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Power Level: 15 (250/250PP)

Trade-Offs: -3 Attack / +3 DC, -3 Defence / +3 Toughness

Power Specific Complications:

"An' it harm none, do as you will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being.

Magical Gestures: Equinox needs her hands free to gesture in order to use her powers.

Abilities: 4+4+4+6+10+4 = 32pp

Str: 14 (+2)

Dex: 14 (+2)

Con: 30/14 (+10/+2)

Int: 16 (+3)

Wis: 20 (+5)

Cha: 14 (+2)

Combat: 16+16 = 32pp

Attack: +8, +12 Magic

Grapple: +10, +24 Telekinesis

Defense: +12 (+8 Base Defence, +4 Dodge Focus), +4 flat-footed

Knockback: -5, -13 with Pentagram, -6 with stone body, -22 with both

Initiative: +2

Saving Throws: 5+5+8 = 18pp

Toughness: +18/+10 (+10/+2 Con, +8 Pentagram [impervious 12], Impervious 15 with stone body)

Fortitude: +15/+7 (+10/+2 Con, +5)

Reflex: +7 (+2 Dex, +5)

Will: +13 (+5 Wis, +8)

Skills: 96r = 24pp

Concentration 15 (+20)

Craft (Artistic) 12 (+15, Skill Mastery)

Diplomacy 13 (+15)

Knowledge (Arcane Lore) 17 (+20, Skill Mastery)

Knowledge (Theology and Philosophy) 7 (+10, Skill Mastery)

Languages 2 (English [Native], Greek, Latin)

Medicine 5 (+10)

Notice 15 (+20)

Sense Motive 10 (+15, Skill Mastery)

Feats: 14pp

Artificer

Attack Specialisation (Magic) 2

Dodge Focus 4

Equipment 2

Luck 2

Ritualist

Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive)

Trance

Apartment

Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space,

Power [scrying ball; ESP 6 (20 miles; visual; Sustained duration)], Power [scrying ball; Communication 6 (20 miles; mental)], Sealed [supernatural creatures require invitaton], Security System, Workshop

Cost: 8 equipment points.

Powers: 16+52+14+2+16+9+6 = 115pp

Device 4 (Pentagram of warding; Hard to Lose; 20pp of powers) [16pp]

Force Field 8 (spells of warding, Extras: Impervious 12) [20pp] (magic)

Magic 23 (Elemental Magic, 46PP Array, Power Feats: Alternate Power 6) [52pp] (elemental, magic)

  • BP: Blast 16 (Summon the elements; Power Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [any natural]) [39PP]
    AP: Dazzle 15 (flash of fire; visual senses, Extras: Alternate Save - Fort [+0], Area - Burst [+1]) [45PP]
    AP: Obscure 14 (visual senses, 100,000' radius, Extras: Independent [+0], Selective Attack [+1], Power Feats: Reversible, Variable Descriptor [smoke/water vapour]) [44PP]
    AP: Snare 15 (Binding; Extras: Backlash 13 [+1], Power Feats: Reversible, Variable Descriptor 2 [any natural]) [46PP]
    AP: Telekinesis 16 (Move the elements; Heavy load: 32,000 tons; Power Feats: Precise, Subtle) [34PP]
    AP: Healing 7 (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Range 1 - Ranged [+1], Total [+1]; Power Feats: Regrowth) [43PP]
    AP: Weather Control 9 (Call down the sky; 2500ft area; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]; Power Feats: Reversible) [46PP]

Elemental Attunement Array 5 (10pp array, Power Feats: Alternate Power 4) [14PP] (elemental, magic)

  • BP: Flight 5 (wings of air; 250MPH) [10PP]
    AP: Environmental Control 3 (spirit light [bright as daylight], 25' radius, Extras: Action 2 - Free [+2], Flaws: Range - Touch [-1]) [9PP]
    AP: Immunity 10 (fire effects, Extras: Sustained [+0]) [10PP]
    AP: Immunity 2 (Critical hits, Extras: Sustained [+0]; stone body) and Immovable 5 and Impervious 3 (Extras: Sustained [+0]) [10PP]
    AP: Immunity 2 (suffocation by drowning, pressure, Extras: Sustained [+0]) and Swimming 8 (500 MPH) [10PP]

Enhanced Feats 2 (Quick Change) [2pp] (magic)

Enhanced Constitution 16 [16PP] (elemental)

Immunity 10 (aging, all environmental conditions, need for sleep [Half effect], starvation and thirst [Half-effect, weather-based lightning) [9PP]

Super-Senses 6 (Detect Magic [Mental; Extras: Accurate 2, Acute, Extended, Ranged]) [6pp] (magic)

Abilities (32) + Combat (32) + Saves (18) + Skills (24) + Feats (14) + Powers (115) - Drawbacks (00) = 235/250pp

This is scary, super-elemental Equinox. She no longer needs her magic so much, and isn't entirely human anymore. Her main weakness is simply that she's only attuned to one element at a time; if she's flying, fire can hurt her, she's not so tough when she's using other elements, and so on.

Unlike Tempest, she needs to eat and sleep, although not quite so much as a normal human. She also doesn't meet offensive caps, but does do so defensively.

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  • 1 month later...

Ironclad

Power Level: 15 (250/250PP)

Tradeoffs: None

Abilities: 0 + 6 + 0 + 10 + 2 + 4 = 22PP

Strength: 10 (0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 20/30 (+5/+10)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +10

Attack: +4, +12 Battlesuit attacks

Grapple: +25

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-footed

Knockback: -6

Saving Throws: 8 + 10 + 12 = 30PP

Toughness: +0, +12 (+0 Con, +12 Protection)

Fortitude: +8 (+0 Con, +8)

Reflex: +13 (+3 Dex, +10)

Will: +13 (+1 Wis, +12)

Skills: 132R = 33PP

Computers 15 (+20/+25)

Concentrate 12 (+13)

Craft (Chemical) 5 (+10/+15)

Craft (Electronic) 5 (+10/+15)

Craft (Mechanical) 5 (+10/+15)

Diplomacy 12 (+14)

Disable Device 10 (+15/+20)

Knowledge (Physical Sciences) 10 (+15/+20)

Knowledge (Technology) 10 (+15/+20)

Languages (English [Native], German, Japanese) 2

Notice 14 (+15)

Perform (Percussion) 3 (+5)

Search 16 (+21/+26)

Sense Motive 13 (+14)

Feats: 18PP

Benefit (Wealth II)

Dodge Focus 8

Eidetic Memory

Equipment 3* (15EP)

Inventor

Luck 4

Skill Mastery 2 (Computers, Craft [Electronics], Craft [Mechanical], Disable Device, Diplomacy, Notice, Search, Sense Motive)

Drum Set [0EP]

5 EP donated to the Lab.

Apartment (PL 15 HQ) (9EP)

Size: Diminutive (-2)

Toughness: 10 (+1)

Features: 10EP

  • [*:1cp8uamj]Communications
    [*:1cp8uamj]Defense System Stun 15 (Extra: Burst/General; Flaw: Sense-Dependent [Hearing]) [30PP]
    [*:1cp8uamj]Library
    [*:1cp8uamj]Living Space
    [*:1cp8uamj]Power
    [*:1cp8uamj]Security System 4 (DC 40)

Concealment 4 (All auditory, Infrared, ESP) [8PP]

Powers: 8 + 96 + 3 + 4 + 4 + 4 + 10 + 2 = 131PP

Communication 6 (Radio; 20 miles; Feats: Alternate Power, Subtle) [8PP]

  • AP: Datalink 2 (Radio; 100 ft; Feat: Subtle) [3PP] + Comprehend 2 (Speak to & understand machines) [4PP]


Device 23 (115PP; Hard-To-Lose; Feats: Accurate 4, Restricted 2; Drawback: Vulnerability [Electricity, Frequency: Uncommon, Intensity: Moderate) [-2PP]) (Battlesuit [Technology]) [96PP]
All effects have the Technology descriptor
Comprehend 3 (Read and understand all languages, speak any one; Drawback: Only Earth languages [-1]) [5 PP]
Enhanced Feats 7 (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP]
Features 3 (Computer, Hologram Projector, Library) [3PP]
Flight 6 (500 MPH/5,000 ft per Move Action; Feat: Subtle) [13PP]
Immunity 11 (Critical Hits, Life Support) (Armor) [11PP]
Protection 12 (Armor) [12PP]
Super-Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP]

Sensor Array 7 (14 PP Array; Feats: Alternate Power 2) [16 PP]
  • BE: Super-Senses 14 (Normal vision, Infrared; Feats: Danger Sense, Uncanny Dodge; Extras: Analytical, Counter All Obscure, Counter Concealment, Radius, Extended 2 [1000 ft]) [14PP]
    AP: Super-Senses 11 (Normal auditory, Ultra-hearing; Feats: Danger Sense, Uncanny Dodge; Extras: Accurate, Analytical, Extended 2 [1000 ft]) [11PP]
    AP: Super-Senses 11 (Normal olfactory; Feats: Danger Sense, Uncanny Dodge; Extras: Acute, Accurate, Analytical, Extended 2 [1000 ft], Tracking 3) [11PP] + Enhanced Skill 3 (Survival 12 [+13]) [3PP]

Weapons Array 20 (40 PP Array; Feats: Alternate Power 4) [44PP]

  • BE: Blast 12 (Feats: Improved Critical 2, Improved Ranged Disarm, Split Target [x2]; Extra: Autofire) [40PP] - Plasma Cartridges
    AP: Strike 12 (Feats: Improved Critical 2) [14PP] + Drain Toughness 12 (Feats: Improved Critical 2) [26PP] - Disruptor Fields
    AP: Super-Strength 13 (Lifting Strength 75; 125 tons/250 tons/400 tons; Feats: Countering Punch, Groundstrike) [40PP] - Lifting Servos
    AP: Blast 12 (Feats: Improved Critical 2, Indirect, Reduced Progression [1 ft/rank]; Extra: Area/Burst) [40 PP] - Cluster Munitions
    AP: Snare 12 (Feats: Reversible, Split Target [x2]; Extra: Area/Burst) [38PP] - Glue Cartridges

Quickness 6 (Technopath; x100; Flaw: Mental actions only) [3PP]

Quickness 6 (x100; Feat: Innate; Flaw: Mental actions only) [4PP]

Super-Senses 1 (Radio; Analytical; Feat: Extended 2 [1000 ft]) [4PP]

Enhanced Feat 4 (Technopath; Well-Informed, Online Research, Speed of Thought, Jack-of-All-Trades) [4PP]

Enhanced Intelligence 10 (Technopath) [10PP] + Comprehend 1 (Technopath; Codes) [2PP]

DC Block:

ATTACK			RANGE		SAVE				EFFECT

Plasma Cartridges	Ranged		Toughness (staged)	Damage

Disrupter Field	Melee		Toughness (staged)	Damage

				Melee		Fortitude (staged)	Drain Toughness

Cluster Munitions	Ranged/Burst	Toughness (staged)	Damage

Glue Cartridges	Ranged/Burst	Reflex (staged)	Snare

Abilities (22) + Combat (16) + Saving Throws (30) + Skills (33) + Feats (18) + Powers (131) - Drawbacks (0) = 250/250 Power Points

* Gold reward


:arrow: What's to point out here? Well, obviously she's not up to PL 15 caps. I'm of the school that PL 12 is all that's needed, unless you're creating some kind of combat monster.

:arrow: She doesn't have near the versatility in her arrays that some folks do. Part of that is my lack of imagination, but part of it the fact that I don't need fifteen different ways to blow stuff up, Malice. Also, keep in mind that Luck 4 means 5 HP at the beginning of a thread. Plenty of room for stunts of all kinds!

:arrow: Her skills may look anemic, but consider that for almost all of them she can either take 20 as a free action, or has Skill Mastery for. With her Mental Quickness and Int bonus, she can hit a check of 30, untrained, on any Int-based skill check.

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  • 2 months later...

Atlas 245pp / 250pp

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

Str: 24/36 (+7/+13)

Dex: 10 (+0)

Con: 24/36 (+7/+13)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)

Combat: 10 + 12 = 22PP

Attack: +5 Base, +10 Melee

Grapple: +16, +23

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -3, -13 w/ powers

Initiative: +0

Saves: 0+7+10=17PP

Toughness: +13/+7 (+13/+7 Con, +0) (Impervious 12)

Fortitude: +13/+7 (+13/+7 Con, +0)

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

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

Skills: 92r = 23PP

Diplomacy 8 (+10)

Gather Info 8 (+10)

Handle Animal 8 (+10)

Intimidate 20 (+22)

Knowledge: Streetwise 10 (+10)

Language 1 (English, Russian [Native])

Notice 15 (+15)

Sense Motive 15 (+15)

Survival 7 (+7)

Feats: 23PP

Accurate Attack

All-Out Attack

Attack Focus Melee 5

Challenge: Fast Startle

Dodge Focus 4

Improved Grab

Interpose

Last Stand

Luck 5

Power Attack

Startle

Ultimate Toughness

Powers: 15 + 12 + 12 + 12 + 1 + 76 = 128PP

Comprehend 2 (Languages; Speak/Understand Any) [4pp] LINKED Communication 5 (Mental, 5 miles, Extras: Two-Way) [10pp]

* AP: Mind Reading 16 Flaws: Range 2 [Touch], Requires Grab [4pp] LINKED Drain Wisdom 16 Extras: Alternate Save (Will) Flaws: Requires Grab [8pp]

Enhanced Strength 12 [12pp]

Enhanced Constitution 12 [12pp]

Impervious Toughness 12 [12pp]

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

Shapeshift 8 (40pp pool) Extras: Continuous, Action: Free; Drawback: Limitation - Cannot reduce base traits (-4pp) [76pp]

Drawbacks: 0pp

DC Block:

Unarmed (unpowered)  ------------- 22/Toughness ------------------------- Bludgeoning

Unarmed (powered)------------ 29/Toughness--------------------------- Bludgeoning

Costs: Abilities (32) + Combat (22) + Saves (17) + Skills (23) + Feats (23) + Powers (128) - Drawbacks (00) = 245/250 Power Points

Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constution scores, but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility.

Sample Shapeshifting Allocations

Growth 4 Extras: Permanent (+0) [12pp]

Super-Strength 11 PF’s: Shockwave, Freezebreath [24pp]

Protection 2 [2pp]

Leaping 2 (x5 distance) [2pp]

Shrinking 12 Extras: Normal Strength; PF’s: Normal movement, Normal Toughness [26pp]

Flight 4 PF: Move by Action [9pp]

Enhanced Feat: Hide in Plain Sight

Enhanced Skills 4 (Acrobatics 12, Stealth 4)

Enhanced Strength 6 [6pp]

Strike 2 PF: Mighty [3pp]

Protection 2 [2pp]

Favored Environment: Airborne [1pp]

Flight 6 DB: Wings; PF: Move by Action [12pp]

Additional Limbs 2 [2pp]

Super Senses 4 (Extended Darvision, Infravision) [4pp]

Super-Strength 3 [6pp]

36/40

Protection 4 [4pp]

Regeneration 32 PF: Persistant, Regrowth [34pp]

  • Bruised 3 – No Rest
    Injured 6 – No Rest
    Staggered 6 – No Rest
    Disabled 8 – No Rest
    Resurrection 9 – No Rest

Immunity 2 (pain)

Burrowing 7 (100mph) [7pp]

Super-Senses 5 (Darkvision, Extended Tremorsense) [5pp]

Immunity 8 (Suffocation, Fire Damage, High Pressure) [8pp]

Strike 1 PF's: Accurate, Improved Critical, Extended Reach, Mighty [5pp]

Shield 2 [2pp]

Protection 2 [2pp]

Super-Strength 2 [4pp]

Enhanced Feats 3 (Move By Action, Takedown Attack 2 [3pp]

Immovable 2 Extras: Unstoppable [4pp]

Enhanced Strength 6 [6pp]

Protection 4

Immunity 7 (Cold Damage, Drowning, High Pressure) [7pp]

Swimming 7 (250mph) [7pp]

Super-Strength 5 [10pp]

Super-Senses 6 (Extended Darvision, Extended Tremor Sense) [6pp]

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 7 (500ft ) [7pp]

Immunity 10 (electrical damage, falling damage) [10pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 6 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Takedown Attack 2) [6pp]

Enhanced Skills 4 (Acrobatics 16) [4pp]

Protection 4 Extras: Impervious 1 (total 13), Reflective (melee) [18pp]

Immovable 5 Extras: Unstoppable [10pp]

Super-Strength 3 [6pp]

Strike 3 PF's: Knockback 2, Mighty [6pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Dexterity 6 [6pp]

Enhanced Feats 6 (Attack Focus Melee, Dodge Focus 2, Evasion, Improved Critical (unarmed) 2) [6pp]

Enhanced Reflex Save 3 [3pp]

Enhanced Skills 3 (Acrobatics 12) [3pp]

Speed 4 (100mph) [4pp]

Leaping 4 (x25 movement) [4pp]

Super-Strength 2 PF's: Haymaker, Uppercut [6pp]

:arrow: Really, not too much changes between this Atlas and the current one. Quite a few extras get tacked onto the Shapeshift power. Add in some extra skills and feats, and a +2 to Reflex and Will.

:arrow: With Shapeshift I can basically make Atlas as strong as he needs to be, which is nice. I've kept all of the sample forms he has currently, unmodified. With these sample forms he's PL 13 ish. With some point shuffling in the Shapeshift, he could easily get to PL 15, but I'm reserving that for the crisis events. 13 is enough to be recognizably powerful without curbstomping any fight you wander into.

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