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In light of recent developments, I wanted to get this up on the boards. There will probably be more to come, but this is what is at least currently relevant.

(Thanks for the idea, Geez3r!)

Captain Knievel - Future Complication Scenarios

Scenario 1: Maximum Exposure:

Lose:

- Complication * Secret (Secret identity prevents him from performing any super powered deeds due to bureaucratic red tape while in his un-costumed identity)

- Any ranks currently held in Benefit: Wealth

Gain:

- Complication * Media Buff (Will go out of his way to get himself on “the evening news,†so to speak.)

- Complication * Struggling (Currently living on whatever he can steal or take by force)

- Complication * Confrontational (Will attack members of FC police force just because they are present)

- Points in equipment to be used for a hideout

Scenario: Captain Knievel has been in and out of prison. He may have even gone as far as having a full on criminal trial. The bottom line is that somehow he has escaped and is back out doing what he does best. The downside here is that everyone now knows who he is. The result? He no longer has a secret identity. Everyone knows that Taylor Edwards is Captain Knievel. All of the companies that have been sponsoring Taylor over the years have now dropped those sponsorships. Without the adoration of his public and the cash flow from his sponsors, Taylor (and The Captain) is out of a job, and out of money. On the other hand, he no longer has anything to lose by being sent to prison. Society has taken everything that it can from him already. Therefore he pursues his perverted version of fame and fortune with reckless abandon.

Captain Knievel is not above performing any stunt however dangerous to once again put himself in the public spotlight (even if this also attracts unwanted super-hero attention!)

Without his normal cash flow, Captain Knievel finds out the hard way how quickly his funds run out. He is now considered to be struggling. Captain Knievel has managed to secure a small living space in an abandoned warehouse in the west side, but cannot lay claim to much else. Most of his worldly possessions were repossessed by the government and much of his liquid assets have been frozen.

Needless to say this recent turn of events is extremely aggravating to Captain Knievel. He takes his anger out on any members of the FC police force whenever he sees them. He aims to cause as much disruption, and collateral damage as possible.

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  • 1 month later...

Ace Danger

Power Level: 14

Trade-Offs: +3 attack, -3 Save DC

Power Points 250:

Stats: 50pp

Str: 16 (+3)

Dex: 16 (+3)

Con: 14/38 (+2/+14)

Int: 16 (+3)

Wis: 24 (+7)

Cha: 24 (+7)

Combat: 34pp

Attack: +7 (+17 Unarmed)

Grapple: +12

Defense: +14 (+5 flat-footed)

Knockback: -0

Initiative: +3

Saves: 7pp

Toughness: +14 (+14 Con, +0 other)

Fortitude: +14 (+14 Con, +0)

Reflex: +5 (+3 Dex, +2)

Will: +12 (+7 Wis, +5)

Skills: 80r = 20pp

Bluff 19 (+26)

Diplomacy 13 (+20, +26 with Wealth)

Gather Information 13 (+20, +26 with Wealth)

Language 5 (Arabic, Cantonese, Dakanan, Hindi, Tibetan; English is native)

Notice 19 (+26)

Sense motive 11 (+18)

Feats: 30pp

Attack Specialization: Unarmed 5

Begginers Luck

Benefits: Wealth 3

Connected

Contacts

Distract(bluff)

Dodge Focus 4

Equipment 7

Jack of all Trades

Luck 2

Power Attack

Taunt

Uncanny Dodge (mental)

Well Informed

Posessions

Ace day to day carries his smartphone(Cell/PDA/wireless internets, whichever brand/model is 'hot') and for buisness keeps a laptop in his briefcase. When driving himself he preffers a snazzy sports car but for formal events will arive by limo unless he feels the need to "make an entrance" he maintains a membership at the Northbay Yacht Club and participates in the reggatta aboard his sailboat 'Albatross'. He maintains a penthouse downtown for buisness and descrete liasons in addition to Danger Manor.

Equipment[u/] [35 equipment points]

Communicator [1]

Danger Mobile(Str: 20; Speed: 8; Defense: 9; Toughness: 7; Size: Large; Features: Remote Control, Nav System, Oil Slick, Smoke Screen, AP: Flight 4) [13]

Danger Manor [total 21]

toughness 15 [2]

size huge [3]

comunications [1]

computer [1]

Defense system (Stun 14 [Extra][1]

Dock [1]

fire prevention system [1]

Garage [1]

Gym [1]

Hanger [1]

Infirmary [1]

Library [1]

living space [1]

Personel [1]

Pool [1]

security system x 3 [3]

Powers: 109pp

Container 12 (Immortality/Magic) [60]

CP: Imunity 11 (Aging, Life support, Starvation/Thirst, Need for Sleep, Critical hits) [14]

CP: Power 20 (Resurection 4 [1 day], Disabled 6 [one round], Staggered 4 [1 round], Injured 4 [1 round], Bruised 1 [one round], unconcious [1 round]; Extras: True Resurection;PFs: Persistant, Regrowth) [22]

CP: Enhanced Constitution 24 [24]

Array 16 (Mind Tricks/Psychic; Extras: whatever; Flaws: whatever; PFs: Alternate Power 2) [34]

BE: Concealment 10 (Cloud senses/psychic; All Senses; Extras: Area (Burst), Effects others; Flaws: Phantasms; PFs: Short Range, Selective) [32]

AP: Illusion 10 (Phantasms/Psychic; Visual; Extras: Duration: Sustained, Selective Attack; Flaws: Phantasms; PFs: Progression 2) [32]

AP: Stun 14 (Sleep Command/Psychic; Extras: Sleep +0, Alternate Save: Will +0, Mental +0, Range: Perception +2; Flaws: Sense Dependant: Hearing, Limited: Must Speak; PFs: Split Attack 4) [32]

Super Senses 4 (Spatial Awareness) [4]

Strike 8 (Vital Strike/Training, Mystic; PFs: Mighty) [9]

Immunity 2 (Escape Training/training; Grappling) [2]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Vital Strike ------ 26/Toughness ------ Bruise/staged

Sleep Command ------ 24/Will ------ Stun/Staged

:arrow: Ace takes a slightly more martial bent as he progresses learning more "secrets of the mysterious east" seeing improvement in his combat stats though some of his exotic saves (most notable reflex) suffer.

:arrow: Mind tricks end up with a good bit more potency behind them and thus are more usefull agaisnt even PL opponants.

:arrow: Another option would be more limited straight combat abilities with team based feats such as inspire, leadership and teamwork and more luck for powering those. Lack of standard combat bonuses made up for with master plan/tactician, and sneak attack and more use of concealment. Not really sure which way he'll head in the end it depends if he's more group or solo in what he's doing.

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  • 4 weeks later...

Malice - Mark 2

Power Level: 14

Trade offs: - 4 Defense / +4 Toughness, -2 Attack / +2 Damage

Power Points: 249/250

Stats: 22 PP

Str: 10/42 (+0/+16)

Dex: 10 (+0)

Con: 12/34 (+1/+12)

Int: 24 (+7)

Wis: 12 (+1)

Cha: 14 (+2)

Combat: 44 PP

Attack: +12

Grapple: +10/+17/+32/+39

Defense: +10 (+5 flat-footed)

Knockback: -14 in suit (-21 in ground mode), -0 without suit

Initiative: +0

Saves: 21PP

Toughness: +18 (Imp 11, or 14 in ground mode), +1 without suit

Fortitude: +18/+7 [+12/+1 Con, +6]

Reflex: +3 [+0 Dex, +3]

Will: +13 [+1 Wis, +12]

Skills: 204r = 51 PP

Bluff 13 (+15)

Computers 18 (+25)

Craft (electronics) 18 (+25)

Craft (mechanical) 18 (+25)

Diplomacy 13 (+15)

Disable Device 18 (+25)

Intimidate 18 (+20)

Knowledge (business) 8 (+15)

Knowledge (civics) 13 (+20)

Knowledge (technology) 18 (+25)

Medicine 9 (+10)

Notice 16 (+17)

Sense Motive 16 (+17)

Feats: 14 PP

All-Out Attack

Attack Focus Ranged 2

Connected

Contacts

Fearless

Inventor

Luck 2

Master Plan

Move-by Action

Online Research

Power Attack

Ultimate Toughness

Powers: 106 PP

Device 26 (The Mantle of Freedom; 130 points, Hard to Lose) PF: Restricted x2 [106pp]

Device:

The Mantle of Freedom

Enhanced Constitution 22 [22]

Immunity 9 (life support) [9]

Protection 6 (Extra: Impervious 11) [16]

Removes 1 arm Disability Drawback [3]

Complimentary Systems 7 (14 power points; PF: 5 Alternate Powers) [19]

* BE: Super-Strength 7

* AP: Flight 7 - After Burners

* AP: Super Senses 8 (Darvision, Direction/Time/Distance Sense, Ultra Hearing, Extended Sight and Hearing); Communication 6 (radio)

* AP: Datalink 8; Quickness 9 (x1000) Flaw: Computer Use only (-2)

* AP: Concealment 10 (all senses) Flaw: Blending PF: Close Range, Selective

* AP: Immunity 5 (entrapment effects); Immunity 10 (mental effects) Flaws: Limited Half Effect

Weapons Array 22 (44 power points; PFs: 4 Alternate Powers) [48]

* BE: Enhanced Strength 32 and Super-Strength 6

* AP: Blast 14 Extra: Auto-fire

* AP: Blast 13 Extras: Targeted Shapeable Area, PFs: Indirect x3, Progression x2 (65 squares)

* AP: Paralyze 14 Extras: Secondary Effect, Alternate Save (Fort) PF: Subtle x2

* AP: Disintegration 14 Flaws: Full Round Action

Transportation Systems 6 (12 power points PF's: 2 Alternate Powers) 14

* BE: Flight 6

* AP: Impervious 3; Immunity 2 (Critical Hits); Immovable 3; Super-Strength 1; Speed 2

* AP: Teleportation 9 Flaws: Long Range only PF: Easy

Drawbacks: -9

Normal Identity (1 minute) -5

Disability (1 arm) -3

Vulnerability (electrical Attacks) -1

Costs: Abilities (22) + Combat (44) + Saves (21) + Skills (51) + Feats (14) + Powers (106) - Drawbacks (9) = 249/250

Compared to Malice Classic: Abilities +2; Combat +12; Saves +7; Skills +30; Feats +2; Powers +26; Drawbacks +1 = 78 net points spent

:arrow: This would be the equivalent of a rough draft, so there's quite a few things that need work. But I figured Shaen needed a new toy to play with :D

:arrow: Really focused on the skills in this build. As you'll notice, he's near god-like in several areas. Especially with the Datalink/Quickness Complimentary System.

:arrow: And speaking of, yes there are 3 arrays in the Battle suit. The powers outside the Battlesuit are more and less the bread and butter. Just the armor, and the life support. The arrays answer the 3 questions of a character. 1) How do I blow things up? 2) How do I get around town? and 3) What other bells and whistles do I have? I really quite like this version of the battle suit.

:arrow: The saves are also far superior in this build than they were in the previous version.

:arrow: The drawbacks. All of the drawbacks actually revolve around the arm. The disability got lowered because it wasn't as big a deal when he could just get in the suit. The suit has a fully robotic arm integrated into the chassis. But, it now takes longer to sync up. The electical vulnerability results from the metal socket Malice has in his shoulder where the suit's arm plugs into. He didn't make an arm for himself because he wanted to remind himself of the price of failure.

:arrow: With his Afterburners and Flight system both operational, Malice has a total of Flight 13 or 100,000mph. Plenty to leave all but even the fastest of speedsters in the dust. Also, with his high Consitution, he can move All Out for a bare minimum of 38 rounds in a row, or just shy of 4 minutes. He has a basic movement speed of 1,000,000 feet per round. Moving all out quardruples that to 4,000,000 feet per round, or about 800 miles. That's twice the width of the Atlantic Ocean. The circumference of the earth is about 40,000km or 25,000 miles. So after 32 rounds in, Malice has circled the Earth, and is not tired.

:arrow: At his maximum, Malice has an effective Strength score of 112. Which is just enough to pick up an aircraft carrier, which is just under his maximum load. He can't do squat other than pick it up though.

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  • 2 weeks later...

Belphegor (PL 14, 250pp)

Trade-Offs: None.

:arrow: Removed Persistent from his Regeneration, added the Artificer feat (which the 'current' Bel has).

:arrow: Other Demonic Tricks [30pp] he could pull:

:arrow: :arrow: Boost Intelligence 6 (Extra: Total Fade; Flaw: Others Only; PFs: Slow Fade 6/1 day [gain +6 Int for 6 days], Subtle) plus Linked Boost Feats 1 (Inventor feat; Flaw: Others Only; PFs: Slow Fade 7/1 week [gain the Inventor feat for 6 days], Subtle) [13+9=22pp]; the "real" Belphegor is associated with invention (re: Ludd was Right, New Technology is Evil, and Science is Bad), and this Belphegor can inspire people, too. It only lasts a week at a time, and though it's not a drug per se, there is a good chance some might get addicted to the mental rush he gives. There's enough points left he could throw in Morph 4 (any humanoid), so that the people he deals with has no idea what they're truly dealing with. Other possible ability/feat combos are Enhanced Constitution & Diehard, or Enhanced Charisma & Attractive.

:arrow: :arrow: Enhanced Charisma 26 (to 48/+19; Flaw: Only for Intimidate) and Enhanced Feats 15 (Fearsome Presence 14 [70 ft., DC 24], Startle) and Enhanced Intimidate 8 (to 10r/+29) [13+15+2=30pp]. He has such sights to show you...

:arrow: :arrow: Mental Blast 10 (Flaw: Sense-Dependent/Hearing) [30]. Harsh words, bitter invectives and brutal threats backed by demonic wrath to strike with real force.

:arrow: :arrow: Morph 6 (any Small or Tiny animal [cat, dog, hawk, lizard, owl, rat, raven, snake, or weasel], +30 Disguise) and Shrinking 8 (Tiny) [12+8=20]. Taking on animal form to spy or pretend to serve as someone's familiar. Could add Enhanced Skills or movement powers as needed.

:arrow: :arrow: Paralyze 14 (Extra: 70-ft. Burst Area; Flaw: Slow only) [28pp]. Mass infliction of sloth/depression to squash motivation.

:arrow: :arrow: Possession 10 [30pp], for when simply KO'ing a person and replacing them via Morph isn't adequate.

:arrow: :arrow: Strike 2 (Extra: Alt Save/Fortitude, Vampiric 12; PFs: Incurable, Mighty, Persistent) [2+12+12+3=29pp]. Sacrificing a living being to heal himself; can be used to heal otherwise Incurable damage, and the damage is itself Incurable (assuming the victim survives). Granted that with the No Killing rules and "More Silver Than Iron" tone we have in place, it's unlikely this would ever be seen, but I still thought it would be something interesting to stat out.

:arrow: :arrow: Telekinesis 6 (Str 30; Extra: Range/Perception; PFs: Precise, Subtle) [20pp]. Because getting up to do something is so un-Slothful, and TK is a classic demonic power.

:arrow: :arrow: Teleport 9 (Extra: Accurate; PFs: Easy, Progression 2/500 lbs. cargo) [30]. Another common demonic trick.

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Not sure if this is all correct or not. But, as I was bored, here's a PL14 Dark Star.

Ability Scores [12pp]

Str: 10 (+0)

Dex: 10 (+0)

Con: 10 ---

Int: 16 (+3)

Wis: 16 (+3)

Cha: 10 (+0)

Combat [4+4 = 8pp]

Attack: +2, +12 Graviton Beam & Telekinesis

Grapple:

Defense +2, +10 w/ Shield

Knockback:

Initiative: +8

Saves [0+0+3+0= 3pp]

Toughness +18 (14 Impervious)

Fortitude ---

Reflex +3 (+0 Dex, +3)

Will ---

Feats [6pp]

Fearless

Improved Initiative x2

Lucky x3

Skills [52r=13pp]

Concentration 16 (Wis)

Diplomacy 7 (Cha)

Investigation 4 (Int)

Knowledge (Physical Sciences) 13 (Int)

Knowledge (History) 2

Knowledge (Occult) 1

Language 2 (Alien Language (Grue), Alien Language (Lor); English is native)

Notice 11 (Wis)

Powers

Flight 1 (2pp)

Gravity Control 14 (Extras: Affects Corporeal, Selective Attack; Power Feats: Dynamic + 7 Alternate Powers) [64pp] 57 in each

• AP: Blast 16 (Extra: Penetrating; Feat: Accurate x5, Affect Insubstantial x2, Improved Range x2 (Rank x50))

• AP: Communication 23 (Radio; PF: Dynamic) [24]; Super-Senses (adds to Gravitic Field Sense (Acute [1], Analytical [1], Counters Concealment [2], Counters Obscure [5], Distance Sense [2], +5 Extended [5], Rapid x8 [8], Penetrates Concealment [4), Tracking [2]; PF: Dynamic) [31] + Enhanced Skill (Notice +8) [2]

• AP: Concealment 10 (all visual, auditory, olfactory, and radio; Extra: Area, Affect Others; PFs: Close Range, Dynamic, Selective) [43] 4 left

• AP: Flight 19 (Feat: Dynamic); 18 left

• AP: Healing 14 (Extra: Total; Feat: Persistent , Regrowth) 13 left

• AP: Radiation Control 13 (Extra: Area (burst), Selective; Feat: Affect Insubstantial 2, Dynamic, Incurable, Reversible) 0 left

• AP: Space Travel x19 (Feat: Dynamic) [20], Protective Gravity Bubble ((Force field x1 (link, Area?)[3] + Immunity (Affect others only, Area?)(life support [cold, heat, high pressure, radiation, suffocation, vacuum)[12], Dynamic) = [16] 21 left

• AP: Telekinetics x16 (Extra: Affect Corporeal; Feat: Dynamic, Accurate x5, Affect Insubstantial x2, Precise)

• AP: Teleport 18 (anywhere in galaxy [wormhole]; Extras: Accurate, Portal; Flaws: Long Range only, Unreliable (limited to 5 uses until recharge/rest due to energy expended; PFs: Progression 2, Dynamic).

Fortitude Immunity (PF: Healing) [31pp]

Will Immunity [30pp]

Immunity 6 (aging, critical hits, gravitics)[6pp]

Insubstantial 4 (gravitic energy; Extra: Duration/Continuous; Flaw: Permanent) [20pp]

Protection 14 (Extra: Impervious) [28pp]

Protection 4 [4pp]

Shield 8 [8pp]

Space Travel x1 [1pp]

Super-Senses 18 (gravitic field sense [accurate, extended x3, radius, ranged], direction sense, radio; Cosmic Awareness w/ Extended x7) [18pp]

Drawbacks

Normal Identity (full round action to change; major, common; 4 points)

Abilities 12 + Combat 8 + Saves 3 + Skills 13 (52r) + Feats 6 + Powers 212 - Drawbacks 4 = 250pp

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A Pl 14 version of Boomer

Abilities [18PP]

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 12 (+1)

Charisma 12 (+1)

Combat [24PP]

Initiative +10

Attack +6 Base, +14 Powers

Defense +6 Base, +3 Flat-Footed, +10 Shield

Damage +6 Unarmed, +14 Blast

Grapple +7

Knockback 1, 14 Force Field

Saving Throws [31PP]

Toughness +2, +14 (Impervious) Force Field

Fortitude +12 (10)

Reflex +12 (10)

Will +12 (11)

Skills [118 Ranks = 30PP]

Acrobatics 13 (+15)

Bluff 5 (+6)

Concentration 14 (+15)

Diplomacy 14 (+15)

Gather Information 9 (+10)

Knowledge (Business) 8 (+10)

Knowledge (Popular Culture) 3 (+5)

Notice 14 (+15)

Perform (Keyboards) 14 (+15)

Perform (Light Shows) 14 (+15)

Profession (Corporate) 9 (+10)

Search 1 (+3)

Feats [21PP]

Benefit (Wealth) 3 (Filthy Rich)

Connected

Contacts

Defence Attack

Evasion 2

Fascinate (Perform [Light Shows])

Improved Block 1

Improved Disarm

Improved Initiative 2

Improved Sunder

Improved Trip

Instant Up

Quick Change 1

Skill Mastery 2 [(Perform (Lightshows, Keyboards), Diplomacy, Acrobatics, Gather information, Notice, Concentration, Knowledge (Business)]

Uncanny Dodge [Electromagnetic awareness]

Weapon Bind

Powers [126PP]

Force Field 12 (Extras: Impervious 14) [26PP]

Immunity 11 (Light Effects, Starvation & thirst (photosynthesis), Aging (Cellular regeneration)) [12PP]

Light Control 20 (45PP Array, Feats: Alternate Power 5) [45PP]

Base Power: Blast 14 (Damage, Feats: Accurate 4, Accurate Attack, Improved Critical 2, Improved Range 3 [1,000ft Range, No Increments], Power Attack, Precise, Extras: Range [Ranged]) [40ppPP]

Alternate Power: Dazzle 14 (Visual Senses, Feats: Accurate 4, Accurate Attack, Improved Critical 2, Improved Range 3 [1,000ft Range, No Increments], Power Attack, Precise) [40PP]

Alternate Power: Blast 10 (Damage, Extras: Area (Burst – 100ft); Selective Attack) [40pp]

Alternate Power: Strike 14 (Damage, Feats: Accurate 4, Accurate Attack, Improved Critical 2, Extended Reach 2 [10ft reach] Power Attack, Precise, Extras: Penetrating [7 ranks]) [32pp]

Alternate Power: Stun 9 (Stun, Feats: Accurate 4, Extras: Area (Burst – 45ft), Range (Ranged- 90ft), Selective Attack, Flaws: Sense Dependent (Visual)) [40pp]

Alternate Power: Light Form 7 (35PP Container]) [35PP]

Light Show 8 (16PP Array, Feats: Alternate Power 4) [17PP]

Base Power: Environment Control 4 (Distraction DC15, 50ft radius, Extras: Selective Attack) [16PP]

Alternate Power: Environment Control 8 (Daylight, 1,000ft radius) [16PP]

Alternate Power: Emotion Control 5 (Feats: Progression [Area] 2 [25ft/rank = 50ft radius], Extras: Area [burst], Selective Attack, Flaws: Sense-Dependent [Vision]) [16pp]

Alternate Power: Illusion 6 (Sensory (Visual Sensors only), Feats: Progression 4 [100ft area]) [16pp]

Alternate Power: Obscure 5 (Concealment, (All Visual Sensors) Range 50ft, Radius 1,00ft], Extras: Selective Attack [15pp]

Shield 8 [8PP]

Super-Sensors 16 (Electromagnetic Awareness [Extras: Accurate, Acute, Analytical], Danger Sense [Electromagnetic Awareness], Infravision, Low-light vision, Radio, Ultravision, X-Ray vision) [15pp]

Abilities 18 + Combat 24 + Saves 31 + Skills 39 (118r) + Feats 21 + Powers 126 - Drawbacks 0 = 250pp

:arrow: Okay so this is basically a suped-up version of Boomer. It manly focuses on improving himself and his combat ability, This is basically a version of Boomer when he's older, He's learnt some martial arts, as well as weapon fighting. As well as improved his physical stats, despite that he is inherently more accurate with his powers due to the nature of Light.

:arrow: His power's don't really grow much, but he does gain some cool abilities. He can form Solid melee weapon's such as swords, staffs ext. out of pure light. He also gain's the ability to create minor visual illusions, and create a 'white out' area for all visual sensors. (He could also technically stunt a White out area for Radio sensor's as well.)

:arrow: He gain's a number of secondary abilities, such as the ability to see various light frequency, including X-ray vision. He can pick up Radio signals (Radio being apart of the Electromagnetic radiation spectrum), As well as the ability to sense the 'light' in the air. This also give's him a Danger sense.

:arrow: He also picks up Immunity to starvation and thirst as well as Aging. Essentially representing his ability to absorb sunlight to replenish and repair his body. (Also mean's that in dire need he could probably Stunt Regeneration with the source sunlight flaw.)

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  • 2 weeks later...

Quark

Stats: 38pp

Str: 10 (+0)

Dex: 10 (+0)

Con: 10/38 (+0/+14)

Int: 48 (+19)

Wis: 10 (+0)

Cha: 10 (+0)

Combat: 28pp

Attack: +14

Grapple: +14

Defense: +14 (+7 flat-footed), +0 without Protective Undersuit

Knockback: -7, +0 without Protective Undersuit

Initiative: +19

Saves: 20pp

Toughness: +0/+14 (+0/+14 Con, +0)

Fortitude: +0/+14 (+0/+14 Con, +0)

Reflex: +10 (+0 Dex, +10)

Will: +10 (+0 Wis, +10)

Skills: 172r = 43pp

Computers 19 (+38)

Craft (chemical) 19 (+38)

Craft (electronics) 19 (+38)

Craft (mechanical) 19 (+38)

Craft (structural) 19 (+38)

Disable Device 19 (+38)

Knowledge (arcane lore) 19 (+38)

Knowledge (physical sciences) 19 (+38)

Knowledge (technology) 19 (+38)

Profession (inventor) 1 (+1)

Feats: 60pp

Artificer

Benefit (Super Memory)

Eidetic Memory

Improvised Tools

Inventor

Jack of All Trades

Luck 7

Ritualist

Sidekick 40

Speed of Thought

Ultimate Effort (Craft [chemical], Craft [electronics], Craft [mechanical], Craft [structural], Knowledge [arcane lore])

Powers: 63pp

Comprehend 4 (speak all languages, understand all languages, read all languages, understand all codes; Power Feat: Innate) [9pp]

Device 12 (Protection Undersuit; Hard to lose) [48pp]

Quickness 10 (x2500; Flaw: One Type/mental; Power Feat: Innate) [6pp]

Devices:

Protection Undersuit: 60 points

Enhanced Defense 14 (Extras: Linked/Enhanced Constitution 28, Linked/Immunity 2 (critical hits); Power Feat: Alternate Power 2)

AP: Container 12 (Drawback: Action/Standard)

AP: Container 12 (Drawback: Action/Standard)

Drawbacks: 2pp

Vulnerability (mental effects, +1 DC; common, minor; -2)

Costs: Abilities (38) + Combat (28) + Saves (20) + Skills (43) + Feats (60) + Powers (63) - Drawbacks (2) = 250

:arrow: Dropped the VP, as it was sorta cheesy. Now he relies on juryrigging, and straight out building.

:arrow: Sidekick is the techfae I always wanted for him

:arrow: Look ma, exotic saves and attack bonus! This is his brain working for him :P

:arrow: Dumped the demon taint, will set up a "Beat The Devil" type story some time in the future.

:arrow: Strength and Charisma? Is he filling out more? Is he growing more attached to the human race? :o

:arrow: I'll update the current build to something like this before I bring him back.

:arrow: Any questions? Suggestions?

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  • 4 weeks later...

Updated Quark a little.

Protection Undersuit: 60 points

Enhanced Defense 14 (Extras: Linked/Enhanced Constitution 28, Linked/Immunity 2 (critical hits); Power Feat: Alternate Power 2)

AP: Container 12 (Drawback: Action/Standard)

AP: Container 12 (Drawback: Action/Standard)

I dunno what the othertwo will be. I've had ideas for stealth mode (Concealment 10 and Insubstantial 4, needs 20 more points) and a healing (Personal Total Healing 30, insane eh?) but nothing proper.

Also gave him Profession (inventor) to drive home the point :P

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  • 1 month later...

Atlas

PL 14 - 250PP

Stats: 68PP

Str: 40/48 (+15/+19)

Dex: 10 (+0)

Con: 44/48 (+17/+19)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)

Combat: 24PP

Attack: +6 Base, +9 Melee (w/Growth)

Grapple: +33, +44 at Full Super-Strength

Defense: +9 (+5 Base, +4 Dodge Focus, -1 Growth), +2 Flat-Footed

Knockback: -20, -36 at Full Immovable

Initiative: +0

Saves: 20PP

Toughness: +19 (+19 Con, +0 other) (Impervious 14)

Fortitude: +19 (+19 Con, +0)

Reflex: +7 (+0 Dex, +7)

Will: +13 (+0 Wis, +13)

Skills: 83r = 21PP

Bluff 8 (+10)

Diplomacy 8 (+10)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate +19 (+21, +23 w/Growth)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 9 (+9)

Sense Motive 8 (+8)

Survival 7 (+7)

Feats: 21PP

Accurate Attack

All-Out Attack

Attack Focus Melee 4

Dodge Focus 4

Grappling Finesse

Improved Grab

Interpose

Last Stand

Luck 3

Power Attack

Startle

Takedown Attack 1

Ultimate Toughness

Powers: 96PP

Immunity 2 (critical hits) [2PP]

Impervious Toughness 14 [14pp]

Regeneration 1 (True Resurrection 1 [1/week]) [1PP]

Array 12 (24PP, Feats: Alternate Power [Dynamic], Dynamic) [30 pp]

Base Power (Dynamic): Super-Strength 11 (PF: Freeze Breath [Cone Snare], Mega-ton Punch, Shockwave, Thunderclap) {26}

Alternate Power (Dynamic): Healing 12 (Feats: Persistent, Regrowth, Extras: Total, Flaws: Personal) [26PP]

Alternate Power (Dynamic): Leaping 26 (x500,000,000, 20 rounds) {26}

Growth 4 (Large; +8 Str, +4 Con; Extras: Duration/Continuous, Flaw: Permanent) (PF: Innate) [13]

Power Reserve 8 (16pp to allocate to: Super-Strength Flaw: Limited to Carrying Capacity & Immovable) [16pp]

Armor of the Herald [18pp]

Hard to Lose Device 4 PF: Indestructible, Restricted (Large characters)

Immunity 40 (physical damage) Limited: Half Effect [20pp]

:arrow: So yeah, this is Atlas at PL 14 - 250PP.

:arrow: At full Strength, Atlas has an effective Strength score of 188. We'll round that off to 190 for this discussion. In which case, Atlas can lift 65,536lbs for every pound Centurion can lift. Broken down it looks like this:

Light Load: 1,280,000,000 tons

Medium Load: 2,560,000,000 tons

Heavy Load: 3,276,800,000 tons

Maximum Load: 6,400,000,000 tons

Push/Drag: 16,384,000,000 tons

Note: These numbers are self generated because the character builder I ordinarily use apparently doesn't go this high. I took the numbers from the listing for 150 strength and multiplied them by 256 (4 for every 10 they exceeded it).

:arrow: Due to Atlas' Armor in combination with his high Impervious score, Atlas automatically saves against any physical damage of rank 27 or less. If hit with a rank 28 attack, Atlas will need to save vs DC 29 because the Immunity cuts the effective rank down to 14. Atlas can save against such an attack on a 10, assuming he has his full Toughness score. It is not recommended that you go blow for blow with Atlas. His armor however affords no protection against energy damage. Also, stick close to party members to utilize Interpose.

:arrow: Also note that I gave Atlas the armor more or less because I ran out of ideas on what to give him. His skills and feats are where I want them to be. He's got a +10 to most interaction skills, which I consider to be good enough. He's not a smooth talker, but he's a nice enough guy.

:arrow: Mega-ton Punch is the Climbing Kick power from Mecha & Manga. Which itself is Damage X LINKED Trip X Extras: Knockback, Flaws: Melee range. Effectively, if Atlas hits you with a Mega-ton Punch, and you are not stunned by the attack, you could still be flung by the attack anyways. When not using one of his other fancy Super-Strength PF's, Atlas will pretty much be using this at every singe opportunity.

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  • 3 weeks later...

Name: Phalanx

Power Level: 14 (250/250)

Trade-Offs: -3 Attack, +3 Save DC; -5 Defense, +5 Toughness;

Unspent PP: 0

Stats: 18pp

Str: 12/44 (+1/+17)

Dex: 10 (+0)

Con: 20/48 (+5/+19)

Int: 10 (+0)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 28pp

Attack: +8 (+11 Melee, +14 Energy vision)

Grapple: +29 (Up to +48 with super strength DAP)

Defense: +9 (+3 flat-footed)

Knockback: -16

Initiative: +0

Saves: 21pp

Toughness: +19, +11 Impervious (+19 Con, +0 other)

Fortitude: +19 (+19 Con, +0)

Reflex: +9 (+0 Dex, +9)

Will: +14 (+2 Wis, +14)

Skills: 32r = 8pp

Medicine 3 (+5)

Notice 12 (+14)

Profession: Firefighter 5 (+7)

Sense Motive 12 (+14)

Feats: 18pp

All-out Attack

Attack Focus: Melee 3

Dodge Focus 3

Equipment 2

Fearless

Interpose

Luck 3

Power Attack

Take Down Attack 2

Ultimate Toughness

Equipment

Caldwell Manor Teleport Beacon/Comlink 1ep

Contribution to Caldwell Manor 9ep

Powers: 157pp

Enhanced Strength 32 (PFs: Alternate Power) [33]

AP: Blast 14 (Energy vision; PFs: Precise, Accurate 3)

Enhanced Constitution 28 [28]

Flight 1 (PFs: Subtle) [3]

Immunity 11 (Life Support, Hunger/Thirst, Need to Sleep, Aging) [12]

Impervious Toughness 14 [14]

Paragon Array 19 (PFs: Alternate Power 4, Dynamic 5) [47]

BE: Flight 19

DAP Immoveable 19 (Extras: Unstoppable)

DAP: Quickness 19 (Extras: Linked[speed])

LP: Speed 19 (Extras: Linked[Quickness])

DAP: Space Travel 38

DAP: Super Strength 19

Space Travel 1 [1]

Super Senses 2 (Comunication Link(Psyche, Zephyr) 2, Penetrates concealment: Vision 4, Ultravision 1, Infravision 1, Extended Vision 3, Extended Hearing 3, Ultrahearing 1) [15]

Super Strength 1 (PFs: Shockwave, Super-Breath, Freeze-Breath[cone Snare]) [5]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

For example:

Unarmed ------ 32/Toughness ------ Bruise/Injury

Energy Vision ------ 29/Toughness ------ Bruise/Injury

Costs: Abilities (18) + Combat (28) + Saves (21) + Skills (8) + Feats (18) + Powers (157) - Drawbacks (00) = 250/250pp

Phalanx at PL14, 250pp

Super senses added in for x-ray vision and enhanced vision and hearing, he can see/hear out to a mile about as well as the average joe can out to 10 feet.

Added a base super-strength effect mostly to base the super strength power feats off of without having to pay for them out of the dynamic array every time he uses any super-strength. Added an Immovable/Instobable DAP to the Paragon array and raised the whole thing so that he can hit rank 19-20 in a given power if focused on one AP.

Pretty standard Paragon stuff all around really. Not as tightly focused as a powerhouse but can pull a some other tricks out when needed.

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  • 4 weeks later...
  • 2 months later...

:idea: Dead Head just hit PL 13 this month, so I thought I'd revisit plans for Dead Head's ultimate form.

Abilities: [14+4-10+4+2+4 = 18pp]

Str 24/+7

Dex 14/+2

Con ---

Int 14/+2

Wis 12/+1

Cha 14/+2

Combat: [16 on Attack, 16 on Defense = 32pp]

Attack +8 (ranged), +11 (melee), +13 (shovel)

Grapple +18, +19 w/ shovel

Damage +7 (unarmed), +9 (shovel); +2 more w/ Sneak Attack

Defense +9 (+4 flat-footed)

Knockback -16 (-9 vs. blessed, magical or silver attacks)

Initiative +2

Saves: [0+4+6 = 10pp]

Toughness +19 (Impervious 14 [not vs. blessed, magic or silver])

Fort ---

Ref +6 (+2 Dex, +4)

Will +7 (+1 Wis, +6)

Skills: [92 ranks = 23pp]

Diplomacy 12 (+14)

Gather Information 12 (+14)

Intimidate 14 (+16)

Knowledge (arcane lore) 8 (+10)

Knowledge (life sciences) 4 (+6)

Knowledge (popular culture) 8 (+10)

Knowledge (theology & philosophy) 8 (+10)

Notice 14 (+15)

Sense Motive 12 (+13)

Feats: [16 feats]

Accurate Attack

Attack Focus (Melee) 3

Attack Specialization (Shovel)

Connected

Dodge Focus 1

Equipment 1 (Shovel)

Fearless

Interpose

Power Attack

Ritualist

Sneak Attack

Startle

Takedown Attack 2

Equipment:

Steel Shovel: Strike 2 (PFs: Mighty, 2 APs: Burrowing 2 [2.5 mph], Super-Str 1 [aids in leverage-based tasks])

Powers: [3+11+8+3+32+7+2+19+19+24+3+13+1 = 145pp]

Anatomic Separation 1 (Extra: Variable Split) [1x3 = 3pp]

Animate Objects 2 (Extras: Horde, Range/Perception; Flaws: Action/Full, Limited to corpses [creates basic skeletons or zombies]; PFs: Mental Link, Progression 4/up to 25 zombies) [2x3 +5 = 11pp]

Comprehend 2 (languages [understand all], spirits; PF: 2 Alternate Powers, Contacts, Well-Informed) [2x2 +4 = 8pp]

AP: Comprehend 1 (spirits; Extras: Affects Others + Self, Burst Area; PFs: Progression 2/25-ft. burst)

AP: Super-Senses 8 (postcognition, precognition; Flaws: Unreliable)

Enhanced Feats 3 (Affects Insubstantial 2 for unarmed, Jack of All Trades) [3x1 = 3pp]

Immunity 32 (critical hits, Fortitude effects) [32x1 = 32pp]

Impervious Toughness 14 (Flaw: Not vs. blessed, magical, or silver attacks) [14x0.5 = 7pp]

Insubstantial 1 (disturbingly limber; Flaw: Action 2/Standard; Drawback: Cannot squeeze through anything smaller than 6 inches in diameter) [1x3-1 = 2pp]

Necromantic Powers 7 (14pp powers; PFs: 5 Alternate Powers) [19pp]

BE: Enhanced Anatomic Separation 4 (Extra: Variable Split; brings total to Anatomic Separation 5 [Variable Split])

AP: Enhanced Extra 9 (Alternate Save/Fortitude on Str + Sneak Attack damage [+9]) [9]

AP: Enhanced Feats 14 (Fearsome Presence 14 [70 feet, DC 24])

AP: Healing 10 (Extra: Resurrection [up to 10 years]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they Come Back Wrong]; PFs: Progression 9/1 year per rank)

AP: Nullify 14 (all magic effects; Extra: 70-ft. Burst Area, Duration/Concentration; Flaws: Limited to necromantic magic effects, Range/Touch)

AP: Paralyze 14 (Flaw: Action/Full)

Protection 19 [19x1 = 19pp]

Regeneration 22 (recovery +14 [+9 total], injured 2/5 minutes, disabled 2/1 hour, true resurrection 4/hourly; Power Feats: Persistent, Regrowth) [22x1 +2 = 24pp]

Enhanced Regeneration 6 (injured 2 [to 4/1 round], disabled 4 (to 6/1 round; Flaw: Source/raw meat) [6x0.5 = 3pp]

Super-Senses 19 (darkvision, magic awareness, mental awareness, accurate radius ranged detect corpses [mental], true sight; Flaw: True Sight only works vs. undead and necromantic effects; Drawback: Darkvision is Noticeable) [9x1 + 10x0.5 -1 = 13pp]

Enhanced Super-Senses 2 (acute and analytical for magic awareness; Flaw: Only for Necromantic magic) [2x0.5 = 1pp]

Drawbacks: [1+3 = 4pp]

Disability (destitute, Wealth of +0; uncommon, minor; -1pp)

Vulnerable (to Mental Blast, x2 DC modifier; uncommon, major, -3pp)

DC Block

Unarmed -- DC 22/Toughness -- Damage

Unarmed, Sneak Attack -- DC 24/Toughness -- Damage

Shovel -- DC 24/Toughness -- Damage

Shovel, Sneak Attack -- DC 26/Toughness -- Damage

Paralyze -- DC 24/Will -- see Paralyze

Abilities 18 + Combat 32 + Saves 10 + Skills 23 (92 ranks) + Feats 16 + Powers 145 - Drawbacks 4 = 240/250pp

:arrow: left 10pp unspent, for wiggle room and in case anyone else came up with a really good idea.

:arrow: A little smarter, a little wiser, a bit more charismatic.

:arrow: Upped his Attack some, but even with sneak attack & his shovel he's only PL 12 offensively.

:arrow: Massive increases to skills, to better reflect his nature as someone who's very likely to talk to you before hitting you.

:arrow: Buffed up his Animate Corpses power, now he can animate any corpse he can accurately perceive, and animate up to 25 at a time. Increased the rank, so now he can animate things like cows or birds (things with Growth or Shrinking).

:arrow: Added an Affects Others + Self Burst Area version of his Comprehend Spirits power; now he can make it so anyone within 25 feet can communicate with incorporeal and normally invisible and inaudible spirit beings, such as ghosts. (He lends some of his own energies to give the spirits enough "oomph" to manifest as ectoplasmic apparitions.)

:arrow: Increased Necromantic Powers array. His Fearsome Presence is bigger, and he can resurrect beings who've been dead for up to a decade (though there's still the change they'll Come Back Wrong). Added a few new powers to it:

:arrow: :arrow: A slot that adds Alternate Save/Fortitude to his unarmed sneak attack strikes, as a "direct attack on the life force"

:arrow: :arrow: An "anti-necromancy" aura, using his own necrotic energies to counter and suppress any other necromantic effects. He tries not to use it when Avenger is near.

:arrow: :arrow: Paralyze, by filling those he touches with "the chill of the grave".

:arrow: Upped his regeneration/resurrection time, now he can come back after an hour.

:arrow: added Accurate Radius Ranged Detect Corpses [mental], so he can accurately sense (and thus animate) corpses around him. Such as ones buried six feet under, or in a morgue drawer, or trapped in a wall. Added True Sight (only vs. undead and necromantic effects); he can now, for example, see through Silver Scream's Illusions and see her even when she's Concealed. Doesn't really help him see Avenger, though, that's still a skill vs. skill thing.

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  • 1 month later...

Dead Head (v3)

PL 14, 250pp

Abilities: [14+4-10+4+2+4 = 18pp]

Str 24/+7

Dex 14/+2

Con ---

Int 14/+2

Wis 12/+1

Cha 14/+2

Combat: [16 on Attack, 16 on Defense = 32pp]

Attack +8 (ranged), +11 (melee), +13 (shovel)

Grapple +18, +19 w/ shovel

Damage +7 (unarmed), +9 (shovel); +2 more w/ Sneak Attack

Defense +9 (+4 flat-footed)

Knockback -16 (-9 vs. blessed, magical or silver attacks)

Initiative +2

Saves: [0+4+6 = 10pp]

Toughness +19 (Impervious 14 [not vs. blessed, magic or silver])

Fort ---

Ref +6 (+2 Dex, +4)

Will +7 (+1 Wis, +6)

Skills: [92 ranks = 23pp]

Diplomacy 12 (+14)

Gather Information 12 (+14)

Intimidate 14 (+16)

Knowledge (arcane lore) 8 (+10)

Knowledge (life sciences) 4 (+6)

Knowledge (popular culture) 8 (+10)

Knowledge (theology & philosophy) 8 (+10)

Notice 14 (+15)

Sense Motive 12 (+13)

Feats: [16 feats]

Accurate Attack

Attack Focus (Melee) 3

Attack Specialization (Shovel)

Connected

Dodge Focus 1

Equipment 1 (Shovel)

Fearless

Interpose

Power Attack

Ritualist

Sidekick 15 (free from Diamond award for Doktor Archeville)

Sneak Attack

Startle

Takedown Attack 2

Equipment:

Steel Shovel: Strike 2 (PFs: Mighty, 2 APs: Burrowing 2 [2.5 mph], Super-Str 1 [aids in leverage-based tasks])

Powers: [3+11+8+3+32+7+2+21+19+24+3+13+1 = 147pp]

Anatomic Separation 1 (Extra: Variable Split) [1x3 = 3pp]

Animate Objects 2 (Extras: Horde, Range/Perception; Flaws: Action/Full, Limited to corpses [creates basic skeletons or zombies]; PFs: Mental Link, Progression 4/up to 25 zombies) [2x3 +5 = 11pp]

Comprehend 2 (languages [understand all], spirits; PF: 2 Alternate Powers, Contacts, Well-Informed) [2x2 +4 = 8pp]

AP: Comprehend 1 (spirits; Extras: Affects Others + Self, Burst Area; PFs: Progression 2/25-ft. burst)

AP: Super-Senses 8 (postcognition, precognition; Flaws: Unreliable)

Enhanced Feats 3 (Affects Insubstantial 2 for unarmed, Jack of All Trades) [3x1 = 3pp]

Immunity 32 (critical hits, Fortitude effects) [32x1 = 32pp]

Impervious Toughness 14 (Flaw: Not vs. blessed, magical, or silver attacks) [14x0.5 = 7pp]

Insubstantial 1 (disturbingly limber; Flaw: Action 2/Standard; Drawback: Cannot squeeze through anything smaller than 6 inches in diameter) [1x3-1 = 2pp]

Necromantic Powers 7 (14pp powers; PFs: 7 Alternate Powers) [21pp]

BE: Enhanced Anatomic Separation 4 (Extra: Variable Split; brings total to Anatomic Separation 5 [Variable Split]) ("Goin' t' Pieces")

AP: Enhanced Extra 9 (Alternate Save/Fortitude on Str + Sneak Attack damage [+9]) [9] ("Life Force Strike")

AP: Enhanced Feats 14 (Fearsome Presence 14 [70 feet, DC 24]) ("Terrors from Beyond the Grave")

AP: Healing 10 (Extra: Resurrection [up to 10 years]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they Come Back Wrong]; PFs: Progression 9/1 year per rank) ("C'mon Back Now, Y'Hear")

AP: Healing 10 (Extra: Affects Objects, Total; Flaws: Objects Only, Others Only, Undead Only; PFs: Persistent, Regrowth) ("Repair Undead")

AP: Mind Reading 14 (Extras: Action 2 [Free for surface thoughts, Move for memory probe]; Flaws: Limited/Only thoughts & memories related to death & killing, Sense-Dependent/Visual) ("Reaper's Sense")

AP: Nullify 7 (all magic effects simultaneously; Extra: 35-ft. Burst Area, Duration/Concentration; Flaws: Limited to necromantic magic effects, Range/Touch) ("Quit Messin' With Th' Fundamental Nature'a Life an' Death!")

AP: Paralyze 14 (Flaw: Action/Full) ("A Touch of Rigor")

Protection 19 [19x1 = 19pp]

Regeneration 22 (recovery +14 [+9 total], injured 2/5 minutes, disabled 2/1 hour, true resurrection 4/hourly; Power Feats: Persistent, Regrowth) [22x1 +2 = 24pp]

Enhanced Regeneration 6 (injured 2 [to 4/1 round], disabled 4 (to 6/1 round; Flaw: Source/raw meat) [6x0.5 = 3pp]

Super-Senses 19 (darkvision, magic awareness, mental awareness, accurate radius ranged detect corpses [mental], true sight; Flaw: True Sight only works vs. undead and necromantic effects; Drawback: Darkvision is Noticeable) [9x1 + 10x0.5 -1 = 13pp]

Enhanced Super-Senses 2 (acute and analytical for magic awareness; Flaw: Only for Necromantic magic) [2x0.5 = 1pp]

Drawbacks:

None

DC Block

Unarmed -- DC 22/Toughness -- Damage

Unarmed, Sneak Attack -- DC 24/Toughness -- Damage

Shovel -- DC 24/Toughness -- Damage

Shovel, Sneak Attack -- DC 26/Toughness -- Damage

Paralyze -- DC 24/Will -- see Paralyze

Abilities 18 + Combat 32 + Saves 10 + Skills 23 (92 ranks) + Feats 16 + Powers 147 - Drawbacks 0 = 246/250pp

Carcass, the Undead Wonder Dog

Power Level 6 [75pp]/Sidekick Rank 15

Dead Head was investigating an underground dog fighting ring, and one evening he managed to track down where the fights were happening. By the time he got there, several fights had already occurred, and a few of the 'contestants' had been killed. He easily made the animals involved (both four legged and two) scatter, but when he wen to check on the dogs, one caught his eye, a Husky/Lab mix that reminded him of the dog he'd had as a child. When he knelt down to examine it, something odd happened: his powers lashed out at it, not only animating the dog but also gifting it with the type of intelligence and cunning that as a child he thought his own dog (and the stars of other dog-centric shows) possessed. Leery of such an oddly welcoming 'gift,' he took the dog to Phantom and had her check him out, and she gave it a clean bill of metaphysical health; there was nothing evil there, just the same energies as what animated Dead Head himself.

Abilities (4+4-10-4+2-4 = -8)

Str 14/26 (+2/+8)

Dex 14 (+2)

Con ---

Int 6 (-2)

Wis 12 (+1)

Cha 6 (-2)

Combat [8+8=16pp]

Attack: +4

Grapple: +15

Damage: +8 (unarmed)

Defense: +4 (+2 flat-footed)

Knockback: -7 (-4 vs. blessed, magical, or silver attacks)

Initiative: +2

Saving Throws [3+0=3pp]

Toughness +8 (Impervious 6 [Not vs. blessed, magical, or silver attacks])

Fortitude ---

Reflex +5 (+2 Dex, +3)

Will +1 (+1 Wis, +0)

Skills [24r = 6pp]

Intimidate 8 (+6)

Notice 4 (+5)

Search 4 (+2)

Survival 4 (+5)

Swim 4 (+12)

Feats [3pp]

Elusive Target

Evasion

Improved Trip

Powers [12+30+3+8+1+3+6 = 63pp]

Enhanced Strength 12 (to 26/+8) [12pp]

Immunity 30 (Fort effects) [30pp]

Impervious Toughness 6 (Flaw: Not vs. blessed, magical, or silver attacks) [3pp]

Protection 8 [8pp]

Speed 1 (10 mph / 100 feet) [1pp]

Super-Senses 3 (scent, track, ultra-hearing) [3pp]

Super-Strength 3 (total effective Str 41) [6pp]

Drawbacks [4+4 = 8]

Mute (very common, moderate, 4 points)

No Hands (very common, moderate, 4 points)

Totals: Abilities -8 + Combat 16 + Saves 3 + Skills 6 (24 ranks) + Feats 3 + Powers 63 - Drawbacks 8 = 75pp

:arrow: left 4pp unspent, for wiggle room and in case anyone else came up with a really good idea. (Luck 4?)

:arrow: Yet another AP for his Necromantic Powers array, "Reaper's Sense." DH's power over death is so great that he can look into a person's eyes and know who they've lost (or who they've killed), and knows the details as well as the person themself knows it.

:arrow: Removed his drawbacks. The Mental Blast one has never come up (and probably never will), the Destitute one I removed b/c he's gotten good at dumpster-diving (and getting handouts from allies). His lack of owning much could still be a Complication, though.

:arrow: He has a Sidekick, Carcass the Undead Wonder Dog, a big Husky/Lab mix he "saved" from a dog fighting ring. Note that Carcass cannot heal himself, at all; that's what DH's "Repair Undead" trick is for.

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  • 2 months later...

Atlas v2 PL 15 (238/250pp)

Abilities: 14 + 0 + 14 + 0 + 0 + 4 = 32pp

Str 24/32*/40**/50*** (+7/+11/+15/+20)

Dex 10 (+0)

Con 24/36*/40**/50*** (+7/+13/+15/+20)

Int 10 (+0)

Wis 10 (+0)

Cha 14 (+2)

Combat: 8 + 8 = 16pp

Initiative: +0

Attack: +4, +11 Melee (-1 w/Growth, +1 w/Shrinking)

Grapple: +18, +22*, +30**, +35*** (+11 from Super-Strength)

Defense: +11 (+4 Base, +7 Dodge Focus), +2 Flat-Footed (-1 w/Growth, +1 w/Shrinking)

Knockback: -3, -10*, -16**, -21***

Saving Throws: 0 + 5 + 15 = 20pp

Toughness: +20***/+15**/+13*/+7 (+20/+15/+13/+7 Con, +0)

Fortitude: +20***/+15**/+13*/+7 (+20/+15/+13/+7 Con, +0)

Reflex: +5 (+0 Dex, +5)

Will: +15 (+0 Wis, +15)

Skills: 100r = 25PP

Diplomacy 8 (+10)

Disguise 2 (+4, +34 Morph)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 20 (+22, +18 w/Shrinking, +24 w/Growth)

Knowledge: Streetwise 8 (+8)

Language 1 (English, Russian [Native])

Notice 15 (+15)

Sense Motive 15 (+15)

Survival 7 (+7)

Feats: 28PP

Accurate Attack

All-Out Attack

Attack Focus Melee 7

Challenge (Fast Startle)

Dodge Focus 7

Improved Grab

Interpose

Last Stand

Luck 5

Power Attack

Startle

Ultimate Toughness

Powers: 17 + 20 + 10 + 10 + 3 + 31 + 26 = 117pp

Growth 4 (Large; +8 Str, +4 Con; Extras: Duration/Continuous) (PF: 1 Alternate Power) [17pp]

* AP: Shrinking 4 (Small, +1 Attack, +1 Defense, -4 Grapple, +4 Knockback, -2 Intimidate, +4 Stealth, 3/4 Strength [Carry Capacity], Feats: Normal Movement, Normal Toughness, Extras: Duration [Continuous], Normal Strength) [14PP]

Enhanced Abilities 20 (Strength 8, Constitution 12) [20pp]

Enhanced Abilities 20 (Strength 10, Constitution 10) Flaws: Emotional (Anger) [10pp]

Impervious Toughness 10 [10pp]

Impervious Toughness 5 Flaws: Emotional (Anger) [3pp]

Protean Might Array 12 (24PP, Feats: Alternate Power [Dynamic] 3, Dynamic 4) [31 pp]

* BED: Super-Strength 11 (PF: Freeze Breath [Cone Snare], Shockwave) {24}

Effective Lifting Strength 102 (Light: 5,700 tons, Medium: 11,300 tons, Heavy: 17,000 tons, Maximum: 34,000 tons, Push/Drag: 85,000 tons - Heavy Load example: cruiser, loaded freighter)

* DAP: Healing 11 (Feats: Persistent, Regrowth, Extras: Total, Flaws: Personal) {24}

* DAP: Leaping 24 (x100,000,000, 20 rounds) {24}

* DAP: Morph 6 (+30 Disguise, any form, Extras: Duration [Continuous]) {24}

Comprehend 2 (Languages; Speak/Understand Any) LINKED Communication 9 (Mental, 1 mile, Extras: Two-Way, PF: Rapid, Subtle) [26pp]

* AP: Mind Reading 20 Flaws: Range 2 [Touch], Requires Grab [5pp] LINKED Drain Wisdom 20 Extras: Alternate Save (Will) Flaws: Requires Grab PF: Slow Fade, Reversible

* AP: Drain Toughness 20 Extras: Duration - Sustained (+2), Aura (+1), Alternate Save (Will) Flaws: Emotional (Anger), Side Effect (Atlas has to make this save every round) (-2)

Abilities (32) + Combat (16) + Saving Throws (20) + Skills (25) + Feats (28) + Powers (117) - Drawbacks (0) = 238pp/250pp

* With Powers

** With Growth

*** Fully Enraged

:arrow: Now the thing everyone's probably noticing is the Emotional (Anger) slapped onto a bunch of Atlas' powers. Basically, Atlas gains access to more ranks of the Power in question depending on how angry he is. His anger is on a 5 point scale: Annoyed, Peeved, Steamed, Angry, RAGE!!! You will notice that all of the powers with the flaw come in factors of 5, so at each stage, he gains access to 1/5 of the total ranks of the power. In the case of the Psionic Array, Atlas is able to keep it in whatever setting he wants up until he reaches Tier 3 anger, at which point the array must be set at the Drain Toughness setting; he can use the power before then if he so wishes as normal. As for the Tiers themselves, the first 3 levels are the ones most likely to be seen in actual game play. The last 2 tiers are only likely to be seen if someone is trying to deliberately antagonize Atlas. In order to determine how much a specific effect will antagonize Atlas, I'm going to yoink the Degrees of Success mechanic from DC Adventures.

:arrow: So basically, with Growth, Atlas is effectively PL 12.5 at a base emotional level. In order to hit PL15 caps, you need to get him all the way to Tier 5 anger. Atlas retains all of his faculties unlike a normal Rage, and his Defense remains constant, the only thing that changes is how much Atlas is going to hurt you when he gets his hands on you.

:arrow: I also left myself 12 points worth of wiggle room, but I don't really know what to spend it on. I don't necessarily want to increase his saves any, he isn't agile enough for an increase in Reflex, and I don't want to increase his Will save by much because I want there to be a decent chance that his Toughness will be drained with the Psionic effect at a high enough Tier.

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