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Gizmo's Character Scratchpad


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Posted

Right, so, this is a spot for me to put... stuff. Not necessarily helpful or useful stuff, but definitely stuff.

 

Canon NPC Rebuilds
Crimson Katana

 

True North - Canadian National Superteam
True North Roster
Canadian Shield
Bombardier
Wendy Go

 

Freedom is Magic
Magic
Honesty
Loyalty
Generosity
Kindness
Laughter

 

Espadaspawn

Thistle

Cherry Bomb

Shrapnel

Hemlock

 

Other Character Builds

Gal Vanic - Ghost Girl in Tronik
Osla Jónsdóttir

 

Jotted Down Notes
Midnight II 15PP Gadgets
Midnight Manor
Jager Piloting Rules

Ghost Girl Scratchpad

  • 5 months later...
Posted

Example Gadgets!

Blessed Silver Knuckles
Corrosion 5 (Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Affects Insustantial 2, Improved Critical, Incurable, Mighty) [15PP]

EMP Grenade
Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP]
Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP]

Hijack Teleportation Signal
Super-Senses 1 (Trace Teleport) [1PP]
Teleport 3 (Extras: Accurate, Affects Others, Power Feats: Easy, Progression [600 lbs.]) [14PP]

Original Night Gun
Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full Action]) [3PP]
Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Ranged, Flaws: Action [Full Action]) [12PP]

Tight-Beam Sonic Emitter
Dazzle 15 (Auditory) [15PP]

Universal Translator
Super-Senses 4 (Normal Auditory [Analytical, Ultra-Hearing], Normal Olfactory [Acute, Analytical], Normal Visual [Analytical]) [5PP]
Comprehend 5 (Code, Read, Speak and Understand Languages) [10PP]

  • 2 months later...
Posted

Character Name: Crimson Katana III

Power Level: 12 (180/180PP)

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

 

In Brief: Anti-hero with a cursed blade.

 

Alternate Identities: Kimiyo Ranaga

Identity: Secret

Birthplace: Tokyo, Japan

Occupation: Vigilante

Affiliations: None

Family: Toshiro Ranaga (father, deceased)

 

Age: 24 (DoB: January, 1987)

Gender: Female

Ethnicity: Japanese

Height: 5'3"

Weight: 104 lbs.

Eyes: Green

Hair: Black

 


 

Abilities: 4 + 12 + 8 + 4 + 6 + 4 = 38PP

Strength: 14 (+2)

Dexterity: 22 (+6)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

 

Combat: 16 + 20 = 36PP

Initiative: +10

Attack: +8 Base, +12 melee, +14 swords

Grapple: +16

Defense: +16 (+10 Base, +6 Dodge Focus), +5 Flat-Footed

Knockback: -0

 

 

Saving Throws: 4 + 8 + 7 = 19PP

Toughness: +8 (+4 Con, +4 Defensive Roll)

Fortitude: +8 (+4 Con, +4)

Reflex: +14 (+6 Dex, +8)

Will: +10 (+3 Wis, +7)

 

 

Skills: 80R = 20PP

Acrobatics 14 (+20)

Craft (structural) 4 (+6)

Diplomacy 3 (+5)

Disguise 8 (+10)

Escape Artist 4 (+10)

Gather Information 8 (+10)

Intimidate 8 (+10)

Language 3 (English, Japanese [Native], Mandarin, Russian)

Notice 7 (+10)

Sense Motive 12 (+15)

Stealth 9 (+15)

 

 

Feats: 27PP

Acrobatic Bluff

Attack Focus (melee) 4

Attack Specialization (swords) 1

Blind-Fight

Defensive Attack

Defensive Roll 4

Dodge Focus 6

Evasion 2

Hide in Plain Sight

Improved Disarm

Improved Initiative

Improvised Tools

Move-By Action

Power Attack

Takedown Attack

Uncanny Dodge (auditory)

 

 

Powers: 27 + 12 + 1 = 40PP

 

Device 9 (Three-Flames Katana and Wakizashi, Easy to Lose, 45DP of traits, Power Feats: Benefit [Transform into tattoos], Restricted [Ranaga Bloodline]) [27PP]

 

Three-Flames Katana:

Damage 8 (Extras: Penetrating, Power Feats: Alternate Power 2, Improved Critical 2, Mighty) [21DP]

AP: Fatigue 8 (Extras: Alternate Save [Will], Power Feats: Improved Critical 2, Sedation) [19DP]

AP: Drain Toughness 8 (Extras: Affects Objects, Power Feats: Improved Critical 2, Slow Fade) [19DP]

 

Wakizashi:

Damage 0 (Extras: Aura, Duration [sustained]) [24DP]

 

Device 3 (Ninja Trickery, Hard to Lose, 15DP of traits) [12PP]

 

Smoke Bombs: Obscure 3 (Visual Senses, 25ft radius; Extras: Indepedent) [6PP]

 

Shuriken: Trip 9 (Extras: Area [General, Cone], Opposed by Dexterity, Flaws: Range [Touch]) [9PP]

 

Enhanced Feats 1 (Quick Change) [1PP]

 

 

DC Block:

 

ATTACK                RANGE      SAVE                      EFFECT
Unarmed               Touch      DC17 Toughness (Staged)   Damage (Physical)
Three-Flames Katana   Touch      DC25 Toughness (Staged)   Damage (Physical)
                      Touch      DC18 Will (Staged)        Fatigued/Exhausted/Unconscious
                      Touch      DC18 Fort (Stage)         Drain Toughness
Shruiken              90' Cone   Contested +9 vs DEX       Prone 

Abilities (38) + Combat (36) + Saving Throws (19) + Skills (20) + Feats (27) + Powers (40) = 180 Power Points

 

 

 

Crimson Katana III! She's Elektra meets the Silver Samurai with ghosts, ninjas and the authorities all after her. She also one of the premier sword fighters in the world... in theory. Shockingly, her sheet in the Freedom City sourcebook is not so hot. Since she makes a great foil for Jack of all Blades, I gave her stats an overhaul so she could actually keep up with him in a fight. I've made her 24 here, with the assumption that she was first possessed by her father in 2003, when she was 16, rather than 1997.

 

Some of the changes were fairly minor: raising her Dexterity from 21 to 22, putting a few more points into her saves. She had plenty to spare; her canon sheet only used 137PP despite being PL12! One of the biggest failings was a lack of combat tricks. Acrobatic Bluff with a +20 modifier means she can Feint even experienced opponents with fair reliability. Blind-Fight, Hide in Plain Sight and Uncanny Dodge (auditory) are there to show that she's, y'know, a ninja. She's been on the run for years now, so we know she's pretty sneaky.

 

The biggest change is to her swords! The Three-Flames Katana now has three settings - see how that works? The first is straight up Damage, with the Penetrating a supernaturally sharp blade deserves. The second is a slight twist on the Fatigue AP it already had; now it works on a Will Save, to represent attacking the opponent's spirit. The third is the actual 'flame', a red-hot Drain Toughness effect that works on opponents or objects for when she needs to get her Qui-Gon on.

 

The wakizashi is actually set up to add extras to that first Damage effect. With both swords in hand, she can respond to any melee attack with an Aura effect, representing a lightning quick counterattack. This means that she doesn't need to be as insanely accurate as someone like Jack: she just needs to wait for them to open themselves up to attack. Sure, she'll be taking a hit, too, but that's just the kind of stone cold badass she is.

 

The smoke bombs and shuriken give her a couple more options, ones that keep her a one or two steps ahead of ninja minions and law enforcement. The former are a standard Obscure effect that lingers while she makes good her escape (or takes advantage of those feats I mentioned earlier) while the latter is there to slow a group of pursuers down long enough for her to slip into the shadows.

  • 1 month later...
Posted

Midnight Manor (PL15 HQ) [30EP]

Size: Huge [3EP]

Tougheness: +15 [2EP]

Features: [25 EP]

Communications

Computers

Concealed 2 (+15 DC)

Defense Systems 2 (Emotion Control [Fear] 15, Snare 15]

Dock

Garage

Gym

Hanger

Infirmary

Isolated

Laboratory 2 (Masterwork)

Library

Living Space

Personnel (Travis Hunter)

Power 2 (60PP)

Power System

Security System 3 (DC 30)

Workshop 2 (Masterwork)

Powers: 35 + 25 = 60PP

ESP 6 (Visual Senses, 20 miles, Extras: Duration 2 [Continuous], No Conduit, Simultaneous, Flaw: Medium [surveillance Devices], Power Feats: Fast Task 4, Subtle [DC26 Notice]) [35PP]

Obscure 8 (Visual and Olfactory, Power Feat: Reversible; midnight mist) [25PP]

  • 1 month later...
Posted

True North - Canada's Premier National Superteam

 

Canadian Shield - Geokinetic

 

Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates.

 

Bombardier - Battlesuit

 

Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier.

 

Coyote III - Acrobat

 

The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms.

 

Daniel Storm - Mystic/Survivalist

 

Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes.

 

Verglass - Super Speed/Ice Generation

 

Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it.

 

Cosmic Constable - Alien

 

J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions.

 

Wendy Go - Monster

 

Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair.

  • 4 months later...
Posted (edited)

Character Name: Gal Vanic

tumblr_lwkkyvnK4q1qgf3oqo1_r1_500.jpgPower Level: 12 (167/201PP)
Trade-Offs: +5 Melee Damage, -5 Melee Attack, +1 Ranged Damage, -1 Ranged Attack, +4 Toughness, -4 Defense


In Brief: Ghost visiting a virtual world as an electrifying paragon!

Abilities: 4 + 6 - 10 + 0 + 6 + 4 = 14PP
Strength: 44/14 (+17/+2)
Dexterity: 16 (+3)
Constitution: - (-)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 14 + 16 = 30PP
Initiative: +3
Attack: +7 (+11 Electrical Array)
Grapple: +24/+34
Defense: +8 (+8 Base), +4 Flat-Footed
Knockback: -8


Saving Throws: 0 + 7 + 7 = 14PP
Toughness: +16 (+16 Protection)
Fortitude: -
Reflex: +10 (+3 Dex, +7)
Will: +10 (+3 Wis, +7)


Skills: 18PP = 72R
Bluff 6 (+8/+12 Attractive)
Diplomacy 13 (+15/+19 Attractive)
Intimidate 10 (+12)
Knowledge [Arcane Lore] 10 (+10)
Languages 1 (French) (Base: English)
Notice 8 (+11)
Sense Motive 12 (+15)
Stealth 12 (+15)


Feats: 7PP
Attractive
Luck 2
Power Attack
Second Chance (Diplomacy)
Startle
Uncanny Dodge (Auditory)


Powers: 34 + 35 + 23 + 16 + 7 + 3 = 118PP

Electric Array 15 (30PP, Power Feats: Alternate Power 2, Improved Critical 2) [34PP]

Base: Enhanced Strength 30 [30PP]

AP: Damage 13 (Extras: Ranged, Power Feats: Accurate 2, Affects Insubstantial 2) [30PP] (electrical blast)

AP: Move Object 13 (Power Feats: Accurate 2, Improved Range, Precise) [30PP] (electrical field manipulation)
(Effective Strength 65, Heavy Load [100 tons])


Immunity 35 (Fortitude Effects, Electrical Damage) [35PP]

Paragon Array 10 (20PP, Power Feats: Alternate Power 1, Dynamic 2) [23PP]

Base: Flight 10 (10,000 MPH / 100,000 feet per Move Action) [20PP]

DAP: Super-Strength 10 (Effective Strength 94, Heavy Load [~6400 tons]) [20PP]


Protection 16 [16PP]

Regeneration 7 (+0 recovery bonus, Resurrection 2/one day) [7PP]

Super Senses 3 (Darkvision, Extended Hearing [x10]) [3PP]


DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC32 Toughness Damage
Electrical Blast Ranged DC28 Toughness Damage


Totals: Abilities (14) + Combat (30) + Saving Throws (14) + Skills (18) + Feats (7) + Powers (118) = 201/201

 

Edited by Gizmo
Posted

Magic
Honesty
Loyalty
Generosity
Kindness
Laughter

 

Yes, these are superhero builds inspired by the mane cast of My Little Pony: Friendship is Magic. Yes, that was a pun. No, I won't apologize.

 

To be clear, these are human builds which are homages to the ponies, not the actual ponies themselves. That would have meant the No Hands drawback and arguably some Permanent Shrinking and pbbbth no. The artwork was created by Myisha Haynes, AKA Empress Funk and can be viewed in its entirety here.

Posted (edited)

Character Name: Magic

twilight_s_magic_attack_by_theartrix-d5mPower Level: 10 (150/150PP)
Trade-Offs: None

Abilities: 0 + 0 + 0 + 12 + 6 + 2 = 20PP

Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 8 + 8 = 16PP
Initiative: +6
Attack: +4 Base, +10 Ranged
Grapple: +5
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5/-2

Saving Throws: 5 + 8 + 8 = 21PP
Toughness: +10 (+0 Con, +4 Costume, +6 Defensive Roll)
Fortitude: +5 (+0 Con, +5)
Reflex: +8 (+0 Dex, +8)
Will: +11 (+3 Wis, +8)

Skills: 48R = 12PP
Gather Information 4 (+5)
Knowledge (Arcane Lore) 14 (+20)
Knowledge (History) 14 (+20)
Knowledge (Theology and Philosophy) 9 (+15)
Notice 7 (+10)

Feats: 12PP
Attack Focus (Ranged) 6
Eidetic Memory
Leadership
Luck 3
Speed of Thought

Powers: 49 + 9 + 7 + 4 = 69PP

Sixth Element Array 22 (44PP, Power Feats: Alternate Power 5) [49PP]

Base: Animate Objects 10 (Extras: Horde, Power Feats: Progression 4 [25 minions]) [44PP]

AP: Damage 10 (Extras: Penetrating, Range [Perception, +2], Power Feats: Affects Insubstantial 2, Variable Descriptor 2 [Any Magic]) [44PP] (magic blast)

AP: Move Object 10 (Heavy Load 24 tons; Extras: Damaging, Range [Perception], Power Feats: Precise, Split Attack 3) [44PP]

AP: Nullify 10 (Any One Magical Effect; Extras: Duration [sustained, +2], Effortless, Power Feats: Improved Range 1 (250’ increment), Indirect 3) [44PP] (failsafe spell)

AP: Teleport 10 (1000 feet; Extras: Accurate, Affects Others, Power Feats: Change Direction, Change Velocity, Easy, Turnabout) [44PP]

AP: Transform 10 (broken object to repaired object; Extras: Duration [Continuous]) [40PP]

Enhanced Feats 9 (Defensive Roll 3, Dodge Focus 6) [9PP] (shield spell)

Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Acute, Analytical, Extended [100ft Notice Increments], Ranged) [7PP]

Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)

Enhanced Feat 1 (Quick Change) [1PP]

Protection 4 [4PP]

 

DC Block

ATTACK             RANGE          SAVE               EFFECT
Magic Blast        Perception     DC25 Toughness     Damage
Move Object        Perception     DC25 Toughness     Damage
Failsafe Spell     Ranged         DC20 Will          Nullified Effect

Totals: Abilities (20) + Combat (16) + Saving Throws (21) + Skills (12) + Feats (12) + Powers (69) = 150/150 Power Points


This build, inspired by Twilight Sparkle, reads for the most part like a fairly standard Sorcereress Supreme character. The point-of-view character for much of the show, Twilight's special talent is literally just 'magic', which means more when you realize that other ponies' talents are generally things like harvesting apples, throwing parties or making dresses. Twilight Sparkle walking into Ponyville is pretty much like Gandalf the Grey walking into the Shire. Things just got real up ins.

I've represented that with what could reasonably be called a stupid big magic array. Each of the powers in the array is based on something Twilight has done on-screen, with a focus on reliability. With a mix of Perception range, Effortless and Variable Descriptor there aren't many times she won't be able to do something. The size of the array also means that she has a lot of freedom to stunt bigger, flashier effects whenever she needs to.

Setting her apart from other magical practitioners is her extremely high Intelligence. So well read she literally lives in a library, between her +6 and Eidetic Memory Twilight has a good shot at remembering all kinds of useful facts, while being the undisputed expert in her specific areas of expertise. As she continues to study this whole 'friendship' thing, some ranks in Knowledge (Behavioral Sciences) wouldn't hurt either.

Edited by Gizmo
Posted (edited)

Character Name: Honesty

shotgun_applejack_by_theartrix-d5sbmj0.p
Power Level: 10 (150/150PP)
Trade-Offs: None

Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP
Strength: 30/18 (+10/+4)
Dexterity: 20/14 (+5/+2)
Constitution: 30/14 (+10/+2)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 12 (+1)

Combat: 12 + 12 = 24PP
Initiative: +5
Attack: +6 Base, +10 Melee
Grapple: +20
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 2 + 3 + 9 = 14PP
Toughness: +10 (+10 Con)
Fortitude: +12 (+10 Con, +2)
Reflex: +8 (+5 Dex, +3)
Will: +10 (+1 Wis, +9)


Skills: 56R = 14PP
Acrobatics 10 (+15)
Concentration 8 (+9)
Knowledge (Business) 5 (+5)
Knowledge (Earth Sciences) 5 (+5)
Knowledge (Life Sciences) 5 (+5)
Notice 9 (+10)
Sense Motive 14 (+15)


Feats: 16PP
Attack Focus (Melee) 4
Dodge Focus 4
Fearless
Improved Grab
Improved Grapple
Move-By-Action
Power Attack
Takedown Attack 2
Uncanny Dodge (auditory)


Powers: 16 + 6 + 12 + 28 = 62PP

Enhanced Constitution 16 [16PP]

Enhanced Dexterity 6 [6PP]

Enhanced Strength 12 [12PP]

Device 6 (30PP, Flaws: Hard to Lose, Power Feats: Indestructible, Restricted 3 [Truly Honest]) [28PP] (magic lasso)

Lasso Array 14.5 (29PP, Power Feats: Alternate Power 1) [30PP]

Base: Snare 10 (Extras: Constricting, Linked [Mind Control], Flaws: Limited [One Target at a Time], Range [Touch], Power Feats: Affects Insubstantial 2, Extended Reach 10 [50'], Reversible, Tether) [19PP]
+ Mind Control 10
(Extras: Conscious, Effortless, Linked [snare], Flaws: Limited [One Command: Tell the Truth], Range [Touch, -2]) [10PP] (lasso of honesty)

AP: Rope Tricks 5.8 (29PP Container [Active, Sustained]) [19PP]

Damage 0 (Extras: Linked [Trip], Power Feats: Insubstantial 2, Extended Reach 10 [50'], Mighty) [13PP]
+ Trip 10 (Extras: Linked [Damage], Flaws: Range [Touch], Power Feats: Improved Trip) [6PP] (crack the whip)

Super-Movement 2 (Slow Fall, Swinging) [4PP] + Speed 6 (500MPH) [6PP]

 

DC Block

ATTACK               RANGE              SAVE                EFFECT
Unarmed              Touch              DC25 Toughness      Damage
Lasso of Honesty     Extended [50']     DC20 Reflex         Entanged
                                        Opposed vs. +10     Mind Control
Crack the Whip       Extended [50']     DC25 Toughness      Damage
                                        Opposed vs. +10     Prone

 

Totals: Abilities (20) + Combat (24) + Saving Throws (14) + Skills (14) + Feats (16) + Powers (62) = 150/150 Power Points


Applejack is the powerfully athletic, lasso-wielding representative of an extensive clan who embodies the Element of Honesty. I spent a lot of time trying to come up with an angle that didn't scream 'Wonder Woman' quite so much before just going with it. As a result, she's probably the most straight-forward of any of these builds.

Enhanced physical ability scores bring her up to caps and give her some decent saves even when she's just duking it out with her bare fists, while Improved Grab and Improved Grapple make her a pretty dandy wrassler. Her lasso, however, gives her some much more interesting options.

Its default setting is a single-target Snare that can force an opponent trapped by it to speak the truth. Applejack's sizable Sense Motive bonus should give her the edge against anyone who makes that Will save, while the Effortless extra lets her keep trying as long as her captive is tied up. Alternatively, she can 'crack the whip' for a Damage/Trip effect or swing from place to place at high speed.

Edited by Gizmo
Posted (edited)

Character Name: Loyalty

fallin__dash_by_theartrix-d5mh07k.png

Power Level: (10) (150/150PP)
Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 Toughness


Abilities: 4 + 10 + 4 + 0 - 2 + 4 = 20PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 14 (+2)


Combat: 12 + 16 = 28PP
Initiative: +9
Attack: +6 Base, +8 Melee, +8 Lightning, +12 Flying Fists
Grapple: +10
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed
Knockback: -3/-2


Saving Throws: 6 + 5 + 7 = 18PP
Toughness: +6 (+2 Con, +2 Costume, +2 Defensive Roll)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+5 Dex, +5)
Will: +6 (-1 Wis, +7)


Skills: 36R = 9PP
Acrobatics 10 (+15)
Intimidate 8 (+10)
Knowledge (Current Events) 5 (+5)
Notice 13 (+12)


Feats: 23PP
All-Out Attack
Attack Focus (Melee) 2
Defensive Roll 1
Dodge Focus 6
Equipment 1 (5EP)
Evasion 2
Fearless
Improved Initiative 1
Interpose
Luck
Move-By-Action
Power Attack
Set-Up
Takedown Attack 2
Uncanny Dodge (visual)

Equipment: 2 + 3 = 5EP

Costume: Protection 2 [2EP]

Goggles: Immunity 1 (eye irritants); Super-Senses 2 (Visual; Counters Obscure [clouds/fog]) [3EP]


Powers: 13 + 2 + 8 + 1 + 28 = 52PP

Flight 6 (500MPH, Power Feats: Moving Feint) [13PP]

Quickness 2 (x5) [2PP]

Power Reserve 4 (8PP; Flight [up to 10 (10 000 MPH) or Quickness [up to 10 (x2500)]) [8PP]

Immunity 1 (high altitudes) [1PP]

High Flier Array 12.5 (25PP, Power Feats: Alternate Power 3) [28PP]

Base: Damage 6 (Extras: Area [Targeted, Burst] [8], Selective Attack [8] Power Feats: Accurate 2, Mighty) [25PP] (flying fists)

AP: Damage 12 (Extras: Ranged, Power Feats: Accurate 1) [25PP] (lightning)

AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (sonic rainboom)

AP: Environmental Control 12 (24PP, Mix-and-Match Environments: Cold, Hamper Movement (Icy or West Surfaces), Heat, Reduced Visibility [Precipitation]; Extras: Independent [+0], Power Feats: Reversible) [25PP] (whip the clouds)

 

DC Block

ATTACK             RANGE      SAVE               EFFECT
Flying Fists       Touch      DC23 Toughness     Damage [Physical]
Lightning          Ranged     DC27 Toughness     Damage [Energy]
Sonic Rainboom     Area       DC25 Toughness     Damage [Physical]
                              DC20 Reflex        Blinded, Deafened


Totals: Abilities (20) + Combat (28) + Saving Throws (18) + Skills (9) + Feats (23) + Powers (52) = 150/150 Power Points


I'm obligated to inform you that this Rainbow Dash-inspired build is 20% cooler than any of the others. Embodying the Element of Loyalty, as a superhero Rainbow Dash would probably be some mix of DCAU Wally West and Ryan Reynolds' Hal Jordan. She's cocky and boastful with the skills to back it up and rock-solid dependability despite her careless attitude.

As such, I've built her as a flying speedster! She can just about break the sound barrier by default and get up to truly mad speeds by using the Power Reserve idea borrowed from builds like Ecal's Speedster. Take advantage of her mobility by using Moving Feint and Move-by-Action. Note that this version doesn't actually have wings, she just flies under her own power entirely.

As a pegasus pony, it's Rainbow Dash's job to control the weather by manipulating clouds, and this build shares that ability, giving her some options to affect the terms of the fight including a lightning blast. Finally, in a really tight spot, she can pull out her signature move, the sonic rainboom! As built here, the rainboom will knock around and blind anybody in a 20 mile radius. It is not Selective and will tire the heck out of Rainbow, making it a fun, ace-in-the-hole desperation move.

Edited by Gizmo
Posted (edited)

Character Name: Generosity

sneakin__rarity_by_theartrix-d5oznmw.png

Power Level: 10 (150/150PP)
Trade-Offs: None / -5 Defense/+5 Toughness (Gemstone Skin)


Abilities: 0 + 4 + 0 + 4 + 6 + 6 = 20PP
Strength: 10/30 (+0/+10)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 12 + 10 = 22PP
Initiative: +2
Attack: +6 Base, +10 Powers
Grapple: +6/+18
Defense: +10/+5 (+5 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2/-12


Saving Throws: 6 + 6 + 7 = 19PP
Toughness: +10/+15 (+2 Costume, +8 Defensive Roll/+13 Protection [impervious 10])
Fortitude: +6 (+0 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 52R = 13PP
Bluff 4 (+7/+15 Attractive)
Craft (Artistic) 13 (+15)
Diplomacy 4 (+7/+15 Attractive)
Gather Information 7 (+10)
Knowledge (Current Events) 8 (+10)
Knowledge (Popular Culture) 5 (+7)
Notice 4 (+7)
Sense Motive 7 (+10)


Feats: 9PP
Attractive
Benefit 1 (Wealth 1)
Connected
Contacts
Fascinate (Diplomacy)
Luck 2
Taunt
Well Informed


Powers: 33 + 30 + 4 = 67PP

Fabulous Array 16 (32PP, Power Feats: Alternate Power 1) [33PP]

Base: Floating Gemstones 6.4 (32PP Container [Active, Sustained]) [23PP]
 
Enhanced Feats 9 (Defensive Roll 4, Dodge Focus 5) [9PP] (blocking gems)

Move Object 8 (Heavy Load 3 tons; Extras: Range [Perception], Flaws: Limited [Gemstones], Power Feats: Precise) [17PP] (lift gems)

Super-Senses 6 (Detect Gemstones 1 [Mental], Extras: Accurate [+2], Acute, Analytical, Ranged) [6PP]

AP: Protection 13 (Extras: Impervious 10) [23PP] + Immunity 9 (life support) [9PP] (gemstone skin)

It Is On Array 13 (26PP, Power Feats: Alternate Power 4) [30PP]

Base: Create Object 11 (Power Feats: Precise, Progression 2 [Area, 25†cubes], Stationary) [26PP] (gemstone sculpting)

AP: Damage 10 (Extras: Area [Targeted, Cone], Penetrating 3, Power Feats: Accurate 2, Precise) [26PP] (sapphire shards)

AP: Dazzle 10 (Visual; Extras: Area [General, Perception, +2], Linked [Emotion Control], Flaws: Action [Full Action], Range [Touch]) [20PP]

+ Emotion Control 10 (Extras: Area [General, Perception, +2], Linked [Dazzle], Flaws: Limited [Love], Range [Touch, -2], Sense-Dependent [Visual]) [5PP] (opalescence)

AP: Drain Toughness 10 (Extras: Affects Objects, Area [General, Cone], Flaws: Action [Full Action] + Damage 6 (Extras: Area [General, Cone], Flaws: Action [Full Action]) [26PP] (fire ruby scorch)

AP: Diamond Fists 4.8 (24PP Container [Active, Sustained], Power Feats: Accurate 2) [26PP]

Enhanced Strength 20 [20PP]

Super-Strength 2 (Effective Strength 40, Heavy Load 3 tons) [4PP]

Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)

Protection 2 [2PP]

Enhanced Feats 3 (Attractive, Quick Change 2) [3PP]

 

DC Block

ATTACK               RANGE                 SAVE                EFFECT
Sapphire Shards      Area [Cone]           DC25 Toughness      Damage
Opalescence          Area [Perception]     DC20 Reflex         Blinded
                                           DC20 Will           Love
Fire Ruby Scorch     Area [Cone]           DC20 Fortitude      Drain Toughness
                                           DC21 Toughness      Damage
Diamond Fists        Touch                 DC25 Toughness      Damage

 

Totals: Abilities (20) + Combat (22) + Saving Throws (19) + Skills (13) + Feats (9) + Powers (67) = 150/150 Power Points


Not everyone likes Rarity, the inspiration for this build, at first. She can come across as a vain, overly-dramatic fashionista. And, well, she is. She's also an extremely hard-working perfectionist who routinely puts others ahead of herself without having to be asked, as befits the embodiment of the Element of Generosity. Her special talent has to do with fashion design, with her signature style being the incorporation of gemstones into her dresses and other clothes. That's the thread upon which this build is hung.

By default, Rarity is a sort of more fashionable geokinetic, specifically making barriers and projectiles from gems. Her fire ruby and opal themed attacks are little nods to the show itself and give her options to exploit any particularly vulnerable saves her opponent might have.

A full suite of Diplomacy and Gather Information related bonuses and feats should let her avoid a direct confrontation a lot of the time. When push comes to shove, however, this build can make like Emma Frost and transform into an invulnerable, gemstone-skinned tank with diamond-hard fists. Sometimes even a lady just has to kick the bad guys in the head, after all.

Edited by Gizmo
Posted (edited)

Character Name: Kindness

jumpin__fluttershy_by_theartrix-d5osq15.Power Level: 10 (150/150PP)
Trade-Offs: +2 Attack/-2 Damage, +2 Defense/-2 Toughness


Abilities: 0 + 4 + 0 + 0 + 6 + 10 = 20PP
Strength: 20/10(+5/+0)
Dexterity: 24/14 (+7/+2)
Constitution: 20/10 (+5/+0)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 8 + 12 = 20PP
Initiative: +7
Attack: +4 Base, +8 Melee, +12 Natural Weapons
Grapple: +15
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4


Saving Throws: 3 + 3 + 3 = 9PP
Toughness: +8 (+5 Con, +3 Costume)
Fortitude: +8 (+5 Con, +3)
Reflex: +10 (+7 Dex, +3)
Will: +6 (+3 Wis, +3)


Skills: 64R = 16PP
Acrobatics 1 (+8)
Diplomacy 10 (+15)
Handle Animal 15 (+20)
Knowledge (Life Sciences) 10 (+10)
Medicine 7 (+10)
Notice 7 (+10)
Stealth 7 (+10)
Survival 7 (+10)


Feats: 15PP
Animal Empathy
Attack Focus (Melee) 4
Attack Specialization (Natural Weapons) 2
Defensive Attack
Dodge Focus 6
Power Attack


Powers: 4 + 5 + 5 + 30 + 5 + 14 + 4 = 70PP

Comprehend 2 (Animals [speak/Understand]) [4PP]

Damage 3 (Power Feats: Mighty, Variable Descriptor 1 [natural weapons]) [5PP]

Emotion Control 10 (Flaws: Limited [Despair], Sense-Dependent [Visual]) [5PP] (alpha stare)

Enhanced Abilities 30 (Strength 10, Constitution 10, Dexterity 10) [30PP]

Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (pegasus wings)

Shapeshift 2 (10PP Variable Power, Any Trait, Multiple Traits At Once, Extras: Action [Free Action, +2], Duration [Continuous], Flaws: Limited 3 [Mythological Creatures, Partial Transformation, Physical Traits]) [16PP]

Sample Configurations

Dragon Scales 10PP

Immunity 10 (Fire Effects) [10PP]

 

Griffon Claws 8 + 2 = 10PP

Damage 0 (Extras: Penetrating 8) [8PP]

Flight 1 (100MPH Total) [2PP]

 

Hydra Blood 1 + 9 = 10PP

Elongation 1 (5’) [1PP]

Healing 4 (Recovery +9, Extras: Action [standard], Flaws: Personal, Power Feats: Regrowth) [9PP]

 

Manticore Tail 10PP

Drain Toughness 8 (Power Feats: Accurate 2) [10PP]

Device 1 (5PP, Flaws: Hard to Lose) [4PP] (costume)

Concealment 2 (Normal Vision, Flaws: Blending) [2PP]

Protection 3 [3PP]

 

DC Block

ATTACK              RANGE          SAVE               EFFECT
Natural Weapons     Touch          DC23 Toughness     Damage
Alpha Stare         Perception     DC20 Will          Despair


Totals: Abilities (20) + Combat (20) + Saving Throws (9) + Skills (16) + Feats (15) + Powers (70) = 150/150 Power Points


The embodiment of the Element of Kindness, Fluttershy is pony with hidden depths. A quiet, unassuming nature lover, she's timid to the point of freezing up at the first sign conflict... unless her friends are in trouble. Then the guano really hits the proverbial fan. Do you understand what I'm saying here? Fluttershy will ruin you.

What I came up with for this build was an shapeshifter that borrows heavily from AA's Animal Mimic but has a few twists of its own. For one thing, she specifically mimics mythological creatures, with sample configurations based on some of the monsters she's gone up against on the show. The Partial Transformation flaw means that she can only mimic limbs and other qualities, not actually assume the full form of a creature for disguise or other purposes. I could probably be convinced that it should be a drawback instead, but since it's only saving her 2PP as it is, it's largely moot.

She's got big, feathery wings and variable claws and fangs outside of the variable power, so she doesn't need to worry about hitting caps. With +20 Handle Animal, Animal Empathy and Comprehend Animals, chances are she can round up some surprising allies or informants when the situation calls for it, and her stare is a palpable Despair effect. Seriously, she won a staring contest with a cockatrice. Don't mess.

Edited by Gizmo
Posted (edited)

Character Name: Laughter

slidin__pinkie_by_theartrix-d5on4jx.png

Power Level: 10 (150/150PP)
Trade-Offs: -5 Attack/+5 Damage (Ranged) or +5 Attack/-5 Damage (Melee), +5 Defense/-5 Toughness


Abilities: 4 + 6 + 6 + 0 + 0 + 4 = 20PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2)


Combat: 10 + 12 = 22PP
Initiative: +3
Attack: +5 Base, +9 Melee, +15 Zui Quan
Grapple: +11
Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed
Knockback: -2


Saving Throws: 3 + 9 + 6 = 18PP
Toughness: +5 (+3 Con, +2 Costume)
Fortitude: +6 (+3 Con, +3)
Reflex: +12 (+3 Dex, +9)
Will: +6 (+0 Wis, +6)


Skills: 52R = 13PP
Acrobatics 7 (+10)
Disguise 8 (+10)
Notice 15 (+15)
Perform (Singing) 5 (+7)
Sense Motive 10 (+10)
Stealth 7 (+10)


Feats: 22PP
Acrobatic Bluff
Attack Focus 4
Dodge Focus 9
Equipment 1 (5EP)
Fearless
Evasion
Luck
Minion 4 (60PP)

Equipment: 2 + 3 = 5EP

Costume: Protection 2 [2EP]

Megaphone: Communication 3 (Auditory, 1000’; Extras: Area, Flaws: Action [Move]) [3EP]

Minion: 60PP

Gummy the Alligator - PL 7

Abilities: Str 28/12 Dex 12 Con 20/12 Int 1 Wis 12 Cha 2 [2 + 2 + 2 - 9 + 2 - 8 = -9]
Combat: Attack +5 (includes -2 due to size) [14PP], Defense +6 (includes -2 due to size) [16PP], Initiative +5, Grapple +22, Knockback -4
Damage: DC24 (unarmed)
Saving Throws: Toughness +8, Fortitude +10, Reflex +6, Will +3 [5 + 5 + 2 = 12PP]
Skills: Notice 4 (+5), Stealth 4 (+5) [8R = 2PP]
Feats: Environmental Adaptation (water), Improved Initiative, Improved Swim [3PP]
Powers: Growth 8 (Power Feats: Innate; Flaws: Permanent) [25PP], Protection 3 [3PP], Super-Senses 1 (low-light vision) [1PP], Swimming 1 [1PP]
Drawbacks: Mute [-4PP], No Hands [-4PP]

Abilities -9 + Combat 30 + Saves 12 + Skills 2 + Feats 3 + Powers 30 - Drawbacks 8 = 60


Powers: 2 + 8 + 41 + 4 = 55PP

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP]

Damage 3 (Power Feats: Accurate 3, Innate, Mighty) [8PP] (zui quan style)

Device 13 (65PP, Flaws: Easy to Lose, Power Feats: Restricted 2) [41PP] (party cannon)

Party Cannon Array 31 (62PP, Power Feats: Alternate Power 2) [64PP]
Base: Damage 15 (Extras: Linked [snare], Ranged, Power Feats: Affects Incorporeal 2) [32PP]
+ Snare 15 (Extras: Linked [Damage]) [30PP] (proton stream)

AP: Damage 15 (Extras: Area [Targeted, Cone], Linked [Trip], Selective Attack, Flaws: Action [Full Action], Power Feats: Homing) [31PP]
+ Trip 15 (Extras: Area [Targeted, Cone], Knockback, Linked [Damage], Selective Attack, Flaws: Action [Full Action], Range [Touch], Power Feats: Improved Trip) [31PP] (missile barrage)

AP: Damage 10 (Extras: Area [General, Burst], Linked [Drain Toughness], Ranged, Power Feats: Knockback 10, Progression 2 [Area, Max 250' radius) [42PP]
+ Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Limited [Objects], Limited [Electronics], Linked [Damage], Ranged) [20PP] (grenade launcher)

Super-Senses 1 (Infravision) [1PP] (targeting scope)

Device 1 (5PP, Flaws: Hard to Lose) [4PP] (slow fall boots)

Leaping 3 [3PP]

Super Movement 1 (Slow Fall) [2PP]

 

DC Block

ATTACK               RANGE                      SAVE                 EFFECT
Zui Quan             Touch                      DC20 Toughness       Damage
Proton Stream        Ranged                     DC30 Toughness       Damage
                                                DC25 Reflex          Entangled
Missile Barrage      Area [Targeted, Cone]*     DC30 Toughness       Damage
                                                Opposed vs. +15      Prone, Knockback
Grenade Launcher     Ranged, Area [Burst]       DC20 Fortitude**     Drain Toughness
                                                DC25 Toughness       Damage

*Homing 1
**Electronics Only


Totals: Abilities (20) + Combat (22) + Saving Throws (18) + Skills (13) + Feats (22) + Powers (55) = 150/150 Power Points


You never know exactly what to expect from Pinkie Pie, the Element of Laughter, and this build gives the player enough tricks to be similarly unpredictable. She's shifted for Defense and Damage respectively, in what I like to think of as the 'Harley Quinn with a giant mallet' configuration, with her slow-fall boots letting her bound around the battlefield.

Her only out-and-out super-power is a danger sense that mirrors her 'Pinkie Sense'. Her primary method of attack is her party cannon, a BFG's BFG. A Ghostbuster-esque proton stream allows her to giggle at the ghostie while missile barrage and grenade launcher options give her plenty of flash and bang.

Tying up that many points in an Easy to Lose Device is always a risk, but luckily Pinkie's got a couple more options to fall back on. Without her weapon, she can switch all the way to being Attack shifted with her martial arts training and Acrobatic Bluff, giving anyone expecting an inaccurate heavy-hitter a surprise. What's more, she's accompanied by Gummy, her pet alligator. Pet giant alligator in this case!

Edited by Gizmo
  • 10 months later...
Posted

Character Name: Canadian Shield
Power Level: 13 (215PP)
Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

Alternate Identity: Elizabeth Combs
Identity: Public
Birthplace: Petawawa, Ontario
Occupation: Federally Funded Superhero
Affiliations: True North, Canadian Government, Igneous Royal Family
Family: Corporal Jake Combs [Father], Lady Felsi of House Rhyolite [Mother]

Description:
Age: 32
Gender: Female
Ethnicity: Igneous/Human
Height: 6'11"
Weight: 325 lbs
Eyes: Nickel
Hair: Copper

Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates.

 

Abilities: 10 + 0 + 10 + 4 + 4 + 10 = 38PP
Strength: 30/20 (+10/+5)
Dexterity: 10 (+0)
Constitution: 30/20 (+10/+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 20 (+5)

 

Combat: 10 + 8 = 18PP
Initiative: +8
Attack: +5/+10 Melee
Grapple: +24
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -8/-11

 

Saving Throws: 5 + 5 + 10 = 20PP
Toughness: +18 (+10 Con, +8 Protection; Impervious 0/5)
Fortitude: +15 (+10 Con, +5)
Reflex: +5 (+0 Dex, +5)
Will: +12 (+2 Wis, +10)

 

Skills: 52R = 13PP
Bluff 5 (+10)
Diplomacy 10 (+15)
Gather Information 5 (+10)
Intimidate 5 (+10)
Knowledge (Civics) 8 (+10)
Knowledge (Current Events) 3 (+5)
Knowledge (Earth Sciences) 3 (+5)
Knowledge (Tactics) 3 (+5)
Language 2 (English [Native], French, Igneous)
Notice 8 (+10)

 

Feats: 24PP
Attack Focus (Melee) 5
Benefit (Security Clearance)
Connected
Dodge Focus 4
Improved Initiative 2
Inspire 5
Interpose
Leadership
Power Attack
Set-Up
Uncanny Dodge (Tactile)
Well-Informed

 

Powers: 46 + 11 + 46 = 103PP

Half-Igneous Physiology 9 (45PP Container [Passive, Permanent]; Power Feats: Innate) [46PP]

Enhanced Strength 10 [10PP]

Enhanced Constitution 10 [10PP]

Immunity 2 (Heat, High Pressure) [2PP]

Protection 8 [8PP]

Super-Senses 5 (Darkvision, Depth-Sense, Tremorsense) [5PP]

Super-Strength 5 [10PP]

Flowing Stone Array 5 (10PP; Power Feats: Alternate Power 1) [11PP]

Base: Flight 5 (Extras: Affects Others, Flaws: Platform) [10PP] (stone surfing)

AP: Impervious Toughness 5 (Extras: Linked [immunity]) [5PP] + Immunity 10 (Electrical Effects, Extras: Linked [impervious], Flaws: Limited [Half]) [5PP] (grounded armor)

Geokinetic Array 20.5 (41PP; Power Feats: Alternate Power 5) [46PP]

Base Effect: Burrowing 10 (Extras: Affects Others [+1], Area [General, Burst], Penetrating, Power Feats: Subtle) [41PP]

AP: Create Object 12 (Extras: Duration [Continuous], Power Feats: Precise, Progression 3 [50’ Cubes], Stationary) [41PP] (stone shaping)

AP: Damage 6 (Extras: Autofire 1 [16], Penetrating 16, Power Feats: Improved Critical, Mighty, Variable Descriptor 1) [41PP] (stone weapons)

AP: Damage 13 (Extras: Area [General, Shapeable], Ranged, Power Feats: Indirect 2) [41PP] (cataclysm)

AP: Move Object 13 (Extras: Damaging, Range [Perception], Flaws: Limited Material [Earth], Power Feats: Subtle) [40PP] (earthmoving)

AP: Snare 13 (Extras: Area [General, Shapeable], Power Feats: Reversible, Tether) [41PP] (stone prisons)

 

DC Block

ATTACK            RANGE             SAVE                              EFFECT

Unarmed           Touch             DC 25 Toughness                   Damage [Physical]
Stone Weapons     Touch             DC 31 Toughness [Autofire]        Damage [Physical]
Cataclysm         Ranged [Area]     DC 23 Reflex, DC 28 Toughness     Damage [Physical]
Stone Prisons     Ranged [Area]     DC 23 Reflex                      Entangled

 

Abilities (38) + Combat (18) + Saving Throws (20) + Skills (13) + Feats (23) + Powers (103) = 215 Power Points

  • 8 months later...
Posted

Jaeger Piloting

Drift Checks

At the beginning of each round, each jaeger pilot must make a drift check. This is a Will Save with a difficulty equal to 10 + the difference between the pilot's Charisma scores. For example, if their Charisma scores are 12 and 17 respectively, they are each rolling against a DC 15 Will Save.

If both pilots make the drift check, they are considered in alignment and all rolls made by the jaeger for the following round use the higher of each pilot's bonuses for a given score. This includes attack rolls, saving throws and skill checks. The higher bonus is used to determine Defense and any circumstance bonuses from feats such as Favoured Enemy apply.

If one pilot fails the drift check, their alignment falters and all rolls made by the jaeger for the following round use the lower of each pilot's bonuses for a given score and circumstance bonuses may not be applied.

If both pilots fail the drift check, they fall out of alignment and the jaeger is dazed for one round, unable to take any actions but defending normally, using the lower of the two pilot's bonuses to determine saving throw bonuses and Defense.

If both pilots succeed by 5 or more, they are in perfect alignment and receive a temporary Hero Point to be spent in the following round. This HP may be spent in any of the usual manners but disappears at the beginning of the next round if unspent.

 

Drift Compatibility

Several factors can convey bonuses or penalties to drift checks. Bonuses and penalties are cumulative but each may apply only once.

  • Immediate relatives and long term romantic partners receive +1 to drift checks with each other.
  • Pilots who grew up together or who shared a significantly defining event receive +1 to drift checks with each other.
  • Characters who share a Communication Link or have otherwise spent significant amounts of time telepathically linked receive +2 to drift checks with each other.
  • One rank of Teamwork grants a pilot +1 to their own drift check. Three ranks grants a +2 bonus.
  • Eidetic Memory imposes a -1 penalty on the other pilot's drift check.
  • The Nightmares drawback or similar Complications apply a -1 penalty to both pilots' drift checks.
  • Powers with the telepathy or technopathy descriptors grant a pilot +1 to their own drift check.
  • A pilot receives a +1 bonus to drift checks with someone named in an overall positive manner in their character sheet's history or Complications, such as Friendship, Responsibility or Rivalry. This bonus does not stack with the bonus for immediate relatives and romantic partners.
  • A pilot receives a -2 penalty to drift checks with someone named in a negative manner in their character sheet's history or Complications, such as Enemy, Grudge or Hatred.

The GM should feel free to impart additional circumstance bonuses or penalties as seems appropriate.

  • 1 month later...
Posted

Character Name: Bombardier
Power Level: 12 (200PP)
Trade-Offs: +3 Damage/-3 Attack (melee), +2 Toughness/-2 Defense

Alternate Identity: Paul Bouchard
Identity: Public
Birthplace: Dorval, Quebec
Occupation: Federally Funded Superhero
Affiliations: True North, Canadian Government
Family: Rosalie Bouchard (mother), Noémie Bouchard (sister), Alicia Bouchard (sister), Coralie Bouchard (sister), Marianne Bouchard (sister), Anaïs Bouchard (sister)

Description:
Age: 29
Gender: Male
Ethnicity: French-Canadian
Height: 5'7"
Weight: 175 lbs
Eyes: Blue
Hair: Medium Brown

Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier.

 

Abilities: 10 + 6 + 8 + 6 + 2 + 4 = 36PP
Strength: 30/20 (+10/+5)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 14 (+2)

 

Combat: 12 + 12 = 24PP
Initiative: +3
Attack: +6 Base, +9 Melee, +12 Concussive Attacks
Grapple: +26/+19/+14
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -7/-2

 

Saving Throws: 8 + 7 + 7 = 22PP
Toughness: +14 (+4 Con, +10 Protection)
Fortitude: +12 (+4 Con, +8)
Reflex: +10 (+3 Dex, +7)
Will: +8 (+1 Wis, +7)

 

Skills: 56R = 14PP
Computers 2 (+5)
Craft (Electronics) 2 (+5)
Craft (Mechanical) 7 (+10)
Disable Device 2 (+5)
Intimidate 8 (+10)
Knowledge (Current Events) 2 (+5)
Knowledge (Technology) 7 (+10)
Language 1 (English, French [Native])
Notice 9 (+10)
Pilot 7 (+10)
Sense Motive 9 (+10)

 

Feats: 14PP
Attack Focus (Melee) 3
Benefit (Security Clearance)
Dodge Focus 4
Improved Trip
Improvised Tools
Move-By Action
Power Attack
Takedown Attack 2

 

Powers: 90PP

Device 22 (110PP Container; Flaws: Hard to Lose; Feats: Restricted 2) [90PP]

Weapons Array 20 (40PP; Feats: Alternate Power 2) [42PP]

Base: Damage 12 (Extras: Autofire, Ranged; Feats: Accurate 3, Improved Critical [19-20]) [40PP] (concussive blast)

AP: Stun 12 (Extras: Area [Targeted, Shapeable], Ranged; Flaws: Action [Full]; Feats Accurate 3, Improved Critical [19-20]) [40PP] (concussive barrage)

AP: Damage 5 (Feats: Improved Critical 2 [18-20], Improved Grab, Improved Grapple, Mighty) + Drain Toughness 15 (Extras: Affects Objects, Linked [+1]; Flaws: Limited 2 [Electronics Only]; Feats: Incurable) [26PP] (electromagnetic punch)

Move Object 13 (Extras: Action [Move]; Flaws: Limited 2 [Direction: Push/Pull, Material: Metal]; Feats Subtle) [14PP]

Auxiliary Power Array 7 (14PP; Feats: Alternate Power 1, Dynamic Power 2) [17PP]

DBP: Flight 7 (1000 MPH) [14PP]

DAP: Super-Strength 7 (Heavy Load: 100 tons) [14PP]

Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP]

Enhanced Strength 10 [10PP]

Immunity 9 (Life Support) [9PP]

Protection 10 [10PP]

Super-Senses 7 (Radio; Direction Sense, Radar [Counters Concealment, Extended 2], Uncanny Dodge) [7PP]

Super-Senses 9 (Visual; Analytical 2, Extended 2 [100x], Infravision, Radius 2, Rapid 1 [10x], Ultravision) [9PP]

 

DC Block

ATTACK                    RANGE             SAVEEFFECT

Unarmed                   Touch             DC20 Toughness                Damage [Physical]
Concussive Blast          Ranged            DC27 Toughness [Autofire]     Damage [Physical]
Concussive Barrage        Ranged [Area]     DC27 Fortitude                Stun
Electromagnetic Punch     Touch             DC30 Toughness                Damage [Physical]
                                            DC30 Fortitude                Drain Toughness

 

Totals: Abilities (36) + Combat (24) + Saving Throws (22) + Skills (14) + Feats (14) + Powers (90) = 200/200 Power Points

Posted

Character Name: Wendy Go
Power Level: 10 (150PP)
Trade-Offs: +5 Damage/-5 Attack (Wendigo Form), +1 Defense/-1 Toughness (Human Form)

Alternate Identity: Becky Shuster
Identity: Registered, Semi-Public
Birthplace: Thunder Bay, Ontario
Occupation: Student, Superhero Page
Affiliations: True North, Canadian Government
Family: Richard Shuster (father), Veronica Shuster (mother)

Description:
Age: 19
Gender: Female
Ethnicity: Canadian (Caucasian)
Height: 5'10" / 8'3"
Weight: 160 lbs / 485 lbs
Eyes: Hazel
Hair: Dark Chocolate Brown with White Streak

Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair.

 

Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34PP
Strength: 40/18 (+15/+4)
Dexterity: 14 (+2)
Constitution: 30/18 (+10/+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 8 + 12 = 20PP
Initiative: +2
Attack: +4 Base, +6 Melee, +5 Wendigo Form
Grapple: +26/+10
Defense: +11/+10 Wendigo Form (+6 Base, +5 Dodge Focus, -1 Growth), +3 Flat-Footed
Knockback: -9/-2

 

Saving Throws: 0 + 5 + 8 = 13PP
Toughness: +10/+4 (+10/+4 Con)
Fortitude: +10/+4 (+10/+4 Con, +0)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+2 Wis, +8)

 

Skills: 52R = 13PP
Bluff 3 (+6/+10 Attractive)
Concentration 13 (+15)
Diplomacy 3 (+6/+10 Attractive)
Intimidate 5 (+8/+10 Growth)
Knowledge [Arcane Lore] 2 (+4)
Knowledge [Art] 2 (+4)
Language 1 (English [Native], French)
Notice 8 (+10)
Stealth 7 (+9/+5 Growth)
Survival 8 (+10)

 

Feats: 14PP
All-Out Attack
Attack Focus (Melee) 2
Attractive
Dodge Focus 5
Improved Grab
Startle
Takedown Attack 2
Ultimate Will

 

Powers: 37 + 2 + 9 + 4 + 4 = 56PP

Alternate Form 8 (40PP Container [Active, Sustained]; Drawbacks: Action [Full Round, -3]) 37PP (wendigo form)

Additional Limbs 2 [2PP]

Enhanced Constitution 8 [8PP]

Enhanced Feats 1 (Favoured Environment [Forest] [1PP]

Enhanced Strength 14 [14PP]

Growth 4 (Large; +8 Strength, +4 Constitution) [12PP]

Immunity 1 (Environmental Condition [Cold]) [1PP]

Leaping 1 (x2) [1PP]

Speed 1 (10 MPH) [1PP]

Enhanced Feats 2 (Improved Critical [unarmed] 2) [2PP] (claws)

Regeneration 11 (Bruised [No Action, +3], Injured [1 Round, +4], Staggered [1 Round, +4]; Drawbacks: Limited [Fire, -2]) [9PP]

Regeneration 4 (Disabled [1 Hour, +2], Ability [1 Hour, +2], Flaws: Source [Meat]; Feats: Persistent, Regrowth) [4PP]

Super-Senses 4 (Olfactory; Acute, Tracking 3) [4PP]

 

DC Block

ATTACK                RANGE     SAVE               EFFECT

Unarmed               Touch     DC19 Toughness     Damage [Physical]
Unarmed [Wendigo]     Touch     DC30 Toughness     Damage [Physical]

 

Totals: Abilities (34) + Combat (20) + Saving Throws (13) + Skills (13) + Feats (14) + Powers (56) = 150/150 Power Points

  • 1 year later...
Posted

Character Name: Osla Jónsdóttir
Power Level: 10 (150PP)
Trade-Offs: +4 Attack / -4 Damage, +2 Defence / -2 Toughness

Alternate Identity:
Identity: Public in Asgard
Birthplace: Valhalla
Occupation: Valkyrie
Affiliations: Aesir, Valkyries, Loki (grudgingly)
Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased)

Description:
Age: Subjective
Apparent Age: 18
Gender: Female
Ethnicity: Scandinavian/Scot (Caucasian)
Height: 6'0"
Weight: 175 lbs
Eyes: Blue-Grey
Hair: Straw Blonde

When Vivian Kriger was chosen to be the champion of Odin and gifted with powerful artifacts patterned after the weapons and armour of Thor himself her future seemed bright. Not all tales of heroism end happily, however. Though guaranteed a place in the Norse afterlife Kriger was an inconvenient embarrassment to the Allfather, one which only became more troublesome when the Aesir realized that she was with child, the result of her passionate tryst with John Fraser, the archer Arrowhawk.

When that child, given the name Osla, came of age in that timeless kingdom she was given a place among the Valkyrie but despite her phenomenal skill her mortal heritage placed her at a disadvantage and made her the target of ridicule. Proud and determined to redeem her mother's reputation the young warrior was still skeptical when a visiting god of another pantheon suggested a way to prove her mettle on Midgard.

Still, Set introduced her to Loki and the God of Mischief, convinced of the entertainment potential in aiding the underdog archer, bestowed upon her raiment to replace what had been confiscated from her mother. Heeding the call to defend the innocent from Typhon, Father of All Monsters, Osla Jónsdóttir set off across the Bifröst for the mortal realm and a surprising reunion...

 

Abilities: 8 + 10 + 8 + 2 + 4 + 6 = 38PP
Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 16 (+3)

 

Combat: 12 + 12 = 24PP
Initiative: +5
Attack: +6 Base, +10 Ranged, +10 Unarmed, +14 Bow
Grapple: +18
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4/-2

 

Saving Throws: 2 + 5 + 6 = 13PP
Toughness: +8 (+4 Con, +4 Protection)
Fortitude: +6 (+4 Con, +2)
Reflex: +10 (+5 Dex, +5)
Will: +8 (+2 Wis, +6)

 

Skills: 40R = 10PP
Acrobatics 10 (+15)
Bluff 0 (+3/+11)
Diplomacy 0 (+3/+11)
Intimidate 7 (+10)
Knowledge [Theology and Philosophy] 4 (+5)
Language 1 (Old Norse [Native], English)
Notice 8 (+10)
Perform (Fiddle) 2 (+5)
Sense Motive 3 (+5)
Stealth 5 (+10)

 

Feats: 20PP
Attack Focus (Ranged) 4
Attack Specialization (Bow) 2
Attack Specialization (Unarmed) 2
Attractive 2
Dodge Focus 6
Evasion
Fearless
Move-By Action
Startle

 

Powers: 2 + 26 + 11 + 3 + 3 = 45PP

Archery Supremacy 1 (Probability Control; Flaws: Limited 2 [Archery]) [2PP] (Training)

Device 6 (30PP Container; Flaws: Hard to Lose; Feats: Indestructible, Restricted [Only 'Worthy']) [26PP] (Trickster's Raiment)

Gloves of Fenrir
Damage 2 (Feats: Affects Insubstantial 2, Incurable, Mighty) [6PP]
Super-Strength 4 (Heavy Load: 1200 lbs) [8PP]

Belt of Jörmungandr
Protection 4 [4PP]
Concealment 8 (All Auditory, Olfactory and Visual; Flaws: Blending, Passive) [4PP]

Boots of Sleipnir
Leaping 2 (x5) [2PP]
Speed 5 (250MPH) [5PP]
Super-Movement 1 (Water Walking; Flaws: Limited [While Running]) [1PP]

Device 4 (20PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted [Only 'Worthy']) [11PP] (Orheidir, Magic Bow)

Damage 2 (Extras: Ranged; Feats: Improved Critical 2, Mighty 4, Precise, Variable Descriptor 2 [Any Magic]) [13PP]

Super-Movement 1 (Dimensional Movement [Asgard]) [2PP]

Immunity 3 (Aging, Disease, Poison) [3PP] (Valkyrie)

Super-Senses 3 (Divine Awareness [Mental], Extended Vision 2 [x100]) [3PP] (Valkyrie)

 

DC Block

ATTACK       RANGE      SAVE                        EFFECT

Unarmed      Touch      DC21 Toughness (Staged)     Damage (Physical)
Orheidir     Ranged     DC21 Toughness (Staged)     Damage (Energy)

 

Totals: Abilities (38) + Combat (24) + Saving Throws (13) + Skills (10) + Feats (20) + Powers (45) - Drawbacks (0) = 150/150 Power Points

Posted

Character Name: Thistle
Power Level: 10 (150PP)
Trade-Offs: +5 Attack / -5 Damage

Alternate Identity: Eden Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Student
Affiliations: Interceptors
Family: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Mia Espadas (Cherry Bomb, sister), Emily Espadas (Shrapnel, sister), Terry Espadas (Hemlock, brother)

 

Description:
Age: 20 (circa 2032; DoB: May 21, 2012)
Gender: Female
Ethnicity: Latina/'Dryad'
Height
: 5'9"
Weight: 140 lbs
Eyes: Dark Green
Hair: Light Brown

 

Abilities: 4 + 6 + 8 + 2 + 2 + 6 = 28PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 16 (+3)

 

Combat: 10 + 8 = 28PP
Initiative: +3
Attack: +5 Base, +9 Melee, +15 Swords
Grapple: +11
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -10/-5/-2

 

Saving Throws: 1 + 7 + 7 = 15PP
Toughness: +10 (+4 Con, +6 Protection; Impervious 0/10)
Fortitude: +5 (+4 Con, +1)
Reflex: +10 (+3 Dex, +7)
Will: +8 (+1 Wis, +7)

 

Skills: 32R = 8PP
Acrobatics 12 (+15)
Bluff 3 (+6/+10)
Diplomacy 0 (+3/+7)
Gather Information 2 (+5)
Knowledge [streetwise] 4 (+5)
Language 1 (English [Native], Spanish)
Notice 10 (+11)

 

Feats: 19PP
Acrobatic Bluff
Attack Focus (Melee) 4
Attack Specialization (Swords) 3
Attractive
Dodge Focus 6
Evasion
Improved Critical (Swords) 1 [2]
Takedown Attack
Uncanny Dodge (Auditory)

 

Powers: 20 + 11 + 21 = 52PP

Damage 3 (Extras: Linked [+0], Penetrating 5; Feats: Improved Critical, Mighty) + Drain Toughness 5 (Extras: Affects Objects, Linked [+0]) [10+10=20PP] (Cosmic Energy Sword)

Guardian Physiology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP]

Leaping 2 (x5) [2PP]

Immunity 3 (Aging, Disease, Poison) [3PP]

Speed 1 (10MPH) [1PP]

Super-Senses 4 (Extended Auditory [x10], Extended Visual [x10], Low-Light Vision, Ultra-Hearing) [4PP]

Protection 6 (Extras: Duration [sustained, +0]) + Impervious 10 (Extras: Reflective; Flaws: Limited [Energy]) [6+15=21PP] (Cosmic Energy Swords)

 

DC Block

ATTACK                  RANGE     SAVE                        EFFECT

Unarmed                 Touch     DC17 Toughness (Staged)     Damage (Physical)
Cosmic Energy Sword     Touch     DC15 Fortitude (Staged)     Drain Toughness
                                  DC20 Toughness (Staged)     Damage (Energy)

 

Totals: Abilities (28) + Combat (28) + Saving Throws (15) + Skills (8) + Feats (19) + Powers (52) - Drawbacks (0) = 150/150 Power Points

  • 2 weeks later...
Posted

Character Name: Cherry Bomb
Power Level: 7 (105PP)
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness

Alternate Identity: Mia Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Student
Affiliations: Interceptors
Family: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Emily Espadas (Shrapnel, sister), Terry Espadas (Hemlock, brother)

 

Description:
Age: 17 (circa 2032; DoB: March 20, 2015)
Gender: Female
Ethnicity: Latina/'Dryad'
Height: 5'3"
Weight: 155 lbs
Eyes: Hazel
Hair: White

 

Abilities: 2 + 4 + 4 + 8 + 0 + 6 = 24PP
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 10 (+0)
Charisma: 16 (+3)

 

Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +4 Base, +7 Melee, +10 Thrown Objects
Grapple: +8
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -2/-1

 

Saving Throws: 2 + 4 + 5 = 11PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +4 (+2 Con, +2)
Reflex: +6 (+2 Dex, +4)
Will: +5 (+0 Wis, +5)

 

Skills: 28R = 7PP
Acrobatics 3 (+5)
Bluff 7 (+10/+14)
Computers 1 (+5)
Diplomacy 0 (+3/+7)
Investigate 1 (+5)
Knowledge [Tactics] 8 (+12)
Language 1 (English [Native], Spanish)
Notice 7 (+7)

 

Feats: 18PP
Attack Focus (Melee) 3
Attack Specialization (Thrown Objects) 3
Attractive
Defensive Roll
Dodge Focus 6
Jack of All Trades
Master Plan 2
Taunt

 

Powers: 23 + 6 = 29PP

Cosmic Energy Array 10.5 (21PP; Feats: Alternate Power 2) [23PP]

Base: Damage 7 (Extras: Area [General, Cone], Linked [+0]) + Trip 7 (Extras: Area [General, Cone], Linked [+0]; Flaws: Range [Touch]) [21PP] (Cosmic Energy Barrage)

AP: Drain Toughness 4 (Extras: Affects Objects, Linked [+0], Ranged; Feats: Precise) + Damage 4 (Extras: Linked [+0], Ranged) [21PP] (Cosmic Energy Cherry Bomb)

AP: Drain Energy 7 (Any One Electromagnetic Effect; Extras: Affects Objects, Linked [+0]; Flaws: Action [Full]) + Healing 7 (Flaws: Personal) [21PP] (Absorb Energy)

Guardian Physiology 1 (5PP Container [Passive, Permanent]; Feats: Innate) [6PP]

Immunity 3 (Aging, Disease, Poison) [3PP]

Super-Senses 2 (Low-Light Vision, Ultra-Hearing) [2PP]

 

DC Block

ATTACK                    RANGE                    SAVE                        EFFECT

Unarmed                   Touch                    DC16 Toughness (Staged)     Damage (Physical)
Cosmic Energy Barrage     Area [General, Cone]     DC22 Toughness (Staged)     Damage (Energy)
                                                   Opposed +7 vs Str/Dex       Trip
Cherry Bomb               Ranged                   DC14 Fortitude (Staged)     Drain Toughness
                                                   DC19 Toughness (Staged)     Damage (Energy)
Absorb Energy             Touch                    DC17 Fortitude (Staged)     Drain Effect

 

Totals: Abilities (24) + Combat (16) + Saving Throws (11) + Skills (7) + Feats (18) + Powers (29) - Drawbacks (0) = 105/105 Power Points

  • 1 month later...
Posted

Kimber's Scythe

Device 12 (60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP]

  • Base: Drain Will 14 (Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP]
  • AP: Damage 12 (Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP]
  • AP: [33 + 25 = 58PP]
    • Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP]
      • Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP]
      • Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP]
      • Impervious 10 [10PP]
    • Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP]

 

Expanded Secondary Array

Friendship is Magic Array 4 (8PP, Power Feats: Alternate Power 7) [15PP]

  • Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction)
  • AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting)
  • AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch)
  • AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism)
  • AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud)
  • AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway)
  • AP: Super-Senses 4 (Detect Death [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision)
  • AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation)
  • 4 months later...
Posted

Character Name: Shrapnel
Power Level: 7 (105PP)
Trade-Offs: -1 Attack / +1 Damage, +2 Defense / -2 Toughness

Alternate Identity: Emily Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Student
Affiliations: Interceptors
Family: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Mia Espadas (Cherry Bomb, sister), Terry Espadas (Hemlock, brother)

 

Description:
Age: 16 (circa 2032; DoB: July 16, 2016)
Gender: Female
Ethnicity: Caucasian/Latina
Height: 5’7”
Weight: 145 lbs
Eyes: Blue
Hair: Ash Brown


Abilities: 8 + 4 + 6 + 0 + 0 + 6 = 24PP
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)


Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +4 Base, +6 Melee
Grapple: +13/+10
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2/-1


Saving Throws: 3 + 3 + 4 = 10PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +6 (+3 Con, +3)
Reflex: +5 (+2 Dex, +3)
Will: +4 (+0 Wis, +4)


Skills: 32R = 8PP
Acrobatics 8 (+10)
Bluff 3 (+6/+10)
Diplomacy 0 (+3/+7)
Intimidate 7 (+10)
Knowledge [Physical Sciences] 5 (+5)
Language 1 (English [Native], Spanish)
Notice 6 (+6)
Perform [Percussion] 2 (+5)


Feats: 17PP
Attack Focus (Melee) 2
Attractive
Challenge (Fast Feint)
Defensive Roll
Dodge Focus 5
Improved Grab
Power Attack
Takedown Attack 2
Taunt
Uncanny Dodge 2 (Auditory, Tremorsense)


Powers: 1 + 5 + 6 + 16 + 2 = 30PP

Immunity 1 (Aging) [1PP] (magic, inherited)

Immunity 10 (Impact Damage [Falls, Knockback, Slams]; Flaws: Limited [Half]) [5PP] (genetic)

Immunity 10 (Psionic Effects; Flaws: Limited [Half], Feats: Selective) [6PP] (magic, inherited)

Kinetic Aura Array 7 (14PP; Feats: Alternate Power 2) [16PP] (genetic)

  • Base: Damage 4 (Explosive Punch; Feats: Improved Critical, Knockback 8, Mighty)
     
  • AP: Damage 7 (Kinetic Release; Extras: Area [General Burst]) [14PP]
     
  • AP: Kinetic Manipulation (14PP Container [Active, Sustained]) [3 + 3 + 2 + 6 = 14PP]
    • Leaping 3 (x10, 140’ running long jump) [3PP]
    • Speed 3 (50 MPH) [3PP]
    • Super-Movement 1 (Slow Fall) [2PP]
    • Super-Strength 3 (Effective Strength 31, Heavy Load 1800 lbs) [6PP]

Super-Senses 2 (Tremorsense) [2PP] (genetic)


DC Block

ATTACK              RANGE            SAVE                        EFFECT

Unarmed             Touch            DC19 Toughness (Staged)     Damage (Physical)
Explosive Punch     Touch            DC23 Toughness (Staged)     Damage (Physical)
Kinetic Release     Touch [Area]     DC22 Toughness (Staged)     Damage (Physical)


Totals: Abilities (24) + Combat (16) + Saving Throws (10) + Skills (8) + Feats (17) + Powers (30) - Drawbacks (0) = 105/105 Power Points

Posted

Character Name: Hemlock
Power Level: 7 (105PP)
Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Alternate Identity: Terrance Espadas
Identity: Secret
Birthplace: Freedom City, West End
Occupation: Student
Affiliations: Interceptors
Family: Erik Espadas (Jack of all Blades, father), Minerva Espadas (Willow, mother), Talya Espadas (Bombshell, mother), Eden Espadas (Thistle, sister), Mia Espadas (Cherry Bomb, sister), Emily Espadas (Shrapnel, sister)

 

Description:
Age: 16 (circa 2032, DoB: July 16, 2016)
Gender: Male
Ethnicity: Caucasian/Latino
Height: 5’11”
Weight: 160 lbs
Eyes: Blue
Hair: Pale Blond


Abilities: 2 + 6 + 2 + 4 + 2 + 8 = 24PP
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 18 (+4)


Combat: 6 + 8 = 14PP
Initiative: +3
Attack: +3 Base, +9 Melee
Grapple: +10
Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed
Knockback: -2/-0


Saving Throws: 3 + 3 + 3 = 9PP
Toughness: +5 (+1 Con, +4 Defensive Roll)
Fortitude: +4 (+1 Con, +3)
Reflex: +6 (+3 Dex, +3)
Will: +5 (+2 Wis, +3)


Skills: 60R = 15PP
Acrobatics 7 (+10)
Bluff 8 (+12/+16)
Diplomacy 2 (+6/+10)
Disable Device 3 (+5)
Gather Information 6 (+10)
Knowledge [Arcane Lore] 3 (+5)
Language 3 (English [Native], French, Russian Spanish)
Notice 7 (+8)
Sense Motive 9 (+10)
Stealth 12 (+15)


Feats: 21PP
Attack Focus (Melee) 6
Attractive
Defensive Roll 2
Dodge Focus 5
Equipment 1 (5EP)
Evasion
Hide in Plain Sight
Jack of All Trades
Quick Change 2
Sneak Attack

Equipment: 1PP = 5EP

     Collapsible Baton (Damage 2 [Feats: Improved Critical, Mighty, Subtle]) [5EP]


Powers: 4 + 1 + 13  + 4  = 22PP

Comprehend 2 (Speak To and Understand Plants) [4PP] (cosmic)

Immunity 1 (Aging) [1PP] (magic, inherited)

Regeneration 13 (Bruised 3 [No Action], Injured 4 [1 Round], Resurrection 6 [5 Minutes]) [13PP] (magic, inherited)

Super-Senses 8 (Cursed Eye; Magic Awareness [Visual, +3], Enhancements: Analytical, Counters Concealment [All Visual, +2], Tracking 2, Flaws: Distracting) [4PP] (magic, inherited)


DC Block

ATTACK                RANGE     SAVE                        EFFECT

Unarmed               Touch     DC16 Toughness (Staged)     Damage (Physical)
   + Sneak Attack               DC18 Toughness (Staged)     Damage (Physical)
Collapsible Baton     Touch     DC18 Toughness (Staged)     Damage (Physical)
   + Sneak Attack               DC20 Toughness (Staged)     Damage (Physical)

 


Totals: Abilities (24) + Combat (14) + Saving Throws (9) + Skills (15) + Feats (21) + Powers (22) - Drawbacks (0) = 105/105 Power Points

  • 4 months later...
Posted

- Edits, First Draft

 

Reagent / Alkahest

 

Power Level: 8/12 (181/181PP)

Unspent Power Points: 0
Trade-Offs:
     Reagent: +2 Attack / -2 Damage (Bartitsu Cane), None (Alchemical Flasks), +4 Defense / -4 Toughness
     Alkahest: -3 Attack / +3 Damage, -5 Defense / +5 Toughness

In Brief: Victorian-era alchemist struggling to contain a merciless force of nature.

Theme: Heads Will Roll by Yeah Yeah Yeahs

 

Alternate Identity: Winifred Wei
Identity: Semi-Secret
Birthplace: London, England
Occupation: Student
Affiliations: Claremont Academy
FamilyNone Living; Wei Chao (father, deceased), Wei Xia (mother, deceased)

 

Description:
Age: 16 (Subjectively; DoB: April, 1839)
Gender: Female
Ethnicity: British Chinese
Height: 5'4" / 8'6"
Weight: 120 lbs. / 600 lbs.
Eyes: Green
Hair: Black

 

Winifred Wei is a slim young woman saved waifishness only by her impeccable comportment and intense demeanor. Her jet black hair reaches down to her waist but is almost always done up in a twisted bun that strikingly frames her heart-shaped face. Perpetual dark circles under her eyes speak to a lack of sleep and abundance of stress but her tone of voice is nevertheless clipped and precise. In clothing she prefers subdued colours and a noticeably more formal manner than her modern day peers, though she's been quick to take advantage of the greater mobility of modern fashions. When expecting trouble she carries a broad leather bandolier filled with stoppered vials of alarmingly coloured alchemical concoctions and is rarely seen without her elegant mahogany walking stick with its serpentine styled head.

 

Alkahest, by contrast, is a pallid mass of twisting, too-dense muscle with a greyish, corpse-like tint. Towering even with a pronounced stoop, her proportions are only nominally human and give only the most general indication of gender. Milky white eyes staring out from behind long, disheveled hair and a flat expression betray nothing as the beast stalks her target with a terrifying single-mindedness. The transformation is violent and chaotic, shredding conventional clothing and taxing the capabilities of skin-tight morphic molecules. Fortunately the Academy has been able to provide her with a looser, high collared lab coat made of the adaptive material.

 

History:
Wei Chao emigrated from Hong Kong to London in 1833 by taking a job as a deckhand for a prominent shipping company. Skilled at absorbing and applying new information and with a humble charm that ingratiated him with the company's officers, he made himself an indispensable assistant to the ship's doctor when a seafaring mishap left several sailors injured. With the help of his sponsor, in impressively short order and causing something of a stir Chao was accepted to the University of Cambridge to study medicine. Artfully walking the line between impressing his teachers and peers with his abilities without stepping on anyone's toes in a few year's time he had established himself enough to send for his wife, Xia. Similarly brilliant, she soundly invested the early profits of her husband's modest practice and the couple made themselves quite comfortable.

 

In 1839, after considerable difficulty, they had a daughter, Winifred. Fully assimilated and conscious of their social standing Chao and Xia practiced only enough of their homeland's traditions to benefit from the Western fascination with orientalism. Raised as a native Londoner, Winifred demonstrated prodigious intelligence from a very young age, if not the restraint and moderation her parent's practiced so carefully. Frustrated by the assumptions leveled against her based on ethnicity, gender and youth her talents for biting sarcasm and humiliating her detractors were a frequent source of contention at home. Assimilated or not, Chao was uncomfortable with the idea of his daughter marrying an Englishman and was convinced after months of cajoling to allow her to work as his assistant, at least for the time being.

 

Having devoured the contents of her father's medical texts even as a child, as a teenager Winifred chafed under the limited scope of a practicing physician. Scouring the city for more obscure tomes she found herself drawn into the booming community of fringe researchers who preferred to refer to their collective areas of study as 'rogue science' but were referred to in hushed tones in polite society as simply mad. Thrilled to learn from such progressive - if frequently unhinged - thinkers Winifred was particularly drawn to the mysteries of alchemy, throwing herself into its study unbeknownst to her parents.

 

Starting with a foundation in the alchemy of Hellenistic Egypt, pouring over diagrams purportedly copied from originals saved from the Library of Alexandria, she studied the writings of Jābir ibn Hayyān and Roger Bacon, Heinrich Cornelius Agrippa and Jan Baptist van Helmont among so many others. She found early success in dramatically improving the effectiveness of her father's tonics and moved on to more outlandish concoctions, such as a sticky tar that burst into flames when it came into contact with air and in one case a particularly potent airborne hallucinogen. Expanding her scope to Chinese alchemy and Indian rasayāna then even dubious information surrounding supernatural creatures she began to form her own theories about a serum that would not only cure infirmity but strengthen a person to the limits of human capability, granting perfect health, clarity and perhaps even immortality.

 

Her initial experiments along these lines were not promising but she could feel herself getting closer, on the very cusp of a monumental breakthrough. It was at this point that her parents discovered the increasingly conspicuous laboratory she had been hiding in her room along with her collection of esoteric writings. Horrified and frightened both for Winifred's safety and the family's public image they forbade her from any further scientific studies. Blaming themselves for leaving her too idle they hurriedly made plans to have her married off, hoping to put the whole thing behind them before the matter could become explosively public - perhaps literally.

 

Railing against the injustice and indignity, Winifred locked herself in her room and redoubled her efforts in a frenzy. Deciding that the consequences could be damned, she downed the latest version of her serum and immediately doubled over in agony. What followed she was only ever able to recall in a hazy blur: tearing clothing, the wall of her family home reduced to loose brick and dust, a thunderous boom and spreading flame, sharp cracks and wet pops and shouting constabulary. When she came to, gasping for air and wearing tattered rags, barely strong enough to stand, she knew she had created something truly monstrous, become something monstrous. She could feel the creature, her other self, barely contained and threatening to emerge again and could see only one solution.

 

Stumbling from shadow to shadow, she broke into the hidden laboratory of one of her fellow rogue scientists she mixed a poison that would do more than just kill her, even taking into account the formidable fortitude she estimated the creature to possess. It would render her body wholly inert, preventing any chance of contamination or of her work being replicated through the study of her remains. With a sobbed plea for forgiveness, she swallowed the draught. Her flesh hardened, turning to a glossy, jade-like substance and leaving Winifred Wei, alchemical prodigy, an unexplained statue of a huddled, grief stricken youth.

 

Personality & Motivation:
Well aware of her own impressive intelligence and used to having to prove it to others, Winifred has had her confidence severely undercut by the botched serum that created Alkahest. Given what now happens when she becomes upset, however, both aspects have been bottled up as best she can manage. She strives to be collected and professional at all times, leaving her seeming somewhat cold and distant apart from a dry wit that seeps through from time to time. The only thing her condition hasn't been able to damped is her curiosity and need to understand how things work. She is ultimately a scientist before all else and she now has the entirely new world of the modern day to discover and peel apart. She's happiest given solitude and a well stocked chemistry lab.

 

Although her transformed state is obviously more physically capable Winifred sees little potential for good in it. Principled and steadfast, she won't back down from a confrontation particularly in the defense of others but much prefers to labour under her own merits, doing everything she reasonably can to avoid turning into Alkahest. While she views the creature as a largely separate entity from herself she considers herself responsible for its actions all the same and works hard to do as much good as she can when she's herself to make up for them.

 

Powers & Tactics:
In combat Reagent carries a bandolier of flasks with a variety of alchemical potions. These range from a fairly straight-forward explosive to a fast acting hallucinogenic cloud to a draught that rapidly accelerates natural healing. Most of these she tosses like grenades, the flasks shattering on impact and releasing their contents, but since she can only carry so many at a time and because they are indiscriminate in their effects she in careful to choose her moments. More precise is her reinforced walking stick with which she is fully proficient but if a conflict has come down to a face to face confrontation something has probably gone very wrong along the way.

 

Alkahest is a single-minded force of nature. It has no tactics, only its target, which it pursues without pause or mercy. Strong and nigh-invulnerable, Alkahest will plow through walls, obstacles, friend and foe alike to get at the subject of its unspoken wrath then pummel it until it stops moving. Once that happens the creature chooses a new target, on and on until it has calmed enough to revert back to an exhausted Winifred.


Complications:
Chemical Mixture That Creates Chaos: 
Winifred is continuing to experiment with the serum that turned her into Alkahest, searching for a cure. Dangerous knowledge in the wrong hands.
 

Electing to Ignore It: Winifred was an iconoclast to begin with and removed from concerns over societal standing she's apt to simply ignore any instruction with which she doesn't agree.
 

Need a Little Old-Fashioned: Winifred clings to certain mannerisms such as her style of clothing to mitigate her future shock.
 

No Version of This: Upon transforming Alkahest will pursue whomever or whatever triggered the stress reaction with an inhuman single-mindedness, be they friend or foe.
 

So That's What That Does: An alchemist learns through experimentation! Winifred's sense of inquiry frequently outweighs her sense of caution.
 

Some Form of Electricity: While a prodigy in her own time Winifred has missed out on more than a century of scientific advancements that are now common knowledge.
 

Take That Away: Winifred is without a home, funds or familial connections. She relies on Claremont Academy for the necessities.
 

That's My Secret: Winifred's uncontrollable transformation into Alkahest is triggered by elevated stress, be it anger, fear or other trauma. She has to constantly work to keep her emotions in check.

 


Abilities: 4 + 2 + 4 + 12 + 0 + 4 = 26PP
Strength: 14/40 (+2/+15)
Dexterity: 12 (+1)
Constitution: 14/38 (+2/+14)
Intelligence: 22/8 (+6/-1)
Wisdom: 10/20 (+0/+5)
Charisma: 14 (+2)

 


Combat: 16 + 16 = 32PP
Initiative: +5/+1
Attack:
     Reagent: +8 Base, +10 Melee
     Alkahest: +7 Ranged, +9 Melee (-1 Growth)
Defense:
     Reagent: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
     Alkahest: +7 (+8 Base, -1 Growth), +3 Flat-Footed

Grapple: +12/+29
Knockback: -2/-19

 


Saving Throws: 2 + 4 + 8 = 14PP
Toughness:
     Reagent: +4 (+2 Con, +2 Defensive Roll)
     Alkahest: +17 (+2 Con, +2 Defensive Roll, +1 Density, +10 Enhanced Constitution, +2 Growth) [Impervious 10]
Fortitude: +4/+16 (+2/+14 Con, +2)
Reflex: +5 (+1 Dex, +4)
Will: +8/+13 (+0/+5 Wis, +8)

 


Skills: 56R = 14PP
Bluff 0 (+2/+6) Attractive
Craft (Chemical) 14 (+20/+12)
Concentration 5 (+5/+10)
Diplomacy 0 (+2/+6) Attractive

Disable Device 2 (+8/+1)
Intimidate 0/8 (+2/+12) Enhanced Skill, Growth

Knowledge (History) 1 (+7/+0)

Knowledge (Life Sciences) 5 (+11/+5)
Knowledge (Physical Sciences) 10 (+16/+10)
Language 4 (Arabic, Cantonese, English [Native], Italian, Latin)
Medicine 5 (+5/+10)
Notice 5 (+5/+10)
Sense Motive 5 (+5/+10)
Stealth 0 (+1/-3) Growth

 


Feats: 9PP
Attack Focus (Melee) 2
Attractive
Defensive Roll 1
Dodge Focus 4
Eidetic Memory
Equipment 1
Inventor
Power Attack
Speed of Thought

Equipment: 1PP = 5EP

     Bartitsu Cane (Damage 4 [Feats: Mighty]) [5EP]

 

 

Powers: 12 + 2 + 75 = 89PP

Device 3 (Bandolier of Alchemical Flasks; 15PP Container; Flaws: Hard-to-Lose[12PP]

  • Base: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Alternate Power 3, Progression 4 [Decrease Area; 20' - 40' radius][15DP] (chemical, inhalant)
  • AP: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect 4 [DC 19], Flaws: Action [Full Round], Unreliable [5 Uses]{12/12} (chemical, fire)
  • AP: Healing 8 (Lesser Elixir; Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {11/12} (chemical, qi)
  • AP: Obscure 3 (Magnetic Dust Cloud; Radio, Visual, 25' radius; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses]) {10/12} (chemical, magnetism, smoke)

Enhanced Feats 4 (Presence of Mind; Dodge Focus 4, Flaws: Limited [Human Form]) [2PP] (training)

 

Alkahest Form 16 (80PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [75PP]

  • Density 3 (Mass x3; +6 Strength, +1 Toughness [Impervious], +1 Immovable, +1 Super-Strength) [9PP]
  • Enhanced Abilities 36 (Enhanced Strength 12, Enhanced Constitution 20, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 14) [28PP]
  • Enhanced Skills 2 (+8 Intimidate) [2PP]
  • Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP]
  • Impervious 9 (Total 10) [9PP]
  • Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold) [7PP]
  • Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP]
  • Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP]

 

Drawbacks: -3PP

Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [x1.5 Effect]) [-3PP]

 

 

DC Block:
ATTACK                 RANGE                SAVE              EFFECT
Unarmed (Reagent)      Touch                DC 17 Toughness   Damage
Unarmed (Alkahest)     Touch                DC 30 Toughness   Damage
Bartitsu Cane          Touch                DC 21 Toughness   Damage
Hallucinogenic Fumes   Ranged, 35' radius   DC 18 Fortitude   Confuse
Byzantine Fire         Ranged, 35' radius   DC 23 Toughness   Damage

                                            DC 19 Toughness   Damage [Secondary Effect]

 

 

Totals: Abilities (26) + Combat (32) + Saving Throws (14) + Skills (14) + Feats (9) + Powers (89) - Drawbacks (3) = 181/181 Power Points

  • 4 months later...
Posted

Hitter

Power Level: 8 [Without Powers] / 10 [With Powers] / 12 (180/180PP)

Unspent Power Points: 0 

Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers]

 

In Brief: Contender, cop, criminal, concrete.

Theme: Push and Pull by July Talk

 

Alternate Identity: Lou Lubrano (Secret)

Birthplace: Stark Hill, Bedlam City

Base of Operations: Converted Warehouse

Occupation: Hitter

Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly]

Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son]

 

Description:

Age: 44 (DoB: 1972)
Gender: Male

Ethnicity: Italian-American

Height: 6'0"

Weight: 215 lbs

Eyes: Ice Blue

Hair: Grey, Black Beard

 

Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumbled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought.

 

 

History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police.

 

Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about.

 

Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling.

 

Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't.

 

Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note.

 

He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities.

 

Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at.

 

 

Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy.

 

That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected.

 

 

Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle.

 

As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly.

 

 

Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits.

 

 

Complications:

 

Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid.

Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once.

Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using.

Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible.

Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover.

Golden Rule: Respect is met with respect. Disrespect is met with percussive correction.

Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word.

Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him.

 

 

Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP

Strength: 18 / 26 (+4 / +8)

Dexterity: 16 (+3)

Constitution: 22 / 30 (+6 / +10)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 14 (+2)

 

 

Combat: 16 + 12 = 28PP

Initiative: +7

Attack: +8 Base, +10 Melee

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Grapple: +14 / +18

Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers 

 

 

Saving Throws: 4 + 6 + 8 = 18PP

Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4]

Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4)

Reflex: +9 (+3 Dex, +6)

Will: +12 (+4 Wis, +8)

 

 

Skills: 148R = 37PP

Bluff 8 (+10)

Concentration 6 (+10)

Diplomacy 8 (+10)

Drive 2 (+5)

Gather Information 8 (+10)

Intimidate 13 (+15)

Investigate 13 (+15)

Knowledge [Behavioral Sciences] 3 (+5)

Knowledge [Civics] 8 (+10)

Knowledge [Streetwise] 13 (+15)

Knowledge [Tactics] 8 (+10)

Language 2 (English [Native], Italian, Spanish)

Medicine 6 (+10)

Notice 11 (+15)

Perform [Singing] 8 (+10)

Search 8 (+10)

Sense Motive 11 (+15)

Stealth 12 (+15)

 

 

Feats: 20PP

All-Out Attack

Attack Focus [Melee] 2

Connected

Defensive Roll 1

Dodge Focus 2

Fast Talk 2 [Feint, Startle]

Improved Critical [Unarmed] 2

Improved Grab

Improved Initiative

Interpose

Luck 2

Power Attack

Startle

Stunning Attack

Uncanny Dodge [Auditory]

 

 

Equipment: 0PP = 0EP

 

 

Powers: 4 + 5 + 19 + 7 = 35PP

 

Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training)

 

Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP]

Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP]

 

Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP]

Enhanced Constitution 8 [8PP]

Enhanced Strength 8 [8PP]

Impervious 4 [4PP]

 

Object Mimicry (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] 

 

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

ATTACK                     RANGE   SAVE              EFFECT
Unarmed [without Powers]   Touch   DC 21 Toughness   Damage

Unarmed [with Powers]      Touch   DC 25 Toughness   Damage

 

 

Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/180 Power Points

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