Notes: Nothing fancy here. You’re just a techie who built a battlesuit to punch crime in the face. You are the equal of most techies above your PL, with master level skills. You do have some skill in seeing things and reading people, too.) Feats: 7PP Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Skill Mastery (Craft [electronic], Craft [mechanical], Knowledge [physical sciences], Knowledge [technology]) Takedown Attack Enhanced Feats Accurate Attack Attack Focus (ranged) 4 Attack Specialization (unarmed) 2 Power Attack Precise Shot (GM Notes: Here’s where things start to get a bit interesting. Eidetic Memory basically means you have a bachelor’s degree in everthing. Improvised Tools & Inventor mean you can do your techie thing in a cave with a box of scraps. And Skill Mastery means you don’t have to roll when you do. Enhanced Feats come from the suit. They both make you a competent fighter and allow you to swap accuracy for power and vice versa.) Powers: 44PP (all powers have “Technological” as a source descriptor. Effect descriptors are case by case.) Device 11 (55PP Container, Flaw: Hard to Lose) (Battlesuit) [44PP] 55DP Total Array 10.5 [24 DP, Feats: Alternate Power 3] (Combat Systems) Base Power: Enhanced Strength 15 (Extra: Linked to Super Strength [+/-0]) + Super Strength 3 (Extra: Linked to Enhanced Strength [+/-0]) (Battlesuit Might) [21DP] Alternate Power: Blast 7 (Extra: Autofire) [21DP] (Autoblaster, Energy) Alternate Power: Blast 7 (Extra: Burst Area [35 ft radius]) (Mini Missile Launcher; Piercing/Fire) [1DP] Alternate Power: Snare 7 (Extra: Regenerating) (Adhesive Cannon; Chemical) [1DP] Enhanced Feats 9 (Accurate Attack, Attack Focus (ranged) 4, Attack Specialization (unarmed) 2, Power Attack, Precise Shot) (Combat Computer) [9DP] Flight 3 (Boot Jets) [6DP] Protection 9 (Extra: Impervious 7) (Armor Plating) (GM Notes: At last, the star of the show. Your Battlesuit. Armor, flight, a combat computer to make you better at fighting, and a small arsenal of weapons to do that fighting with. Might for punching crime in the face and lifting heavy things, the non firearm equivalent of a heavy machine gun, some mini missiles for crowd control, and a snare to keep those dodgy folks keep still long enough to get nailed hard. The armor plating is tough enough, due to the Impervious, to shake off all forms of small arms fire. So you’re a bit of a tank in your suit.) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed (no suit) +3 Melee 15 Toughness Damage Unarmed (in suit) +7 Melee 22 Toughness Damage Autoblaster +7 Ranged 22 Toughness, Autofire Damage Mini Missile Launcher N/A, General Area Ranged 17 Reflex to halve 22 Toughness Damage Adhesive Cannon +7 Ranged 17 Reflex to avoid Attack vs. +7 Toughness to break free Snare Abilities 18 + Combat 10 + Saving Throws 13 + Skills 13 + Feats 7 + Powers 44– Drawbacks 0= 105/105
EternalPhoenix Posted July 3, 2020 Posted July 3, 2020 PL 7 Psychic Abilities: 0+2+4+4+8+4=22 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 18 (+4) Charisma 14 (+2) (GM Notes:) Combat: 6+4=10 Initiative: +1 (+1 Dex) Attack: +3 Base Grapple: +3 Defense: +4 (+2 Base, + 2 Dodge Focus, +1 Flat Footed) Knockback: -7 w/ Force Field, -1 without (GM Notes:) Saving Throws: 2+3+6=11 Toughness: +10 (+2 Con, +8 Force Field) 5 Impervious Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +10 (+4 Wis, +6) (GM Notes:) Skills: 32 SP= 8PP Concentration 10 (+14) Diplomacy 3 (+5) Gather Information 3 (+5) Knowledge (life science) 3(+5) Notice 6 (+10) Sense Motive 6 (+10) (GM Notes:) Feats: 7PP Dodge Focus 2 Interpose Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Knowledge [life sciences], Medicine, Notice, Sense Motive) Ultimate Effort (Will saves) (GM Notes:) Powers: 47PP (all powers have “Mutation” as a source descriptor. Effect descriptors are case by case.) Array 10.5 [25 PP, Feats: Alternate Power 4] (Psionics) Base Power: Move Object 7 (35 STR; Extra: Range [perception]) (Telekinesis; Force effect descriptor) [21PP] Alternate Power: ESP 4 (Visual & Auditory; Feat: Subtle; Extras: No Conduit, Simultaneous) [1DP] (Extra Sensory Perception; Psionic Effect Descriptor) Alternate Power: Damage 7 (Extra: Range 2 [perception]) (Telekinetic Attack; Force effect descriptor) [1DP] Alternate Power: Mind Reading 7 (Extra: Sensory Link) (Mind Reading; Psionic effect descriptor) [1DP] Alternate Power: Damage 5 (Extra: Alternate Save [Will]; Range 2 [perception]) (Mental Strike; Psionic effect descriptor) [1DP] Mental Communication 4 (1 mile) (Telepathy; Psionic effect descriptor) [4PP] Force Field 8 (Extra: Impervious 5) (Telekinetic Field; Force effect descriptor) [13PP] Super Senses 5 (Accurate Acute Radius Ranged Mental) (Telepathic; Psionic effect descriptor) [5PP] (GM Notes:) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed (no suit) +3 Melee 15 Toughness Damage Telekinetic Attack Perception Perception 22 Toughness Damage Mind Reading Perception Perception 17 Will Mind Reading Mental Strike Perception Perception 22 Will Damage Telekinesis Perception Perception Opposed Grapple check vs. 1d20+14 Grappled Abilities 22 + Combat 10 + Saving Throws 11 + Skills 8 + Feats 7 + Powers 47– Drawbacks 0= 105/105
EternalPhoenix Posted July 3, 2020 Posted July 3, 2020 PL 7 Speedster Abilities: 4+8+8+0+4+4=28 Strength 14 (+2) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 14 (+2) (GM Notes:) Combat: 8+8=16 Initiative: +16 (+4 Dex, +12 Improved Init) Attack: +4 Base (+8 Speed Tricks) Grapple: +6 Defense: +10 (+4 Base, +8 Enhanced Dodge Focus, +2 Flat Footed) Knockback: -2 (GM Notes:) Saving Throws: 0+4+2=8 Toughness: +4 (+4 Con) Fortitude: +4 (+4 Con) Reflex: +12 (4 Dex, +4 Enhanced Reflex, +4) Will: +4 (+2 Wis, +2) (GM Notes:) Skills: 16 SP= 4PP Bluff 8 (+10) Notice 3 (+5) Sense Motive 3 (+5) (GM Notes:) Feats: 3PP Takedown Attack Taunt Uncanny Dodge (auditory) Enhanced Feats Dodge Focus 6 Evasion 2 Improved Initiative 3 (GM Notes:) Powers: 48PP (all powers have “Mutation” as a source descriptor. Effect descriptor is Speed unless otherwise noted.) Array 7 [17 PP, Feats: Alternate Power 3] (Speedster Tricks) Base Power: Strike 6 (Feat: Accurate 2, Extra: Autofire) (Rapid Attack, Bludgeoning effect descriptor) [21PP] Alternate Power: Strike 6 (Feat: Accurate 2, Extra: Targeted Area [Burst], 30 ft radius) (Goonsweeper, Bludgeoning effect descriptor) [1PP] Alternate Power: Damage 6 (Feat: Accurate 2, Extra: Range [ranged]) (Thrown Item, Bludgeoning effect descriptor) [1PP] Alternate Power: Move Object 6 (Extra: Area [Cone, General]; Flaw: Range [touch]) (Air Control; Air/Wind effect descriptor) [1PP] Concealment 4 (Visual Senses; Flaw: Limited to miss chance) (Quicker Than A Hiccup) [2PP] Enhanced Feats 11 (Dodge Focus 6, Evasion 2, Improved Initiative 3) (Too Fast To Hit) [11DP] Enhanced Reflex 4 (Too Fast To Hit) [4PP] Quickness 6 [6PP] Speed 6 [6PP] (GM Notes:) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +4 Melee 17 Toughness Damage Rapid Attack +8 Melee 21 Toughness, Autofire Damage Goonsweeper +8 (Targeted Area) Melee 21 Toughness Damage Thrown Item +8 Ranged 21 Toughness Damage Abilities 28 + Combat 16 + Saving Throws 6 + Skills 4 + Feats 3 + Powers 48 Drawbacks 0= 105/105
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