Vahnyu Posted October 13, 2012 Posted October 13, 2012 (edited) This is a thread for potential PCs or some of my ideas.CONTENTSAnimal-themed Builds>Spider Hulk: Tough and fast Multiarmed Grappler.>Tiger-Man: Tiger Totem Warrior.Elemental Builds>Bioelectric Speedster: A literal Lightning Bruiser.>Mud Man: Powerhouse who can Become and Control Mud.Established Superhero Builds>Cardiac (Marvel): Vigilante who replaced his heart with an Energy Reactor.Magic-based Builds>Headology Witch: Wielding the Magic of Always Being Right, even over Reality.>Spellcrafter: Wizard specializing in assembling and flinging spells on the go.>Weapons Summoner: Mageknight by way of Weapon Control. Martial-Arts-based Builds>Superhuman Costumed Martial Artist: Super-strong, super-fast, and recently arrived from the mother of all trainings-from-hell. Power Artifact Builds>Powerglove User: His controller can bring his Games to Life.>Demon Hunter with Phantom Arm: Human who combines a Demonic Arm and an Enchanted Weapon to battle the forces of the hell.Space-based Builds>Space Warrior: Knight empowered by Cosmic Forces.Weapon Specialist Builds>Spaceknight Dragoon: Skillful Lancer wearing a Space Armor. Edited December 6, 2013 by Vahnyu
Vahnyu Posted October 13, 2012 Author Posted October 13, 2012 Weapons Summoner The anvil of justice is planted firm, and fate who makes the sword does the forging in advance. Power Level: 10 (150/150PP) Trade-Offs: -3 Melee Attack / +3 Melee Damage, +3 Ranged Attack / -3 Ranged Damage, -2 Defense / +2 Toughness Abilities: 8 + 8 + 4 + 4 + 6 + 4 = 34PP Strength: 18 (+4) Dexterity: 18/24 (+4/+7) Constitution: 14/22 (+2/+6) Intelligence: 14/20 (+2/+5) Wisdom: 16/22 (+3/+6) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +7 Melee, +5 Ranged, +7 Metallomancy, +13 Thousand Blades & Bounding Chains Grapple: +11(+26 to +29 with Spirit-Bound Gauntlets, +31 with Metallomancy) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 2 + 1 + 2 = 5PP Toughness: +6/+12 (+2/+8 Con, +4 [Defensive Roll]) Fortitude: +4/+10 (+2/+8 Con, +2) Reflex: +5/+8 (+4/+7 Dex, +1) Will: +5/+8 (+3/+6 Wis, +2) Skills: 88R = 22PP Acrobatics 5 (+9/+12) Concentration 10 (+13/+16) Craft (Mechanical) 13 (+15/+18)Skill Mastery Diplomacy 11 (+13) Escape Artist 5 (+9/+12) Knowledge (Arcane Lore) 13 (+15/+18)Skill Mastery Knowledge (Theology and Philosophy) 10 (+12/+15)Skill Mastery Notice 10 (+13/+16) Sense Motive 11 (+14/+17)Skill Mastery Feats: 10PP Artificer Attack Focus (Melee) 2 Defensive Roll 2 Dodge Focus 4 Skill Mastery (Craft[Mechanical], Knowledge[Arcane Lore], Knowledge[Theology and Philosophy], Sense Motive) Powers: 26 + 35 = 61PP Device 6 (30PP Container; Flaws: Hard-To-Lose, Feats: Restricted 2[spellforge]) [26PP] (Enchanted Panoply) Enhanced Dexterity 6 [6PP] (Rune of Agility) Enhanced Constitution 12 [12PP] (Rune of Protection) Enhanced Intelligence 6 [6PP] (Rune of Knowledge) Enhanced Wisdom 6 [6PP] (Rune of Spirit) Armmancy 15 (30PP Array; Feats: Alternate Powers 5) [35PP] Base Power: Additional Limbs 3 (5 Additional Limbs, Extras: Duration[sustained], Linked[Enhanced Strength], Linked[super Strenght], Linked[Elongation], Feats: Ambidexterity) + Enhanced Strength 18 (Flaws: Duration[sustained], Feats: Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Split Attack 4) + Elongation 6 (150-250 ft; Extras: Linked[Additional Limbs], Feats: Improved Range) + Super Strenght 4 (Effective Strength 56, Heavy Load 29.4 tons; Flaws: Duration[sustained]) [4 + 17 + 7 + 2 = 30PP] (Spirit-bound Gauntlets)Alternate Power: Blast 7 (700ft; Extras: Autofire, Penetrating 6, Flaws: Action(Full-Round), Feats: Accurate 4, Improved Range 3, Ricochet 3) [30PP] (Thousand Blades)Alternate Power: Create Object 13 (130ft Cube; Extras: Continuous, Moveable, Flaws: Action(Full-Round), Distracting, Feats: Innate, Progression, Subtle, Tether) [30PP] (Metal Forging)Alternate Power: Damage 10 (Extras: Area[burst] 1000ft, Selective, Penetrating 6, Flaws: Action[Full-Round], Feats: Progression[Area] 4) [30PP] (Million Blades)Alternate Power: Move Object 24 (Effective Strenght 120, Heavy Load 200K tons, Grapple 31, Range 240-2400ft; Flaws: Limited[Metal], Feats: Accurate, Precise, Split Attack 3, Subtle) [30PP] (Metallomancy)Alternate Power: Snare 7 (700 ft; Extras: Constricting, Feats: Accurate 4, Improved Range 3, Reversible, Tether) [30PP] (Bounding Chains) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Enhanced (Unarmed) Touch DC28 Toughness (Staged) Damage (Metal) Thousand Blades (Blast) Ranged DC22 Toughness (Staged) Damage (Metal) Metal Forging (Create Object) Ranged DC28 Toughness (Staged) Damage (Metal) Million Blades (Damage) Area DC25 Toughness (Staged) Damage (Metal) Bounding Chains (Snare) Ranged DC22 Reflex (Staged) Entangled/Bound Totals: Abilities (34) + Combat (18) + Saving Throws (5) + Skills (22) + Feats (10) + Powers (61) - Drawbacks (0) = 150/150 Power Points About this build: The Weapons Summoner, as indicated by his name, is someone who fights by summoning weapons. He is a master craftsman with both weapons and magic. However, his spells are geared towards animating and controlling his vast amount of armaments that he has created through the years. He is capable of fighting in both melee and ranged, however he lacks mobility and prefers close to mid ranged combat, where he trully shines. To that end, he can employ various tricks to entrap and close in on his foes, such as the Bounding Chains, or Metal Forging, and once the foe has nowhere left to escape, he can summon the Spirit-Bound Gauntlets, a set of Semi-Sentient Enchanted Armor Limbs that follow his control and subdue his opponents. The Weapons Summoner is an excellent athlete, but by no means is he superhuman, and while his offensive capabilities can be impressive, his defenses leave a lot to be desired. To compensate for that, he has manufactured a full body armor, and he has decorated it with mystical runes that protect him and enhance his capabilities. Perhaps atypically for most Power Armor users, his main offensive arsenal lies not within the suit. Even without it, he is perfectly capable of laying the hurt, but he may also opt to summon and outfit himself with an extra armor. Doing so would severily limit his choices, but he would still be able to hold his ground. Additional Notes: :arrow: Thousand Blades can be a useful power, since it is quite accurate, and most targets with high Defense tend to have accordingly good Reflex and Evasion. However, you may find that more often than not, you are stranded without access to your Enchanted Panoply, and you need to get into the action fast. While relying on Extra Effort to cook up a magical Armor that enhances your defenses and grants you some offensive power as well from the Armmancy Array is a reliably good option, you may find that it is also a very limiting one. You can't select another Power inside the array, because doing so would forfeit your magical Armor, and you would need to spend more Extra Effort to conjure it back. To that end, replacing Thousand Blades with a series of Linked Enhanced Saves and Damage may be a good idea. Sure, while you're using it, you can't access your other powers, but switching them doesn't hurt as much. CAUTION: You WILL have to make sure you're not breaking CAPS, if you wish to do this.
Vahnyu Posted October 14, 2012 Author Posted October 14, 2012 Spider Hulk Man with all his noble qualities, with sympathy which feels for the most debased, with benevolence which extends not only to other men but to the humblest living creature, with his god-like intellect which has penetrated into the movements and constitution of the solar system- with all these exalted powers- Man still bears in his bodily frame the indelible stamp of his lowly origin. Power Level: 10 (150/150PP) Trade-Offs: -4 Melee Attack / +4 Melee Damage, +2 Defense / -2 Toughness Abilities: 12 + 20 + 8 + 0 + 4 + (-2) = 42PP Strength: 22/30 (+6/+10) Dexterity: 30 (+10) Constitution: 18/22 (+4/+6) Intelligence: 10 (+0) Wisdom: 14 (+4) Charisma: 8 (-2) Combat: 8 + 12 = 20PP Initiative: +10 Attack: +6 Melee, +4 Ranged, +10 Spider Web Grapple: +20 to +23(+24 to +27 with Vicious Pummeling) Defense: +12 (+6 Base, +7 Dodge Focus, -1 Size), +3 Flat-Footed Knockback: -6 Saving Throws: 2 + 0 + 4 = 6PP Toughness: +8 (+6 Con, +2[Defensive Roll]) Fortitude: +8 (+6 Con, +2) Reflex: +10 (+10 Dex, +0) Will: +6 (+2 Wis, +4) Skills: 80R = 20PP Acrobatics 15 (+25)Skill Mastery Climb 10 (+15)Skill Mastery Concentration 6 (+12) Escape Artist 10 (+20) Notice 8 (+10) Sense Motive 8 (+10) Stealth 15 (+21)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 18PP Ambidexterity Attack Focus(Melee) 2 Defensive Roll Dodge Focus 7 Evasion Grappling Finesse Improved Grab Improved Pin Improved Trow Improved Trip Skill Mastery (Acrobatics, Climb, Stealth, Survival) Powers: 3 + 5 + 17 + 8 + 2 + 2 + 4 + 3 = 44PP Additional Limbs 3 (4 extra limbs) [3PP] (Spider Arms) Hulkling Movement 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: Burrowing 3 (5mph/50ft per Move Action; Feats: Subtle) [4PP] (Arachno Tunneler)Alternate Power: Leaping 4 (x25 per Move Action) [4PP] (Arachnid Leaping) Gamma Arachnid 7 (14PP Array; Feats: Alternate Powers 3) [17PP] Base Power: Damage 4 (Extras: Linked[super-Strength], Feats: Mighty, Split Attack) + Super Strenght 4 (Effective Strength 55, Heavy Load 24 tons; Extras: Linked[Damage]) [6 + 8 = 14PP] (Vicious Pummeling)Alternate Power: Dazzle 10 ([100-1'000ft; Feats: Accurate 3) [13PP] (Spider Web)Alternate Power: Snare 10 ([100-1'000ft; Flaws: Action[Full-Round], Feats: Accurate 3, Tether) [14PP] (Spider Web)Alternate Power: Snare 10 (500ft radius; Extras: Area[burst], Flaws: Action[Full-Round], Range[Touch], Feats: Progression[Area] 3, Tether, ) [14PP] (Web Trap) Growth 4 (Strength 8, Constitution 4, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidation, 10ft Space, 10ft Reach, +5 STR Carrying Capacity; Flaws: Permanent) [8PP] (Hulkulean Stature) Speed 4 (100mph/1'000ft per Move Action; Flaws: Limited[swinging]) [2PP] (Momentum Web-Swinging) Super Movement (Swinging) [2PP] (Web Swing) Super Movement 2 (Wall-Crawling[2]) [4PP] (Wall Crawling) Super Sense 3 (Accurate Ranged Touch) [3PP] (Tremorsense) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Vicious Pummeling (Unarmed) Touch DC29 Toughness (Staged) Damage (Physical) Spider Web (Snare) Ranged DC25 Reflex (Staged) Entangle/Bind Web Trap (Snare) Area DC25 Reflex (Staged) Entangle/Bind Totals: Abilities (42) + Combat (20) + Saving Throws (6) + Skills (18) + Feats (20) + Powers (44) - Drawbacks (0) = 150/150 Power Points About this Build: This is Spider Hulk, a fusion of Spiderman(circa Six Arms Saga) and the Hulk, the purpose being giving the Hulk a slightly more varied array of options during combat, and giving Spiderman some real staying power. When thinking about the best set of powers to portray a "hulked out" spider-themed hero, the Tarantula and other Wolf Spiders came to mind most prominently. That means that this build actually plays like a trapster, rather than a straightforward brute. While large-sized, he is surprisingly agile, especially when swinging with webs, and can be very stealthy. Indeed, only dedicated detectors may ascertain his pressence once he starts hiding or camouflaging, and even then, they may need to work for it. Very skilled, he is a dedicated grappler, and it shows, being able to grab and hold opponents with ease. If worse comes to worse, he can burrow inside the ground and take his foe by surprise. Additional Notes: :arrow: One thing to notice about this build is the fact that the Spider Hulk is locked in "Spider Hulk" mode. You could opt to have those effects be temporary instead of continuous. It is highly suggested, in that case, to also take the drawbacks Involuntary Transformation and Normal Identity. A Common Occurance of Major Intensity would provide you with 8PPs to spend on making Growth Sustained. This deal would leave you with 4PPs to spare. The second Rank of Evasion, more Fortitude, and Wisdom would be good ideas. :arrow: Web Trap is useful if you want to subdue multiple foes at once, but it can be troublesome to use if your teammates or bystanders are nearby. The Selective Extra could aleviate this, but you'd need another flaw to keep this in check within the PP budget. Distracting can be a very appropriate one, given that you are paying careful attention to target only opponents. Just be aware that Spider Hulk prefers to avoid attacks, rather than withstanding them, and the Distracting Flaw leaves you flat-footed, which means it becomes hilariously easy to get hit.
Vahnyu Posted October 14, 2012 Author Posted October 14, 2012 Headology Witch If you can't make a spell work in your own head, what good is it? Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Abilities: -2 + 4 + 8 + 10 + 10 + 20 = 50PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 30 (+10) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged Grapple: +3 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4/-2 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +6 (+4 Con, +2) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 96R = 24PP Bluff 5 (+15)Skill Mastery Concentration 11 (+16) Diplomacy 5 (+15) Gather Information 5 (+15)Skill Mastery Handle Animal 10 (+20)Skill Mastery Intimidate 15 (+25)Skill Mastery Knowledge (Arcane Lore) 10 (+15)Skill Mastery Knowledge (Behavioral Sciences) 15 (+20)Skill Mastery Notice 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery Feats: 15PP Animal Empathy Defensive Roll 2 Dodge Focus 8 Fearless Skill Mastery 2 (Bluff, Gather Information, Handle Animal, Intimidate, Knowledge (Arcane Lore), Knowledge (Behavioral Sciences), Notice, Sense Motive) Startle Powers: 26 + 7 = 33PP Headology 11 (22PP Array; Feats: Alternate Powers 4) [26PP] Base Power: Blast 10 (Extras: Range[Perception] Flaws: Action[Full-Round], Variable 2[Any Element]) [22PP] (Headomantic Blast)Alternate Power: Blast 10 (100-1'000ft, 50ft Radius; Extras: Area[burst] Flaws: Action[Full-Round], Variable 2[Any Element]) [22PP] (Mass Headomantic Blast)Alternate Power: Emotion Control 10 (Feats: Mind Blank, Subtle) [22PP] (Influence)Alternate Power: Enhanced Fearsome Presence 15(750ft Radius; Extras: Selective, Flaws: Action[Full-Round], Feats: Progression[Area] 3) [18PP] (Stare Down)Alternate Power: Mind Control 10 (Extras: Conscious, Instant Command, Flaws: Distracting, Limited[Animals], Feats: Mental Link, Subtle) [22PP] (Animal Borrowing) Device 2 (10PP ContainerFlaws: Easy-To-Lose, Feats: Restricted[Mages]) [7PP] (Broomstick) Flight 5 (250mph/2'500ft per Move-Action) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage(Physical) Headomantic Blast Perception DC25 Toughness (Staged) Damage(Any Basic Element) Mass Headomantic Blast Ranged Area DC25 Toughness (Staged) Damage(Any Basic Element) Influence(Emotion Control) Perception DC20 Will (Staged) Calm/Despair/Fear/Hate/Hope/Love Stare Down(Fearsome Pressence) Area DC25 Will (Staged) Shaken/Flee/Panic(Fear) Animal Borrowing(Mind Control) Perception DC20 Will (Opposed) Mind Control Totals: Abilities (50) + Combat (16) + Saving Throws (13) + Skills (24) + Feats (14) + Powers (33) - Drawbacks (0) = 150/150 Power Points About this Build: And now, time for something completely different for me. Charisma based characters see rarer usage compared to most other concepts, and not without reason; it is very difficult to make such a build as effective as more straightforward, punch the bad guy silly builds. And personally speaking, Charisma based characters are my least favorite, both mechanically and conceptually. However, in this build I attempt to take a stab at the concept. A Headology Witch uses mainly subtle ways to bully and boss around others, most usually villains. Based on Granny Esmeralda Weatherwax from Terry Pratchett's Discworld novels, she is a forceful personality, and it shows. Her main means of dealing with foes is Staredown which allows her to send shivers down the spines of anyone foolish enough to cross her path. For foes immune to fear, she can instead opt to pacify them through her power of Influence. If the foes percist or prove too stuborn to make them yield with more subtle ways, she can start rainning down magical blasts to take care of them, in a pinch, and make no mistake; she can really lay the hurt. Complementing her main arsenal is her power to borrow on an animals consciousness and guide it towards taking action. The broomstick is her preffered mode of transportation, a traditional witch's broom that's made to fly really fast. Finally, she is very skilled, especially when interracting with others. Her intimidation prowess is downright scary and efficient, and she knows a thing or two about the human mind and how to influence it. Additional Notes: :arrow: A predominantly Charisma based build, some may find that it's too focused on interraction skills, beyond the point of usefulness. Substracting 10PPs off Charisma, as well a few points in Intimidation and Bluff would free up points to give her more powerful powers. Adding the Sensory Link Extra on her Mind Control should be an obvious choice, if they'd wish to better portray Granny's Borrowing Power. :arrow: Substracting a few points off Intelligence would also help save some PPs. :arrow: This build depends on Perception and Area effects, which do not require Attack rolls. However, anyone who would grapple the Headology Witch would be pretty much guaranteed to succesfully pin her either way. You are strongly advised to stick to perception range for your powers. 10 ranks of Attack would require that you spend at the very least 3PPs for 6 ranks of Attack Specialization(Unarmed), which would give you a total of +9 on your Grapple(Thanks to her Negative STR bonus). Still no grappling champion, but she could at least put up a fight. As for her now non-Perception Ranged Attacks, you'd similarly need to apply 3 ranks of the Accurate Power Feat inside the Headology Array, where applicable. A simple matter. :arrow: A more compelling alternative to the above would instead be to focus on Defense. For a Grapple to initiate, the Grappler must first succeed at an Attack roll. Prevention is the best cure, after all. Changing the tradeoffs to +5 Defense / -5 Toughness, would mean that you could go for a +15 Defense by spending an additional 4PPs(2PPs more for 5 base Defense, and 2PPs more for 10 ranks of Dodge Focus total). You should refund your Defensive Roll ranks into Constitution, which would also gain you a +1 on Fortitude. Be careful, though, since this would really turn her into a Glass Cannon.
Vahnyu Posted October 15, 2012 Author Posted October 15, 2012 Mud Man You gotta do it with class and integrity. If not, you're gonna drag yourself through the mud. Power Level: 10 (150/150PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Abilities: 0 + 0 + 0 + 0 + 6 + 0 = 6PP Strength: 10/40 (+0/+15) Dexterity: 10/20 (+0/+5) Constitution: 10/40 (+0/+15) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +0/+5 Attack: +5 Melee, +2 Ranged Grapple: +5(+20 with Enhanced Strenght, +33 with Mud Wrap) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0/-7 Saving Throws: 0 + 1 + 3 = 4PP Toughness: +0/+15 (+0/+15 Con) Fortitude: +0/+15 (+0/+15 Con, +0) Reflex: +1/+6 (+0/+5 Dex, +1) Will: +6 (+3 Wis, +3) Skills: 20R = 5PP Climb 5 (+5/+20) Notice 5 (+8) Sense Motive 5 (+8) Swim 5 (+5/+20) Feats: 13PP Ambidexterity Attack Focus (Melee) 3 Dodge Focus 3 Improved Grab Improved Grapple Improved Pin Improved Throw Improved Trip Instant Up Powers: 30 + 10 + 30 + 7 + 4 + 10 +27 = 118PP Enhanced Strength 30 [30PP] Enhanced Dexterity 10 [10PP] Enhanced Constitution 30 [30PP] Immunity 4 (Disease, Poison, Suffocation effects) [4PP] (Mud Form Filters) Immunity 2 (All Earth Damage, All Water Damage) [10PP] (Mud Absorption) Insubstantial (Feats: Selective, Subtle) [7PP] (Mud Form) Mud Form 12 (24PP Array; Feats: Alternate Powers 3) [27PP] Base Power: Create Object 19 (190ft Cube; Extras: Continuous, Moveable, Flaws: Action[Full-Round], Distracting, Fades, Feats: Innate, Progression, Slow Fade, Subtle, Tether) [24PP] (Mud Craft)Alternate Power: Elongation 7 (175-500ft, 250ft per Move-Action; Extras: Linked[super Strenght, Feats: Improved Range) + Superstrength 6 (70 Effective Strength, Heavy Load 200 tons; Extras: Linked[Elongation], Feats: Countering Punch, Groundstrike 150ft radius, Shockwave 150ft cone, Thunderclap 75ft burst) [8 + 16 = 24PP] (Mud Wrap)Alternate Power: Damage 10 (Extras: Area[burst] 100ft, Selective, Flaws: Action[Full-Round], Distracting, Feats: Progression[Area] 1) + Snare 10 (Extras: Area[burst] 100ft, Selective, Flaws: Action[Full-Round], Range[Touch], Feats: Progression[Area], Reversible, Obscure Sense[Visual] ) [11 + 13 = 24PP] (Mud Trap)Alternate Power: Leaping 20 (x5'000'000 per 16 Rounds / x25 per Move Action) [20PP] (Power Leap) Drawbacks: (-4) + (-0) = -4PP Vulnerability (Fire, Frequency: Common, Intensity: Major[x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage(Physical) Enhanced Unarmed Touch DC30 Toughness (Staged) Damage (Physical) Mud Craft(Create Object) Ranged Area DC25 Toughness (Staged) Damage (Mud) Mud Trap (Damage + Snare) Area DC25 Toughness (Staged) Damage (Mud) DC25 Reflex (Staged) Entangle/Bind Totals: Abilities (6) + Combat (8) + Saving Throws (4) + Skills (5) + Feats (13) + Powers (118) - Drawbacks (4) = 123+/150 Power Points About this Build: The Mud Man is a Powerhouse build, blessed with the Elemental Powers of Mud. A fusion of Marvel's Hydroman and Sandman, with a sprinkle of Hulk, Mud Man prefers to approach combat in a rather straightforward way, attacking foes from mid-range by elongating his body, and lock his foes down by grappling them. For crowd control he can fill the space around him with entrapping mud, or he can create and hurl large chunks of mud at his foes. Mud Man has 2 main ways of transportation; he can either jump at increadible heights, but at the cost of maneuverability, or he can stretch his mud-made body to great lengths, which is a more flexible, but less fast mode of transportation. Since he is made of mud, water and earth attacks have little to no effect on him. Conversely, Extreme temperatures and fire act by seperating his base components, thus having a great effect on him. Mud Man is very combat oriented. As such, he only has 4 skills of note, and even then, he is mostly capable at them due to natural ability, rather than trainning. His physical hardiness is also a thing to marvel at, but his body is rather burgeonic, and his willpower is equally lacking. On the other hand, he can assume a watery form to escape unwanted entrapment. Additional Notes: :arrow: As discussed in the Spider Hulk Build, you could consider adding the Involuntary Transformation and Normal Identity drawbacks, but doing so would leave you with 12PP worth of character Drawbacks total, which would break caps. Consider dropping vulnerability to fire at minor instead of major intensity. :arrow: Lowering Intelligence and Charisma should also provide you with some more PPs, since you don't really need these abilities. :arrow: You could change your Immunity(Water/Earth damage) to Immunity(Water/Earth effects) for no cost, by adding the Limited Flaw. :arrow: You could replace Snare with Trip as a Linked effect for your Area Damage. In fact, you could add a Damage Trip Area attack as an alternate power, or you could have a single Damage+Snare+Trip. In order to not exceed your Array budget, Snare would have to have the Uncontrollable Flaw, and remove the Obscure(Visual) Power Feat. That would mean that you'd only get the Snare effect to activate only half of the time, but Trip and Damage would still always activate, without needing further flaws.
Vahnyu Posted October 16, 2012 Author Posted October 16, 2012 (edited) Bioelectric SpeedsterMy name is Bolt, Lightning Bolt.Power Level: 10 (150/150PP)Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 ToughnessAbilities: 0 + 10 + 2 + 0 + 6 + 0 = 18PP Strength: 10 (+0) Dexterity: 20/40 (+5/+15) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 8 + 28 = 36PP Initiative: +9/+19 Attack: +4 Melee, +4 Ranged, +8 Lightning Flurry/Lightning Barrage/Nerve Overload Grapple: +9/+19 Defense: +15 (+14 Base, +1 Dodge Focus), +7 Flat-Footed Knockback: -0Saving Throws: 5 + 0 + 5 = 10PP Toughness: +5 (+1 Con, +4 [Defensive Roll]) Fortitude: +6 (+1 Con, +5) Reflex: +5/+15 (+5/+15 Dex, +0) Will: +8 (+3 Wis, +5)Skills: 80R = 20PP Acrobatics 15 (+20/+30)Skill Mastery Concentration 10 (+13) Escape Artist 10 (+15/+25) Notice 15 (+18)Skill Mastery Sense Motive 15 (+18)Skill Mastery Stealth 15 (+20/+30)Skill MasteryFeats: 15PP Acrobatic Bluff Defensive Roll 2 Dodge Focus Elusive Target Evasion 2 Grappling Finesse Improved Initiative Move-By Action Takedown Attack 2 Instant Up Quick Change Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)Powers: 9 + 19 +20 + 2 + 1 = 42PPBioelectric Agility 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power: Leaping 8 (x500 per 4 Rounds/x25 per Move Action) [8PP] Alternate Power: Speed 8 (2'500mph/25'000ft per Move Action) [8PP]Bioelectric Control 7 (14PP Array; Feats: Alternate Feat 3) [19PP] Base Power: Damage 12 (Extras: Autofire, Flaws: Distracting, Feats: Accurate 2) [14PP] (Lightning Flurry) Alternate Power: Blast 12 (120-1'200ft; Flaws: Action[Full-Round], Feats: Accurate 2) [14PP] (Lightning Bolt) Alternate Power: Damage 10 (Extras: Area[burst] 1'000ft, Selective, Flaws: Action[Full-Round], Distracting, Feats: Progression[Area] 4) [14PP] (Lightning Takedown) Alternate Power: Stun 12 (Flaws: Distracting, Feats: Accurate 2) [14PP] (Nerve Overload)Enhanced Dexterity 20 [20PP]Super Movement 2 (Wall-Crawling; Flaws: Limited[Running]) [2PP] (Wall Run)Super Movement (Water Walking; Flaws: Limited[Running]) [1PP] (Water Run)Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Lightning Flurry (Damage) Touch DC27 Toughness (Staged) Damage (Physical) Lightning Bolt (Blast) Ranged DC27 Toughness (Staged) Damage (Electric) Lightning Takedown (Damage) Area DC25 Toughness (Staged) Damage (Physical) Nerve Overload (Stun) Touch DC22 Fortitude (Stafed) Daze/Stun (Electric) Totals: Abilities (18) + Combat (36) + Saving Throws (10) + Skills (20) + Feats (15) + Powers (42) - Drawbacks (0) = 150/150 Power Points About this Build: Based on the heroine Jolt from Thunderbolts, the Bioelectric Speedster would be best described as something between a fragile speedster and a lightning bruiser(quite literally, perhaps). She doesn't have the fine control a regular Electric Controler would exert, but she can direct stored electricity at will throughout her body, giving her excellent movement, agility, and power. When not attacking, she is almost untouchable, and while she loses her dodge bonus when she does attack, she still has enough defense to avoid attacks, assuming she hasn't run out of range. Grappling her is a difficult task, and even then, she is capable of putting a decent fight, though by no means she prefers to grapple with her foes. If a foe proves particularly elusive, she can opt to stun them with Nerve Overload. If she finds herself cornered by strong opponents, she can move around in blinding speed to take them down simultaneously. She can also, with some effort, unleash small Lightning Bolts at her opponent. Extremely skilled in acrobatics, she can feint her opponents by simply tensing her muscles, and when walking under cover, she can pass almost completely unnoticed. She CAN be a bit fragile, however, as her fortitude and her Toughness leave quite a bit to be desired, and while she has very high defense, Perception-range attacks do not bother with an attack roll, thus nullifying one of her two biggest defensive advantages. On the flipside, her Reflex is through the roof, and coupled with two ranks of Evasion, her enemies might as well not bother with Area attacks.Additional Notes: :arrow: Taking 10 ranks off Dexterity would likely be the first thing you should do, if you wanted to rework the build. It doesn't hurt her Skills by much, and her Saves would average at 8(PL-2), which is adequate. Strenght could also have 2 to 4 points removed. :arrow: Removing Concentration from her Skill list, and 5 ranks from Notice and Stealth each should save you another 5PPs. Not bad at all. :arrow: Finally, lowering her Combat Defense should REALLY help save PPs. 5 ranks of Defence and 10 ranks of Dodge Focuse should free up 9PPs. Unfortunately, that would mean that she would have a rather unimpressive +2 on her flat-footed defense. This means that, thanks to the Distracting Flaw, attacking would often render her a sitting duck. Doubling the ranks of her Bioelectric Control Array, in order to buy off the flaw, at least for Lightning Flurry, should become top priority. :arrow: Boosting her movement ranks, and adding Quickness to the mix should bring her closer to traditional Speedster builds. :arrow: Immunity to Lightning Damage/Effects, even if only with the Limited Flaw, would be thematically appropriate. Edited April 9, 2013 by Vahnyu
Vahnyu Posted October 17, 2012 Author Posted October 17, 2012 Spaceknight Dragoon A well-aimed spear is worth three. Power Level: 10 (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, -3 Defense / +3 Toughness Abilities: 8 + 6 + 8 + 4 + 6 + 4 = 36PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18/34 (+4/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Melee, +4 Ranged, +8 Spears Grapple: +8 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4/-6 Saving Throws: 0 + 2 + 5 = 8PP Toughness: +8/+12 (+4/+12 Con) Fortitude: +4/+12 (+4/+12 Con, +0) Reflex: +6 (+3 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 120R = 30PP Acrobatics 15 (+18)Skill Mastery Computers 15 (+17)Skill Mastery Concentration 10 (+13) Diplomacy 15 (+17)Skill Mastery Disable Device 10 (+12)Skill Mastery Knowledge (Galactic Lore) 15 (+17)Skill Mastery Notice 15 (+18)Skill Mastery Sense Motive 15 (+18)Skill Mastery Stealth 10 (+13)Skill Mastery Feats: 20PP Acrobatic Bluff Attack Specialization (Spears) 2 Blind Fight Dodge Focus 4 Evasion Fearless Grappling Finesse Improved Aim Improved Critical (Spears, 19-20) Improved Defense Improved Disarm Instant Up Move-By Action Set Up Skill Mastery 2 (Acrobatics, Climb, Computers, Disable Device, Knowledge[Galactic Lore], Notice, Sense Motive, Stealth) Takedown Attack 2 Powers: 12 + 28 = 40PP Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Photon Spear) Photon Spear 9.5 (19PP Arracy; Feats: Alternate Power) [20PP] Base Power: Damage 6 (10ft touch; Extras: Linked[Trip], Penetrating 5, Feats: Extended Reach, Mighty) + Trip 10 (10ft touch; Extras: Linked[Damage], Flaws: Range[Touch], Feats: Extended Reach) [13 + 6 = 19PP] (Polearm Swipe)Alternate Power: Damage 6 (10ft touch, 300ft; Extras: Penetrating 5, Feats: Extended Reach, Improved Range 2, Mighty, Thrown 6) [19PP] (Lance Throw) Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Space Dragoon Suit) Flight 1 (10mph / 100ft per Move-Action) [2PP] Immunity 9 (Life Support) [9PP] (Life Support Unit) Enhanced Constitution 16 [16PP] Space Travel (1c) [1PP] Thrusters 3 (6PP Array; Feats: Alternate Power) [7PP] Base Power: Flight 3 (100mph / 1'000ft per Move-Action) [6PP]Alternate Power: Space Travel 6 (100c) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Polearm Swipe (Damage + Trip) Touch DC25 Toughness Damage (Physical) 1d20+10 vs. STR or DEX(worse) Trip Lance Throw (Damage) Touch/Ranged DC25 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (8) + Skills (30) + Feats (20) + Powers (36) - Drawbacks (0) = 150/150 Power Points About this Build: Gifted in the handling of the spear, the Spaceknight Dragoon is straddling the line between the Costumed Adventurer and the Power Suit. Focused on Skills and Feats, his only means of fighting is his trusty weapon of choice, an alien manufactured spear imbued with advanced technology that allows it to cut through everything. He is also equiped with a protective suit of armor that also provides him with a modest measure of maneuverability. The Spaceknight Dragoon's reliance on his Photon Spear to do combat is his main glaring weakness, meaning that he may fall victim to disarming attempts, in order to take him out of combat. Fortunately, he is still capable of assisting in battle, by distracting his foes and setting them up for his allies. He is certainly tough enough to withstand abuse, and once he recovers his weapon, he returns to being a threat. Another weakness it the obvious lack of ranged attacks. Throwing your weapon doesn't always work, but it might, in a pinch, when all other options are exhausted. Just make sure to recover it before it's too late. Additional Notes: :arrow: For a more 'spacey' feel, this build would require quite a bit of reworking. A first step would be lowering it's physical stats, as well as it's Fortitude and Reflex defences, which should free quite a few points. :arrow: 30PPs on skills might be a bit of an overkill. Removing 5 points from most of the other skills should free up 10PPs. :arrow: The freed up points should fuel the Space Dragoon Suit. You can add Enhanced Abilities. Finally, if you have enough PPs left, you could add a Mighty Damage power, for when you are left unarmed.
Vahnyu Posted October 19, 2012 Author Posted October 19, 2012 (edited) Cardiac A good head and a good heart are always a formidable combination. Power Level: 10 (150/150PP)Trade-Offs: +2 Melee Attack / -2 Melee Damage, -2 Ranged Attack / +2 Ranged Damage, -2 Defense / +2 ToughnessAbilities: 4 + 6 + 6 + 4 + 10 + 0 = 30PP Strength: 14/20 (+2/+5) Dexterity: 16/26 (+3/+8) Constitution: 16/30 (+3/+10) Intelligence: 14 (+2) Wisdom: 20 (+10) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +3/+8 Attack: +6 Melee, +4 Ranged, Grapple: +8/+11 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1/-5/-6Saving Throws: 0 + 0 + 1 = 1PP Toughness: +5/+12 (+3/+10 Con, +2 [Defensive Roll]) Fortitude: +3/+10 (+3/+10 Con, +0) Reflex: +3/+8 (+3/+8 Dex, +0) Will: +6 (+5 Wis, +1)Skills: 140R = 35PP Acrobatics 10 (+13/+18)Skill Mastery Computers 10 (+12) Concentration 5 (+10) Craft (Electronics) 15 (+17/+25)Skill Mastery Craft (Mechanical) 15 (+17/+25)Skill Mastery Disable Device 10 (+12) Escape Artist 5 (+8/+13) Knowledge (Life Sciences) 15 (+17)Skill Mastery Knowledge (Physical Sciences) 5 (+7) Knowledge (Technology) 10 (+12)Skill Mastery Medicine 15 (+20)Skill Mastery Notice 5 (+10)Skill Mastery Search 5 (+7) Sense Motive 10 (+15)Skill Mastery Stealth 5 (+8/+13)Feats: 19PP Attack Focus (Melee) 4 Defensive Roll Dodge Focus 4 Elusive Target Evasion 2 Improvised Tools Inventor Move-By Action Skill Mastery 2 (Acrobatics, Craft[Electronics], Craft[Mechanical], Knowledge[Life Sciences], Knowledge[Technology], Medicine, Notice, Sense Motive) Takedown Attack 2Powers: 6 + 10 + 14 + 1+ 18 = 49PEnhanced Strength 6 [6PP]Enhanced Dexterity 10 [10PP]Enhanced Constitution 14 [14PP]Speed (10mph/100ft per Move Action) [1PP]Device 6 (30PP Container; Flaws: Easy-To-Lose) [18PP] (Pulse Staff)beta-Particle Channeling 13 (26PP Array; Feats: Accurate, Alternate Power 5) [30PP] Base Power: Damage 3 (Extras: Linked[Trip], Penetrating 5, Feats: Extended Reach, Mighty) + Trip 8 (Extras: Linked[Damage], Knockback Flaws: Range[Touch], Feats: Improved Trip, Extended Reach) [10 + 10 = 20PP] (Pulse Staff Swipe) Alternate Power: Blast 12 (120-1'200ft; Feats: Accurate 2) [26PP] (Beta Pulse) Alternate Power: Fatigue 12 (Extras: Range[Ranged], Flaws: Action[Full Round], Feats: Accurate 2) [26PP] (Cardiac Encumberance) Alternate Power: Flight 5 (250mph/ 2'500ft per Move Action; Flaws: Platform) [5PP] (Flying Disk) Alternate Power: Healing 10 (Extras: Range[Ranged], Resurrection, Flaws: Distracting, Limited to Others, Feats: Stabilize, Persistant) [22PP] (Beta Defibrilator) Alternate Power: Stun 12 (120-1'200ftExtras: Range[Ranged], Flaws: Action[Full-Round], Feats: Accurate 2) [26PP] (Cardiac Shock)Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Pulse Staff Swipe (Damage+Trip) Touch DC23 Toughness (Stafed) Damage (Physical) 1d20+8 vs. STR or DEX(worse) Trip Beta Pulse (Blast) Ranged DC27 Toughness (Staged) Damage (Electric) Cardiac Encumberance (Fatigue) Ranged DC22 Fortitude (Staged) Fatigue/Exhaustion/Unconsciousness Beta Defibrilator (Healing) Ranged DC20 Fortitude (Harmless) Healing/Resurrection Cardiac Shock (Stun) Ranged DC22 Fortitude (Staged) Daze/Stun Totals: Abilities (30) + Combat (16) + Saving Throws (1) + Skills (35) + Feats (19) + Powers (49) - Drawbacks (0) = 150/150 Power PointsAbout this Build: And now, for a build based on an existing Superhero. Elias Wirtham goes by the alias Cardiac, in the Marvel Universe. An excellent surgeon, and dabbler in techno-tinkering, Elias replaced his heart with a Beta-Particle reactor, and added a vibranium weave mess under his skin, that greatly enhances his physical attributes. He also carries a mean staff that allows him to channel Beta-Particle energy from his heart into it, and in turn unleash it by creating a powerful electric blast. This powerful combination of physical and mental prowess make Cardiac am effective hero. I took a few liberties with the build, mainly, the Pulse Staff's capabilities. An electric attack that puts a strain on a heart, or outright shocks it, is certainly within reason, but adding the option to act as a healing defibrilator is perhaps pushing it into lightning-can-do-anything territory. Still, Beta Particles could easily handwave this, so at least it's not a case of regular lightning. Other than that, there's nothing else really to note on this build, except for perhaps having high Knowledge(Life Sciences) and Medicine ranks, which, considering Elias is a surgeon is appropriate. One final thing to note here is Flight. Folding it under the same array as his offensive powers may seem weird, if not counterintuitive, but that has more to do with representing the source material's chosen way of transportation; summoning a mechanical hawk-thingy(that's a perfectly academic term, btw) and using his Pulse staff as a glider handle, after connecting it in the hawk-thingy's hooks. Thus, doing so robs him of the ability to attack, and attacking of the ability to stay aloft.Additional Notes: :arrow: No particularly noteworthy way to save PPs, really, other than reducing his skills by 20 to 60 ranks(5-15PPs). :arrow: Extra PPs could go to his Attributes, or add another rank on his Pulse Staff. Edited April 3, 2013 by Vahnyu
Vahnyu Posted October 20, 2012 Author Posted October 20, 2012 Tiger Man It's the Eye of Tiger, it's the thrill of the fight, rising up to the challenge of our rivals, and the last known survivor stalks his prey in the night, and he's watching us all with the eye... of the tiger! Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (or "None") Abilities: 4 + 4 + 4 + 0 + 4 + 8 = 24PP Strength: 14/+20 (+2/+5) Dexterity: 14/+30 (+2/+10) Constitution: 14/18 (+2/+4) Intelligence: 10 (+0) Wisdom: 14/26 (+2/+8) Charisma: 18 (+4) Combat: 8 + 20 = 28PP Initiative: +0 Attack: +8 Melee, +4 Ranged, +12 Unarmed Grapple: +14/+18 Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -3/-4/-1 Saving Throws: 4 + 0 + 0 = 4PP Toughness: +6/+8 (+2/+4 Con, +2 [Defensive Roll]) Fortitude: +6/+8 (+2/+4 Con, +4) Reflex: +2/+10 (+2/+10 Dex, +0) Will: +2/+8 (+2/+8 Wis, +0) Skills: 80R = 20PP Acrobatics 15 (+17/+25)Skill Mastery Climb 5 (+7/+11) Intimidate 15 (+19) Notice 15 (+17/+23)Skill Mastery Stealth 15 (+17/+25)Skill Mastery Surival 10 (+12/+18)Skill Mastery Swim 5 (+7/+10) Feats: 20PP Acrobatic Bluff Attack Focus (Melee) 4 Attack Specialization (Unarmed) 2 Defensive Roll Distract (Intimidate) Dodge Focus 2 Elusive Target Evasion Improved Trip Move-By Action Skill Mastery (Acrobatics, Notice, Stealth, Survival) Takedown Attack 2 Uncanny Dodge (Auditory) Uncanny Dodge (Olfactory) Powers: 4 + 6 + 16 + 4 + 12 + 3 + 1 + 1 + 5 + 2 = 54PP Damage 3 (Feats: Mighty) [4PP] (Tiger Punch) Enhanced Strength 6 [6PP] Enhanced Dexterity 16 [16PP] Enhanced Constitution 4 [4PP] Enhanced Wisdom 12 [12PP] Felline Agility 1 (2PP Array; Feats: Alternate Power) [3PP] Base Power: Leaping 2 (x5 per Move-Action) [2PP]Alternate Power: Speed 2 (25mph/250ft per Move-Action) [2PP] Immunity 1 (Enviromental Conditions[Cold]) [1PP] (White Tiger Fur) Super-Senses 1 (Infravision) [1PP] (Cat Eyes) Super-Senses 5 (Olfactory; Accurate, Acute, Extended, Tracking) [5PP] (Hunter Nose) Super-Senses 2 (Auditory; Extended, Tracking) [2PP] (Hunter Ears) DC Block DAMAGE RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Tiger Punch (Damage) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (28) + Saving Throws (4) + Skills (20) + Feats (20) + Powers (54) - Drawbacks (0) = 150/150 Power Points About this Build: Rising up, back on the street, is the Tiger-Man, a superhero who is imbued with the powers of the tiger. Blessed with great power and enhanced senses, Tiger-Man serves as a solid combatant, and an excellent tracker. Looking at his Damage Block, you'd be inclined to think that Tiger-Man is rather straightforward on how he goes about his business, but this old cat has a few tricks up his fur. Between Acrobatic Bluff, Distract, and Improved Trip, the Tiger Man has plenty of options to soften up his targets, before he or his teammates go for the finishing blow, and he has a good enough mobility to run rounds on minions. Unfortunately, Tiger-Man's ranged pressence is non-existant, and his speed, while miles better than the average person, is nothing to write home about. However, his defence and accuracy are top-notch, and no foe will catch him by surprise, so long as it makes noise or exudes smell. Additional Comments: :arrow: The build presented here represents an innate assortment of powers that are always on. One thing you could do, is add the Drawbacks Involuntary Transformation and Normal Identity, in order to represent a Were-Tiger, as well as grant you about 8PPs. :arrow: Alternatively, the powers could be granted through a mystical talisman. Bringing the Enhanced traits under one Device alone would save you 8PPs, while bringing all his powers under the Device would save 9PPs, and also leave you with 2PPs to spend inside the Device. :arrow: Raising Tiger-Man's Felline Movement Array by at least 1 rank should greatly enhance his maneuverability options, and let him take the most advantage of his Move-By Action and Takedown Attack Feats. :arrow: Another rank of Evasion never hurts, nor does adding other Combat Feats, like Grappling Finesse, Improved Grab, Improved Throw, Instant Up, etc.
Vahnyu Posted October 21, 2012 Author Posted October 21, 2012 Powerglove User I love the Power Glove... it's so bad! Power Level: 10 (150/150PP) Trade-Offs: "None" Abilities: 0 + 6 + 4 + 8 + 6 + 6 = 30PP Strength: 10 (+0) Dexterity: 16/+24 (+3/+7) Constitution: 14 (+2) Intelligence: 18/30 (+4/+10) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 8 + 12 = 20PP Initiative: +3/+7 Attack: +4 Melee, +4 Ranged Grapple: +4(+23 with Power Strenght, +26 with Magnetic Controller) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -1/-5/-3 Saving Throws: 6 + 1 + 5 = 12PP Toughness: +6/+10 (+2 Con, +4 [Defensive Roll], +4 [Protection]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+3/+7 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 64R = 16PP Computers 14 (+18/+24)Skill Mastery Concentration 10 (+13) Knowledge (Popular Culture) 15 (+19/+25)Skill Mastery Notice 10 (+13)Skill Mastery Sense Motive 15 (+18)Skill Mastery Feats: 16PP Defensive Roll 2 Dodge Focus 4 Evasion Fearless Inspire 5 Luck 2 Skill Mastery (Computers, Knowledge[Popular Culture], Notice, Sense Motive) Powers: 56 = 56PP Device 13 (65PP Container; Flaws: Hard-To-Lose, Feats: Accurate 3, Indestructible, Restricted[Knowledge (Pop Culture) 10+]) [56PP] (Power Glove) Comprehend 2 (Electronics 2[speak, Understand]) [4PP] (Interpreter) Enhanced Dexterity 8 [8PP] Enhanced Intelligence 12 [12PP] Flight 6 (500mph/5'000ft per Move Action; Flaws: Platform) [6PP] (Power Platform) Power Controller 13 (26PP Array; Feats: Alternate Powers 5) [31PP] Base Power: Blast 10 (250-1'00ft; Extras: Autofire, Flaws: Action[Full-Round], Feats: Improved Range 2, Precise 2, Variable Descriptor 2[Any Element]) [26PP] (Rapidfire Blaster)Alternate Power: Damage 10 (Extras: Penetrating 5, Feats: Affects Insubstantial, Variable Descriptor 2[Any Element]) [18PP] (Energy Sword)Alternate Power: Damage 10 (Extras: Area[burst] 1'000ft, Selective, Flaws: Action[Full-Round], Feats: Progression[Area] 4, Variable Descriptor[Any Element]) [26PP] (Spreadfire Blaster)Alternate Power: Enhanced Strenght 20 (Extras: Linked[super-Strenght]) + Super-Strength 3 (Effective Strength 45, Heavy Load 1.5 tons; Extras: Linked[Enhanced Strength]) [20 + 6 = 26PP] (Power Strength)Alternate Power: Mind Control 10 (Extras: Conscious, Instant Command, Flaws: Distracting, Limited[Machines], Feats: Mental Link, Subtle) [22PP] (Machine Controller)Alternate Power: Move Object 26 (Effective Strength 130, Heavy Load 800K tons; Flaws: Limited[Metal]) [26PP] (Magnetic Controller) Protection 4 [4PP] (Power Shield) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE DESCRIPTION Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Rapidfire Blaster (Blast) Ranged DC25 Toughness (Staged) Damage (Any Element) Energy Sword (Damage) Touch DC25 Toughness (Staged) Damage (Any Element) Spreadfire Blaster (Damage) Area DC25 Toughness (Staged) Damage (Any Element) Power Strength (Enhanced Strength) Touch DC25 Toughness (Staged) Damage (Physical) Machine Controller (Mind Control) Ranged DC20 Will (Opposed) Mind Control Totals: Abilities (30) + Combat (20) + Saving Throws (12) + Skills (16) + Feats (16) + Powers (56) - Drawbacks (0) = 150/150 Power Points About this Build: Ahh, the Power Glove. If there ever was a game controller that ran on pure "Rule of Cool", the Power Glove would be it. Sadly, it never really took, the imprecise controls being the main reason. But let's suppose that one of the Power Gloves manufactured wasn't all that bad. In fact, what if it had the most precise controls out of any controller ever made? What if that Power Glove could really bring your game to life? Meet the Powerglove User, a guru amongst videogame aficionados, who chanced upon this one-of-a-kind add on, and found out about it's powers! The Power Glove is his main arsenal, capable of bringing attacks from videogames into the realworld, simulating powers the videogame characters possess, and control machinery. Furthermore, the Power Glove enhances the user's motor functions and analysing capacity. However, not anyone is capable of yielding it's awesome powers; in order to do so, one must understand the finer points of it's design. So, what about the human, behind the Power Glove? He's certainly got what it takes. Not only does he possess the needed Knowledge (Popular Culture), he also knows his way in and out of a Computer. Getting his hands on this marvelous artifact is but a testament of his incredible luck, and he can harness the glove and how cool it looks on him to inspire his allies into greatness! Additional Notes: :arrow: Nothing noteworthy really, to save points. Instead, the concept of a Power Glove diving into virtual reality and pulling game elements into the real world has plenty of room for costumization. Don't bring back the hero's sword; instead, by using summon, you can bring the hero himself!
Vahnyu Posted October 22, 2012 Author Posted October 22, 2012 Space Warrior A true knight is fuller of bravery in the midst, than in the beginning of danger. Power Level: 10 (150/150PP) Trade-Offs: -2 Melee Attack / +2 Melee Damage, +2 Ranged Attack / -2 Ranged Damage, -2 Defense / +2 Toughness Abilities: 8 + 8 + 8 + 0 + 8 + 0 = 32PP Strength: 18 (+4) Dexterity: 18/26 (+4/+8) Constitution: 18//26 (+4/+8) Intelligence: 10 (+0) Wisdom: 18/26 (+4/+8) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+8 Attack: +4 Melee, +4 Ranged, +8 Space Blade, +12 Plasma Blasters/Missile Blasters Grapple: +8 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4/-6/-2 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +8/+12 (+4/+8 Con, +4 [Defensive Roll]) Fortitude: +6/+10 (+4/+8 Con, +2) Reflex: +6/+10 (+4/+8 Dex, +2) Will: +4/+8 (+4/+8 Wis, +0) Skills: 80R = 20PP Acrobatics 10 (+14/+18)Skill Mastery Concentration 5 (+9/+13) Knowledge (Cosmology) 15 (+19)Skill Mastery Knowledge (Galactic Lore) 15 (+19)Skill Mastery Notice 10 (+14/+18) Sense Motive 15 (+19/+23)Skill Mastery Stealth 10 (+14/+18) Feats: 14PP Defensive Roll 2 Dodge Focus 4 Elusive Target Evasion 2 Move-By Action Precise Shot 2 Quick Change Skill Mastery (Acrobatics, Knowledge [Cosmology], Knowledge [Galactic Lore], Sense Motive) Powers: 4 + 8 + 8 + 8 + 2 + 9 + 1 +24 = 64PP Comprehend 2 (Languages 2[speak All, Understand All]) [4PP] (Translator Nodule) Enhanced Dexterity 8 [8PP] Enhanced Constitution 8 [8PP] Enhanced Wisdom 8 [8PP] Flight (10mph/100ft per Move Action) [2PP] (Flight Thrusters) Space Armaments 10 (20PP Array; Feats: Accurate 2, Alternate Powers 2) [24PP] Base Power: Damage 8 (Extras: Linked[Trip], Penetrating 4, Feats: Mighty, Extended Reach) + Trip 12 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Extended Reach, Improved Trip) [14 + 8 = 20PP] (Space Blade)Alternate Power: Damage 8 (400-800ft; Extras: Autofire, Range[Ranged], Flaws: Action[Full-Round], Feats: Accurate 2, Improved Range 2) [20PP] (Plasma Blasters)Alternate Power: Damage 8 (200-800ft; Extras: Area[burst, Targeted] 80ft, Autofire, Range[Ranged], Flaws: Action[Full-Round], Distracting Feats: Accurate 2, Improved Range, Progression[Area]) [20PP] (Missile Blasters) Space Travel (1c) [1PP] (Space Thrusters) Thruster Boosters 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power: Flight 4 (250mph/2'500ft per Move Action) [8PP]Alternate Power: Space Travel 8 (500c) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Space Blade (Damage) Touch DC27 Toughness (Staged) Damage (Physical) 1d20+12 vs STR or DEX(worse) Trip Plasma Blasters (Damage) Ranged DC23 Toughness (Staged) Damage (Plasma) Missile Blasters (Damage) Ranged Area DC23 Toughness (Staged) Damage (Plasma) Totals: Abilities (32) + Combat (16) + Saving Throws (4) + Skills (20) + Feats (14) + Powers (64) - Drawbacks (0) = 150/150 Power Points About this Build: This is the Space Warrior, the knight of the future. A normal human, under ordinary circumstances, he can transform at the flick of his wrist, gainning powers fueled from the intricate energies of outer space. Capable of Flight even in space, the Space Warrior charges into battle with his Space Blade, a powerful weapon capable of cutting through the roughest materials. He is also equipped with Plasma Blasters, laser machineguns that he can employ with the utmost of accuracies to nail dodging enemies. Finally, his Missile Blasters work similarly, but in a larger area. Space Warrior has a few skills, most notably Knowledge(Cosmology) and Knowledge(Galactic Lore), which help him when dealing with alien forces. Of particular note is also that all three of his saves are high, and combined with his Toughness, make Space Warrior a very tough opponent to go up against. That is not, however, to say that this build is not without it's shortcommings. The Space Warrior's grapple is just barely mediocre, to the point that dedicated grapplers can frequently pin him down. His offensive repertoire, while strong and to the point, is rather limited, and perhaps too straightforward, though his excellent mastery of the Space Blade can offer him for some more team-friendly options. Additional Comments: :arrow: This build could very well be represented as a powerarmor-using hero. Just gathering and putting all of his powers under one device would yield about 16PPs inside his device, for more powers, or outside his device, for mor Skills/Feats.
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) M&M Dungeons and Dragons Preface: Dungeons and Dragons was the first tabletop roleplaying game that became commercially available, and while it had its ups and downs throughout its publication, it has remained the most consistanly successful one, both in sales figures and in public awareness. It is also somewhat an unbalanced if not broken mess of a game(or games, if you talk about each of its editions seperately, the 4th one notwithstanding), especially in regards to its character class design, which is the main bulk of a player character's abilities. The advent of the d20 system saw a rise in offshoots, roleplaying games borrowing heavily from DnD in terms of mechanics, while trying something different with the fluff and scope of the game. While these new games enjoyed varying levels of success, some of them, such as Gamma World, the 7th Sea, Star Wars(Especially the Saga Edition), and Call of Cthulhu, managed a great degree of identity and commercial success, not enough to usurp the reign of DnD, but enough to be considered one of the greats. Mutants and Masterminds, the system we are using in this site, is one such game, and the degree of differentiation was so big, that the system didn't take much before it effectively grew into grew into a monster of its own. One of the things M&M sports is a point-buy system, which levels the field between different player characters of comperatively similar point cost by quite a big a degree. Certainly, it is still quite possible to make a character who is way more powerful or far too weaker than his point cost would indicate, but the careful scrutiny from a watchful GM, which the system encourages, helps mitigate such concerns. Which brings us to the topic I'd like to explore: Making it possible to play a DnD-esque game, using the Mutants and Masterminds rules-system. A Disclamer: It is nigh-impossible to translate DnD into M&M, and even if one were to make several concenssions, the end result would still be very different from what it is to play DnD. Therefor, I won't even bother with that. What I aim to do, is find a way to approximate the feel of DnD as much as possible. That includes making a few choice judgement calls were needed. The characters created won't be outright superhuman, not even the spellcasters, but they will be close. Very close, indeed. Additionally, let me state it here and now that what I create is DEFINITELY NOT the very definitive M&M conversion of D&D. It's nothing more than me playing around with the M&M rules and character creation, for my amusement. If you wish to play using the archetypes I'll present, or even if you simply want to borrow ideas, by all means be my guest, but if you don't, if you outright disagree with my views and ideas, then by all means feel free to ignore them. I won't tell you how to play your game, or what you should want. M&M greatly encourages players and Game Masters to actuallize their vision, while still working under a strict rules-set, and you should not, at any point, feel restricted by my thoughts and opinions. Some Ground Rules: I will be working under the assumption that the House Rules of this site are in effect. By NO means does this make the DnD characters I create 'legal' for play in this site. M&M has a few things that don't quite work thematically for DnD, such as the Computers skill, and the house-rulled Knowledge skills. I will be modifying them for the purposes of this conversion were applicable, such as reflavoring Computers as Magical Devices. I will be working for 3.5 edition classes, since I have an actual familiarity with them. The end results won't be 100% 1-to-1 reflective of their DnD inspirations/counterparts. I will instead be aiming to make the archetypes as iconic and evocative as possible, and within reason. DnD character creation works on several different fronts, from selecting your character's race to selecting skills and feats. That would be very difficult and counter-intuitive to manage in M&M, especially considering the fact that M&M works with hard Player Level-based Caps . I will instead seek to make an approximation. Classes are Archetypes. Races are Templates applied on top of Classes. The net cost of any given combination of Race and Class should be the same, 150PPs for a PL10 character. Equipment is handled very differently in M&M, from how it operates in DnD. Instead, I will be operating under the assumption that every character class, including spellcaster classes such as the wizard or the druid, derives many of its powers from quasi-magical or outright magical equipment(Devices), for simplicity's shake. While I'll be following the site format for Character Sheets, I won't add a few things, such as the DC Block, exact lifting power, etcetera, due to the way Races and Classes will work. The end result will be working under some slightly wonky PL Caps. This is unavoidable on my part, but I'll try to make things clear where possible. I will be working under the assumption that no multiclassing is possible. It would be sheer folly on my part to do so, due to the complex mathematics between stating/balancing the classes. Similar to how Melee and Ranged are valid targets for Attack Focus, I will be using Weapons and Spells. That is because in DnD, those two are wide enough descriptors so as to encompass every attack between them. That, and if they were subject to Attack Specialization, the crunch would simply not work for the PL Caps. Closing Words: With all of the above statements in mind, I will start by creating the Templates needed for our Characters' Races. I won't be doing much in the way of race and class fluff, focusing instead on their mechanical aspects. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Dwarf[Racial Template] Trade-Offs: -1 Defense / +1 Toughness Abilities: 0 + 0 + 2 + 0 + 0 + (-2) = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-2) Combat: 4 + 2 = 6PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +1 (+1 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +1 (+1 Con, +0 [Other]) Fortitude: +4 (+1 Con, +3) Reflex: +2 (+0 Dex, +2) Will: +3 (+0 Wis, +3) Powers: 4 + 10 + 2 = 16PPBurrowing 3 (5mph/50 feet per Move Action; Feats: Subtle) [4PP] (Expert Digger) Immunity 20 (All Magic Effects; Flaws: Limited[Half Effect]) [10PP] (Magic Resistance) Super Senses 2 (Dark Vision) [2PP] (Tunnel Vision) Totals: Abilities (0) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (0) + Powers (16) - Drawbacks (0) = 30/30 Power Points Dwarves are naturally sturdy folk, but they're not very quick on their feet. They have a natural resistance to magical effects, and they are swift tunnelers, capable of digging at a quick pace. They are also at place underground, and in poorly lit or completely dark places, since they were both born in and molded by darkness. The -1 Defense / +1 Toughness tradeoff translates as the base Dwarf having 1 less Defense Rank versus 2 more Constitution Ranks, for a net effect of 0. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Elf[Racial Template] Trade-Offs: +1 Defense / -1 Toughness Abilities: 0 + 2 + (-2) + 0 + 0 + 2 = 2PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 8 (-1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 6 = 10PP Initiative: +5 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +3 (+3 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -1 Saving Throws: 2 + 3 + 3 = 8PP Toughness: -1 (-1 Con, +0 [Other]) Fortitude: +1 (-1 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +3 (+0 Wis, +3) Feats: 1PP Improved Initiative Powers: 3 + 2 + 2 + 2 = 9PPTeleport 1 (100 feet per Move Action; Flaws: Short-Range, Feats: Change Velocity, Turnabout) [3PP] (Fey Step) Quickness 2 (x5) [1PP] (Elven Swiftness) Super Senses 2 (Detect Magic) [2PP] (Mystic Attunement) Immunity 2 (Aging, Sleep) [3PP] (Timeless Life) Totals: Abilities (2) + Combat (10) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (9) - Drawbacks (0) = 30/30 Power Points Elves are lithe and agile, but they are not as sturdy as most races. They excel at working fast, and they are naturally inclined towards the mystical arts, being able to naturally sense the workings of magic. Never-aging, and requiring no sleep, they are able to sidestep the bounds of reality and appear somewhere else, at their own leisure. The +1 Defense / -1 Toughness tradeoff translates as Elves having 1 more rank in defense, in return for 2 ranks in Constitution, for a net effect of 0PPs. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Gnome[Racial Template] Trade-Offs: +1 Weapon Attack / -1 Weapon Damage Abilities: 2 + 0 + 0 + 0 + 2 + 0 = 4PP Strength: 12/8 (+1/-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 2 + 4 = 6PP Initiative: +0 Attack: +2 Melee, +2 Ranged, +3 Weapon Attack Grapple: -3 Defense: +2 (+2 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 3 + 3 + 2 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+0 Dex, +3) Will: +3 (+1 Wis, +2) Feats: 1PP Attack Focus (Weapons) Powers: 4 + 5 + 2 = 11PP Burrowing 3 (5mph/50 feet per Move Action; Feats: Subtle) [4PP] (Expert Digger) Shrinking 4 (Small Size, +1 Atk, -4 STR, -4 Grapple, +4 Stealth Modifier, x3/4 Base Speed, x3/4 Carrying Capacity; Extras: Normal Toughness, Flaws: Permanent, Feats: Innate) [5PP] (Small Sized) Super Senses 2 (Darkvision) [2PP] (Tunnel Vision) Totals: Abilities (4) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (11) - Drawbacks (0) = 30/30 Power Points While Gnomes aren't known for their strenght, they are very capable fighters in their own right. Their tunneling capabilities rival those of Dwarves, but where their sturdier brethren prefer direct confrontation and defending against magical attacks, Gnomes prefer sneaking in thanks to their natural aptitude in hiding and going through openings most other races are too tall to traverse. The +1 Weapon Attack / -1 Weapon Damage tradeoff translates as Gnomes having just as much attack as most races, but having a +1 on their Weapon Attack due to the Attack Focus(Weapon), at the expense of having 2 less ranks of Strenght total. Shrinking is included in the calculations, and the net effect is not quite 0. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Half-Elf[Racial Template] Abilities: 0 + 2 + 0 + 2 + 0 + 2 = 6PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 12 (+1)Combat: 4 + 4 = 8PP Initiative: +5 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 3 + 2 + 3 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+1 Dex, +2) Will: +3 (+0 Wis, +3) Feats: 4PP Improved Initiative Jack of All Trades Luck Skill Mastery Powers: 3 + 1 = 4PPTeleport 1 (100 feet per Move Action; Flaws: Short-Range, Feats: Easy, Turnaround) [3PP] (Fey Step) Quickness 1 (x2) [1PP] (Half-Elven Swiftness) Totals: Abilities (6) + Combat (8) + Saving Throws (8) + Skills (0) + Feats (4) + Powers (4) - Drawbacks (0) = 30/30 Power Points Skirting the line between Humans and Elves, the Half-Elves borrow their strenghts from both of these races. Not as agile and frail as Elves, nor quite as adaptable as Humans, Half-Elves are nevertheless more than capable enough of carving a name for themselves. Skill Mastery allows Half Elves the ability to master 4 additional skills that their class gives them ranks. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Half-Orc[Racial Template] Trade-Offs: -1 Weapon Attack / +1 Weapon Damage Abilities: 2 + 0 + 0 + 0 + 0 + (-1) = 0PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1)Combat: 2 + 4 = 6PP Initiative: +0 Attack: +1 Melee, +1 Ranged, +2 Spell Attack Grapple: +4 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 2 + 3 + 3 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+0 Dex, +3) Will: +2 (+0 Wis, +2)Feats: 4PP Attack Focus [spells] Endurance Luck Skill Mastery Powers: 4 + 2 + 1 + 5 = 12PP Super Strength 2 (Effective STR + 10, grapple +2) [4PP] (Half-Orcen Strength) Super Senses 2 (Darkvision) [2PP] (Tunnel Vision) Speed 1 (10mph/100 feet per Move Action) [1PP] (Wilderness Strider) Immunity 10 (All Impact Effects; Flaws: Limited[Half Effect]) [5PP] (Descriptive Name, Descriptors)Totals: Abilities (0) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (4) + Powers (12) - Drawbacks (0) = 30/30 Power Points Half-Orcs, similarly to Half-Elves, borrow their strengths from both Humans and Orcs, being physically capable but also adaptable as well. They are much stronger than most other races, and they can also travel at a faster pace. Their naturally hardened muscles shield them from most forms of impacts, and while they aren't profficient at digging, they have a natural aptitude for seeing in the dark. The -1 Weapon Attack / +1 Weapon Damage tradeoff translates as Half-Orcs having 1 rank less at Attack, in return for 2 ranks of Strenght. In order to properly meet the PL Caps for spellcasting-based classes, Half-Orcs also have the Attack Focus [spells] for a total cost of 1PP. As with Half-Elves, Half-Orcs can choose to master up to 4 additional skills that their class confers to them. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Halfling[Racial Template] Trade-Offs: +1 Weapon Attack / -1 Weapon Damage, +1 Defense / -1 Toughness Abilities: 2 + 2 + 0 + 2 + 0 + 0 = 6PP Strength: 12/8 (+1/-1) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 2 + 4 = 6PP Initiative: +1 Attack: +2 Melee, +2 Ranged, +3 Weapon Attack Grapple: -3 Defense: +3 (+2 Base, +1 Small Size, +0 Dodge Focus), +1 Flat-Footed Knockback: -1Saving Throws: 2 + 2 + 4 = 8PP Toughness: -1 (+0 Con, -1 [shrinking]) Fortitude: +2 (+0 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +4 (+0 Wis, +4)Feats: 1PP Attack Focus [Weapons] Powers: 3 + 2 + 4 = 9PPShrinking 4 (Small Size, +1 Atk, +1 Def,-1 Toughness, -4 Grapple, +4 Stealth Modifier, x3/4 Movement, x3/4 Carrying Capacity; Flaws: Permanent, Feats: Innate) [3PP] (Small Size) Speed 2 (18.75mph/187.5 feet per Move Action) [2PP] (Halfling Stride) Super Movement 2 (Sure-Footed, Slow Fall) [4PP] (Agile Infiltrator) Totals: Abilities (6) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (9) - Drawbacks (0) = 30/30 Power Points Like Gnomes, Halflings are short of stature but large of heart. Focusing more on land-based movement, Halflings are among the fastest races, and they can expertly traverse even the most rough of terrains. Halflings are among the most naturally intelligent people. The +1 Weapon Attack / -1 Weapon Damage tradeoff translates as Halflings having just as much attack as most races, but having a +1 on their Weapon Attack due to the Attack Focus(Weapon), at the expense of having 2 less ranks of Strenght total. The +1 Defense / -1 Toughness tradeoff similarly translates as Halflings having just as much Defense and Constitution as most races, modified, though, by their small size. Edited April 16, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Human[Racial Template] Trade-Offs: "None" Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 2 + 2 + 2 = 6PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +2 (+0 Wis, +2)Feats: 2PP Luck Skill MasteryPowers: 5 + 2 + 4 + 3 = 14PPEnhanced Skills 5 (20R) [5PP] (Human Learning) Enhanced Feats 2 [2PP] (Human Trainning) Enhanced Abilities 4 [4PP] (Varied Nature) Enhanced Saves 3 [3PP] (Heroic Defence) Totals: Abilities (0) + Combat (8) + Saving Throws (6) + Skills (0) + Feats (2) + Powers (14) - Drawbacks (0) = 30/30 Power Points Finally, Humans are the most common and widespread race. Though they lack a clearly defined racial identity between them, Humans are adaptable and well learned, capable of performing in various circumstances and conditions. Though once decided, their path is set in stone, Humans exhibit great potential to become anything they want. Humans can gain 20 ranks in skills, and so long as they, combined with their Class, don't break PL Caps, they are free to assign them as they wish, even gainning skills their class doesn't normally have ranks at. From the total of skills they have at least 5 Ranks, they can choose up to 4 additional skills to master. They can gain 2 Feats or Ranks of Feats of their choice, so long as they don't break ranks in doing so(Which means that Feats such as Attack Focus for any Class, and Luck for certain classes, will be ineligible). They can acquire 4 Ranks in their base Abilities, except for Strenght and Constitution(Doing so would break Caps). Finally, they can choose to assign 3 Ranks in their 3 base Saves, so long as they, combined with their Class of choice, don't break the PL+5 Rank limit. Edited April 10, 2013 by Vahnyu
Vahnyu Posted April 10, 2013 Author Posted April 10, 2013 (edited) Barbarian[Class Archetype] Trade-Offs: -2 Attack / +2 Damage, -4 Barbarian Rage Attack / +4 Barbarian Rage Damage, -2 Defense / +2 Toughness, -4 Barbarian Rage Defense / + 4 Barbarian Rage Toughness Abilities: 8 + 6 + 8 + (-4) + 4 + 0 = 22PP Strength: 18/22 (+4/+6) Dexterity: 16/20 (+3/+5) Constitution: 18/22 (+4/+6) Intelligence: 10/6 (+0/-2) Wisdom: 20/14 (+5/+2) Charisma: 10/16 (+0/+3)Combat: 4 + 8 = 12PP Initiative: +0 Attack: +6/+4 Melee, +4/+2 Ranged Grapple: +10 Defense: +6/+4 (+4 Base, +2/+0 Dodge Focus), +2 Flat-Footed Knockback: -6/-8/-9Saving Throws: 2 + 2 + (-2) = 2PP Toughness: +12/+14 (+4/+6 Con, +2 [Defensive Roll] , +6 [Protection]) Fortitude: +6/+8 (+4/+6 Con, +2) Reflex: +5/+7 (+3/+5 Dex, +2) Will: +4/+0 (+5/+2 Wis, -1/-2)Skills: 40R = 10PP Acrobatics 10/5 (+15/+12) Climb 5/15 (+9/+21)Skill Mastery Concentration 5 (+10/+7) Escape Artist 5 (+8/+10) Handle Animal 5/0 (+5/+3) Intimidate 5/15(+5/+18)Skill Mastery Knowledge (Nature) 10/0 (+10/-2) Knowledge (Tactics) 10/0 (+10/-2) Medicine 5/0 (+10/+2) Notice 5/0 (+10/+2) Ride 5 (+8/+10) Stealth 5/0 (+8/+5) Survival 5/7 (+10/+9)Skill Mastery Swim 5/15 (+9/+21)Skill MasteryFeats: 13PP All-Out Attack Attack Focus (Melee) 2 Defensive Roll Distract(Intimidate) Luck 2 Move-By Action Power Attack Skill Mastery (Climb, Intimidate, Survival, Swim) Startle Takedown Attack 2Powers: 27 + 12 + 20 = 59PP Barbarian Ferocity 13 (26PP Array; Feats: Alternate Power) [27PP]Base Power: Enhanced Traits 26 (Wisdom 6, Attack 2, Enhanced Will 1, Enhanced Skills 15[60R; Acrobatics 10, Handle Animal 5, Knowledge[Nature] 10, Knowledge[Tactics] 10,Medicine 5, Notice 10, Stealth 10], Enhanced Feats[Dodge Focus 2, Accurate Attack, Evasion 2]) [26PP] (Barbarian Trainning) Alternate Power: Boost 26 (Enhanced Strength 4, Enhanced Dexterity 4, Enhanced Constitution 4, Enhanced Charisma 6, Enhanced Skills 8[36R; Climb 10, Intimidate 10, Survival 2, Swim 10] Extras: Action 2[Free], Total Fade[4 Rounds], Flaws: Personal, Tiring, Unreliable[5 uses]) [26PP] (Barbarian Rage) Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Great Weapon) Damage 8 (Extras: Linked[stun], Penetrating 3, Feats: Affects Insubstantial, Extended Reach, Mighty) + Stun 12 (Extras: Linked[Damage], Flaws: Daze, Unreliable) [14 + 6 = 20PP] (Power Blow) Device 5 (25PP Container; Flaws: Hard-To-Lose) [20PP] (Barghest Armor) Protection 6 (Extras: Impervious 5) [11PP] (Protective Scales) Immovable 5 (Extras: Unstoppable) [10PP] (Wild Runes) Wargen Boots 1 (2PP Array; Feats: Alternate Powers 2) [4PP] (Fleet Footskins)Base Power: Speed 2 (25mph/250 feet per Move Action) [2PP]Alternate Power: Leaping 2 (x5 per Move Action) [2PP] Alternate Power: Swimming 2 (5mph/50 feet per Move Action) [2PP] Drawbacks: (-0) + (-0) = -0PPTotals: Abilities (22) + Combat (12) + Saving Throws (2) + Skills (10) + Feats (13) + Powers (59) - Drawbacks (0) = 120/120 Power Points A big, sturdy warrior from the wild lands, the Barbarian enters the frontlines swinging his mighty two-handed weapon at his enemies with little regard at finesse. The only thing that matters to her is getting the job done, no matter how messy things turn out. As a result, Barbarians get a bad reputation as savage brutes, which, while not entirely unjustified, it is still quite misinformed; Barbarians haven't managed to survive on their own in the harsh wilderness by disregarding adaptability and skillset aqcuirement, and while they know nothing about mathematics or literature, they can patch up and tend to theirs and their fellow tribesmen wounds just fine. Their most infamous deeds, however, were accomplished not by their combat trainning, but by that which has come to be reffered to as the 'barbarian rage'; a trance-like state the Barbarian is able to enter, that enables him to focus incredible physical bursts of strength for limited amounts of time. Doing so is actually very taxing, and renders the Barbarian unable to access his more refined trainning and experience he has acrued over a lifetime, in favor for relying on his more animalistic instincts. It is this trait that has mislabled the Barbarians to the minds of the common folk as unthinking machines of war. Aditional Notes: :arrow: Due to the way the Barbarian's enhanced traits and bonuses work, relying on which of the two Barbarian Ferocity modes is active, and for simplicity's shake, I have kept the numbers formated as T/R, where T represents the number that applies when Barbarian Trainning is active, and R represents the number that applies when the Boost effect from Barbarian Rage takes place. :arrow: Boost 26 is perhaps an oversimplification of how Boost works, that I took in order to keep things from becoming more clunky. As such, I've made a few choice judgement calls on how it works. Specifically, while the entry for Boost says that it normaly loses 1PP per round, 26 rounds of Boost is way too much. Instead, I ruled that each round it loses 1PP from EACH trait it boosts. The Total Fade extra applies to the power as a whole, and as soon as the first boosted trait loses all of its PPs and Fades, all traits have their PP drop to 0 at the same time. What that means is that Boost 26 works for 4 rounds at maximum capacity, and then it stops working. :arrow: Since Boost affects the Barbarian's Strenght, and as a result, his Caps, I have rulled that while the effect is active, the Barbarian can't switch the Array, an ilegal move that would break Caps. As an alternative, more undisputable solution, instead of the Action extra, the Duration extra could be applied, which would force the Barbarian to not switch the arrays, in order to maintain, and thus keep, the effects from Boost(At least until they naturally wear off). :arrow: Barbarians can name their two-handed weapon of choice. Edited April 11, 2013 by Vahnyu
Vahnyu Posted April 11, 2013 Author Posted April 11, 2013 (edited) Bard[Class Archetype] Trade-Offs: +2 Defense / -2 ToughnessAbilities: 0 + 6 + 4 + 4 + 0 + 6 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 16/18 (+3/+4)Combat: 6 + 6 = 12PP Initiative: +0 Attack: +3 Melee, +8 Ranged Grapple: +0 Defense: +10 (+3 Base, +7 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 0 + 5 + 5 = 10PP Toughness: +8 (+2 Con, +4 [Defensive Roll], +2 [Protection]) Fortitude: +2 (+2 Con, +0) Reflex: +8 (+3 Dex, +5) Will: +5 (+0 Wis, +5)Skills: 112R = 27PP Acrobatics 5 (+8) Bluff 10 (+13/+14)Skill Mastery Concentration 5 (+5) Diplomacy 10 (+13/+14)Skill Mastery Disable Device 5 (+7) Disguise 10 (+13/+14)Skill Mastery Gather Information 10 (+13/+14)Skill Mastery Knowledge [Arcane Lore] 5 (+7) Knowledge [Art] 10 (+12)Skill Mastery Knowledge [streetwise] 5 (+7) Language 2 Magical Devices 5 (+7) Perform 10 (+13/+14)Skill Mastery Perform 5 (+8/+9)Skill Mastery Profession [Entertainer] 10 (+10)Skill Mastery Sense Motive 5 (+10)Skill Mastery Feats: 21PP Accurate Attack All-Out Attack Attack Focus (Ranged) 5 Contacts Defensive Roll 2 Dodge Focus 7 Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Knowledge[Art], Perform[1], Perform[2], Profession[Entertainer]) Well-InformedPowers: 4 + 12 + 13 = 29PP Device 1 (5PP Container; Flaws: Hard-To-Lose) [4PP] (Performing Tunic)Protection 2 [2PP] (Leather Armor) Speed 1 (10mph/100 feet per Move Action) [1PP] (Dancing Boots) Enhanced Charisma 2 [2PP] (Fancy Cloak) Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Repeating Crossbow)Blast 10 (100-1'000 ft; Extras: Autofire, Flaws: Action[Full Round]) [20PP] (Bolt Volley) Device 4 (20PP Container; Flaws: Easy-To-Lose, Feats: Restricted[Perform] 10) [13PP] (Bardic Instrument)Enhanced Feats 10 (Distract[bluff], Fascinate[Perform], Inspire 5, Leadership, Set Up, Taunt) [10PP] (Tool of Trade) Spellsong 3.5 (7PP Array; Feats: Alternate Powers 3) [10PP]Base Power: Dazzle 10 (Auditory, 100 ft Radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Distracting, Range[Touch], Feats: Progression[area], Reversible) [7PP] (Deafening Flourish)Alternate Power: Illusion 10 (Auditory, Visual, 25 ft radius; Extras: Selective Attack, Flaws: Action[Full Round], Distracting, Phantasm Feats: Proression[area] 2) [7PP] (Picturesque Anthem) Alternate Power: Healing 5 (25 ft radius; Extras: Area[burst], Selective, Flaws: Distracting, Limited to Others, Limited to Non-Lethal, Feats: Persistant, Stabilize) [7PP] (Song of Encouragement) Alternate Power: Probability Control 7 (45 ft radius; Extras: Area[burst], Fortune, Selective, Flaws: Action[Full Round] 4, Distracting, Fortune Only) [7PP] (Inspiring March)Drawbacks: (-0) + (-0) = -0PPTotals: Abilities (20) + Combat (12) + Saving Throws (10) + Skills (28) + Feats (21) + Powers (29) - Drawbacks (0) = 120/120 Power Points Traveling performers, well-learned scholars, cunning orators, aspiring adventurers. A Bard holds many faces, and exhibits great skill in accomplishing many different tasks. They aren't the best in combat, though they can run annoyance thanks to their handy crossbows, but their array of supporting skills is invaluable and sought out by adventuring companies. They don't cast spells like dedicated spellcasters, but their skillful performance with their instrument often turns magical. Another major factor to Bards being in high demand is the prevalance of the superstition that having a good performer brings good luck. It has yet to be confirmed whether this holds true or false, but the matter of fact is that the pressence of a bard can do wonders for group morale. Additional Notes: :arrow: Bards can choose their two Perform specializations, and they can rename their instrument of choice to their liking. The Instrument is restricted to anyone having 10 ranks on a certain Perform specialization. Edited April 11, 2013 by Vahnyu
Vahnyu Posted April 11, 2013 Author Posted April 11, 2013 (edited) Cleric[Class Archetype] Trade-Offs: -2 Ranged Attack / +2 Ranged DamageAbilities: 4 + 0 + 4 + 6 + 10 + 4 = 28PP Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 14 (+2)Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Melee, +6 Ranged Grapple: +0 Defense: +3 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 3 + 2 + 3 = 8PP Toughness: +10 (+2 Con, +2 [Defensive Roll], +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +2 (+0 Dex, +2) Will: +8 (+5 Wis, +3)Skills: 80R = 20PP Concentration 5 (+10) Craft (Religious Artifacts) 10 (+13) Skill Mastery Diplomacy 10 (+12) Knowledge (Arcane Lore) 5 (+8) Knowledge (History) 5 (+8) Knowledge (Theology and Philosophy) 10 (+13) Skill Mastery Medicine 10 (+15) Skill Mastery Notice 5 (+10) Profession (Priest) 10 (+15) Skill Mastery Sense Motive 10 (+15)Feats: 12PP Artificer Attack Focus (Melee) 2 Defensive Attack Defensive Roll Dodge Focus 5 Ritualist Skill Mastery (Craft[Religious Artifacts], Knowledge[Theology and Philosophy], Medicine, Profession[Priest])Powers: 6 + 8 + 16 + 2 + 2 = 34PP Device 2 (10PP Container; Flaws: Easy-To-Lose) [6PP] (Forgiveness)Damage 8 (Feats: Mighty, Affects Insubstantial[Half Effect]) [10PP] (Smitting Strike) Device 2 (10PP Container; Flaws: Hard-To-Lose) [8PP] (Templar Armor)Protection 6 (Extras: Impervious 3) [10PP] (Chainmail) Speed 1 (10mph/100 ft per Move Action) [1PP] (Winged Greaves) Device 5 (25PP Container; Flaws: Easy-To-Lose, Feats: Restricted[Knowledge (Theology and Philosophy) 10]) [16PP] (Holy Symbol)Prayer Channeling 10 (20PP Array; Feats: Alternate Powers 5) [25PP]Base Power: Healing 8 (80ft Radius; Extras: Area[burst], Selective, Flaws: Distracting, Unreliable[5 uses], Feats: Regrowth, Persistant, Progression[area], Stabilize) [20PP] (Healing Area)Alternate Power: Healing 12 (1 hour; Extras: Ressurection, Flaws: Distracting, Unreliable[5 uses] Feats: Regrowth, Persistant, Progression[Time], Stabilize) [20PP] (Ressurecting Touch) Alternate Power: Blast 12 (300-3'000ft; Extras: Penetrating 6, Flaws: Unreliable[5 uses], Feats: Progression[Range], Improved Range) [20PP] (Radiant Bolt) Alternate Power: Damage 10 (250 ft radius; Extras: Alternate Save[Will], Area[burst], Penetrating 8, Selective, Flaws: Distracting, Limited[undead], Unreliable[5 uses], Feats: Progression[Area] 2) [20PP] (Exorcising Light) Alternate Power: Paralyze 10 (50 ft radius; Extras: Area[burst], Selective Flaws: Distracting, Unreliable[5 Uses]) [20PP] (Power Word) Alternate Power: Boost 20 (Immovable 5, Impervious 5, Super-Strength 5, 50 ft radius; Extras: Area, Selective, Total Fade[5 Rounds], Flaws: Action[Full Round], Distracting, Unreliable[5 uses]) [20PP] (Heroic Reinforcement) Super Senses 2 (Detect Undead) [2PP] (Sense Unlife) Comprehend 1 (Spirits) [2PP] (Medium) Drawbacks: (-0) + (-0) = -0PPTotals: Abilities (28) + Combat (18) + Saving Throws (8) + Skills (20) + Feats (12) + Powers (34) - Drawbacks (0) = 120/120 Power Points People of faith and miracles, Clerics are pious adventurers who rely on their gods to grant them and their companions the strength they need to overcome adversity. Clad in armor, the Clerics support the adventuring group from the backlines by alternating between slinging holy arrows at their foes or casting healing spells at their friends, but should the need arise, they enter the fray by swinging their weapon of choice, forgiveness, a Morningstar that is oft said to be heavy with Mercy. Studious as they are faithful, they are a very focused lot, and their words are often found appeasing to the ears of listeners. That said, Clerics hold a special enmity against all creatures undead, not only having the proper tools to dispose of them, but also being naturally blessed with an uncanny sense that enables them to sniff out any such abberation. That is not to say that they are opposed to anything non-living, and Clerics can sometimes be 'seen' conversing with the spirits of the departed during funerals, working in their capacity to make the passing of the unrest souls as painless and smooth as possible. Additional Notes: :arrow: As with the Barbarian Archetype, Boost works for 5 rounds at full capacity before all traits boosted are reset to their normal values. Edited April 11, 2013 by Vahnyu
Vahnyu Posted May 28, 2013 Author Posted May 28, 2013 (edited) Demon Hunter With Phantom Arm But now I know... This hand was made for sending guys like you back to Hell! Power Level: 10 (150/150PP)Trade-Offs: -5 Red Queen Attack / +5 Red Queen Damage, -1 Devil Bringer Attack / +1 Devil Bringer Damage, +5 Blue Rose Attack / -5 Blue Rose Damage, +2 Defense / -2 ToughnessAbilities: 20 + 10 + 8 + 0 + 8 + 4 = 50PP Strength: 30 (+10) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+2)Combat: 10 + 8 = 18PP Initiative: +0 Attack: +5 Melee, +5 Ranged, +9 Devil Bringer +15 Blue Rose Grapple: +15/+19/+22/+25/+29(+31 With All Limbs) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2/-4/-8Saving Throws: 2 + 5 + 4 = 11PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+5 Dex, +5) Will: +8 (+4 Wis, +4)Skills: 36R = 9PP Acrobatics 5 (+10)Skill Mastery Bluff 10 (+12)Skill Mastery Concentration 5 (+9) Knowledge (Arcane Lore) 10 (+10)Skill Mastery Sense Motive 6 (+10)Skill MasteryFeats: 30PP Ambidexterity Attack Specialization (Blue Rose) 5 Attack Specialization (Devil Bringer) 2 Defensive Roll 2 Dodge Focus 8 Elusive Target Evasion Fearless Grappling Finese Improved Grab Improved Pin Move-By Action Precise Shot Skill Mastery (Acrobatics, Bluff, Knowledge[Arcane Lore], Sense Motive) Takedown Attack 2 Taunt Powers: 18 + 9 + 5 = 32PP Device 5 (25PP Container; Flaws: Easy-To-Lose, Feats: Indestructible, Limited 2 [Nero]) [18PP] (Tri-Morphing Arma) Red Queen/Blue Rose/Yamato 10 (20PP Array; Feats: Alternate Powers 5) [25PP]Base Power: Damage 5 (Extras: Penetrating 5, Feats: Affects Incorporeal, Mighty) + Stun 15 (Extras: Linked[Damage], Flaws: Daze, Uncontrollable)[12 + 8 = 20PP] (Red Queen - Split)Alternate Power: Damage 5 (Extras: Autofire, Penetrating 3, Flaws: Distracting, Feats: Affects Incorporeal, Mighty) [20PP] (Red Queen – Roulette Spin) Alternate Power: Damage 5 (Extras: Linked[Trip], Penetrating 7, Flaws: Action[Full Round], Feats: Affects Incorporeal, Mighty) + Trip 15 (Extras: Knockback, Flaws: Action[Full Round], Range[Touch] Feats: Improved Trip) [7 + 9 = 16PP] (Red Queen - High Roller) Alternate Power: Blast 5 (Extras: Autofire, Feats: Affects Incorporeal 2, Ricochet 3) [20PP] (Blue Rose - Rapidfire) Alternate Power: Blast 5 (Extras: Linked[Trip], Penetrating 7, Flaws: Action[Full-Round], Feats: Affects Incorporeal 2) + Trip 5 (Extras: Linked[blast], Knockback, Flaws: Action[Full-Round], Feats: Improved Trip) [14 + 6 = 20PP] (Blue Rose - Charge Shot) Alternate Power:Enhanced Devil Bringer 5 (To Devil Bringer 9; Extras: Linked[impervious], Linked[Enhanced Demonic Agility], Total Fade, Flaws: Duration[sustained], Fades) + Impervious 10 (Extras: Linked[Enhanced Devil Bringer], Reflective[Ranged], Total Fade, Flaws: Duration[sustained], Fades) + Enhanced Demonic Agility 5 (To Demonic Agility 7; Extras: Linked[Enhanced Devil Bringer], Total Fade, Flaws: Duration[sustained], Fades) [5 + 10 + 5 = 20PP] (Yamato - Devil Trigger) Devil Bringer 4 (8PP Array; Feats: Alternate Power) [9PP]Base Power: Additional Limbs 1 (1 Extra Arm; Extras: Duration[sustained], Linked[Damage], Projection, Feats: Subtle) + Damage 0 (Extras: Penetrating 1, Feats: Mighty) + Super Strength 3 (45 Effective Strength; Flaws: Duration[sustained]) [3 + 2 + 3 = 8PP] (Buster)Alternate Power: Additional Limbs 1 (1 Extra Arm; Extras: Duration[sustained], Linked[Elongation], Linked[super Strength], Projection, Feats: Subtle) + Elongation 3 (25ft per Move Action, 25ft; Extras: Projection, Flaws: Distracting, Feats: Improved Range 0, Indirect, Subtle) + Super Strength 0 (30 Effective Strength; Extras: Linked[Additional Limbs], Flaws: Duration[sustained]) [3 + 5 + 0 = 8PP] (Snatch) Demonic Agility 1 (2PP Array; Feats: Alternate Power, Dynamic Powers 2) [5PP]Base Power: Speed 2 (25mph/250ft per Move Action) [2PP] (Speed)Alternate Power: Flight 1 (10mph/100ft per Move Action, Drawbacks: Limited[Must Land At End of Turn]) [1PP] (Air Hike) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Red Queen - Split Touch DC30 Toughness (Staged) Damage (Physical) DC25 Fortitude (Staged) Daze Red Queen - Roulette Spin Touch DC30 Toughness (Staged) Damage (Physical) Red Queen - High Roller Touch DC30 Toughness (Staged) Damage (Physical) 1d20+15 vs. STR or DEX(Worse) Trip Blue Rose - Rapidfire Ranged DC20 Toughness (Staged) Damage (Physical) Blue Rose - Charge Shot Ranged DC20 Toughness (Staged) Damage (Physical) 1d20+5 vs. STR or DEX(Worse) Trip Buster Touch DC25/26 Toughness (Staged) Damage (Physical) Totals: Abilities (50) + Combat (18) + Saving Throws (11) + Skills (9) + Feats (30) + Powers (32) - Drawbacks (0) = 150/150 Power Points About this build. Based on Nero, the protagonist of the Devil May Cry 4 game, this build represents a demon hunter, someone whose job is to hunt demons, who himself has some demonic power imbued in him, usually manifesting in a extra phantom arm. Why does he have that arm? Perhaps he was born with demonic blood flowing through his veins, or perhaps he was a victim of unholy experimentation. Whatever the case, he employs the arm to grapple and bring foes away from him to close range, where he can pummel them at his own leisure, or keep them far away and occupied, while he takes care of another threat. He is equipped with the Tri-Morphing Arma, a versatile and highly magical transforming weapon, that can change it's shape to the powerful Durandal Red Rose, the accurate and fast firing Revolver Blue Rose, and the demonic Katana Yamato, which temporally enhances his demonic powers by transforming into a powerful protective aura shaped as a ghostly knight. When thus transformed, the Demon Hunter is incredibly fast and impervious to all lesser forms of damage, and not only does his phantom arm becomes extremely powerful, he also gains a second equally powerful one. The Demon Hunter with Phantom Arm is extremely agile and maneouverable, and while he lacks a hard crowd control attack, he can compensate due to his trainning. Very skilled and elusive, he fights as if possessed, preferring to stick close to his foes and performing high speed combos, while using them as a shield against incoming ranged attacks. He greatly favors dodging over taking hits, though he's not entirely frail, and even when immobilised, he can still maintain enough concentration to roll with the damage, most of the time. Particular areas of expertise include knowledge of the arcane, insight to peoples' (and demons') character, and an uncanny ability to fast talk or taunt his enemies. His favored tactic is unloading fire to his enemies from a distance, until he is within range to continuously rush them with charging sword attacks. Additional Notes: :arrow: As you can see, while Nero's weapons are all indistinct between them, I chose to have them all folded under one weapon, with the property that it morphs itself. That is because, with perhaps the sole exception of the Devil Trigger transformation brought about by Yamato, he couldn't be using both weapons at once. It was thus a necessary concession in order to save PPs. :arrow: Some major reworking would be required, in order to leave the Yamato and the Blue Rose/Red Queen seperate. Halving their respective ranks by cutting back on extras/power feats and the like, removing a few feats such as Elusive Target or Taunt, lowering Abilities(Particularly, Strength, by 10 ranks), etc. :arrow: Originally, Yamato was going to be portrayed by the use of Boost. Instead, I opted for the simpler Enhanced Trait format, adding the Duration and Fades flaws to represent a temporary burst of power. Since the Fading powers are linked, all powers stop working as soon as the first power loses its PPs completely (5 rounds). Edited May 30, 2013 by Vahnyu
Vahnyu Posted June 10, 2013 Author Posted June 10, 2013 (edited) Spellcrafter Our magic is not omnipotent. A little bit of courage is the real magic. Power Level: 10 (150/150PP)Trade-Offs: "None"Abilities: 0 + 4 + 4 + 10 + 6 + 0 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged, +10 Spellslinging Grapple: +4/+20/+30 Defense: +10 (+4 Base, +6 Dodge Focus), +5 Flat-Footed Knockback: -1/-5Saving Throws: 2 + 6 + 9 = 17PP Toughness: +10 (+2 Con, +8 [Defensive Roll]) Fortitude: +4 (+2 Con, +2) Reflex: +8 (+2 Dex, +6) Will: +12 (+3 Wis, +9)Skills: 60R = 15PP Craft (Magical) 15 (+20)Skill Mastery Concentration 5 (+8) Diplomacy 10 (+10)Skill Mastery Knowledge (Arcane Lore) 15 (+20)Skill Mastery Notice 5 (+8) Sense Motive 10 (+13)Skill Mastery Feats: 18PP Artificer Attack Specialization (Spellslinging) 3 Defensive Roll 4 Dodge Focus 6 Evasion 2 Ritualist Skill Mastery (Craft[Magical], Diplomacy, Knowledge[Arcane Lore], Sense Motive)Powers: 62 = 62PP Spellslinging 12.4 (62PP Container;) [62PP] Spell Component A 6 (12PP Array; Extras: Linked[spell Component B], Linked[spell Component C], Feats: Alternate Powers 3) [15PP] Spell Component B 6 (12PP Array; Extras: Linked[spell Component A], Feats: Alternate Powers 3) [15PP] Spell Component C 6 (12PP Array; Extras: Linked[spell Component A], Linked[spell Component D] Feats: Alternate Powers 3) [15PP] Spell Component D 6 (12PP Array; Extras: Linked[spell Component C], Feats: Alternate Powers 3) [15PP] Flight (10mph/100ft per move Action) [2PP] (Fly) Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) [Magical] Charge Touch/Area/Ranged/Ranged Area DC25 Toughness (Staged) Damage (Any Magical) Flash Touch/Area/Ranged/Ranged Area DC20 Reflex (Staged) Dazzle (All Visual Senses, Magic) Immobilization Touch/Area/Ranged/Ranged Area DC20 Reflex (Staged) Snare (Magic) Dispel Touch/Area/Ranged DC20 Will (Staged) Nullify (One Passive Magic, Magic) DC20 Fortitude (Staged) Stop Touch/Area/Ranged DC20 Fortitude (Staged) Stun (Magic) Force Touch/Area/Ranged 1d20+10 vs. STR or DEX(Worse) Trip (Magic) Totals: Abilities (24) + Combat (16) + Saving Throws (17) + Skills (18) + Feats (13) + Powers (62) - Drawbacks (0) = 150/150 Power Points About This Build The Spellcrafter is a master of magical spell creation, well-learned and experienced in both the theory and application of magic. Not only is he able to create spells and magical objects on his own, the Spellcrafter is able to combine on the fly the basic components of spells in order to produce stronger and more complex variations of those, or instead, opt to use self-buffing spells. So long as he can cast his spells, he remains capable in both close and ranged combat, he can take care of large groups of enemy combatants, and exploit the weaknesses of his foes. The Spellcrafter IS, however, quite physically vulnerable, and he greatly relies on avoiding hits, rather than tanking them. Furthermore, without his magic, he is rendered effectively powerless. Aside from being well-versed in arcane lore and artifact crafting, he is an able diplomat, both reasonable, calming, and insightful. The Spellcrafter's main strength lies not in brute force, but in sheer versatility. Additional Notes: :arrow: Instead of his main repertoire being innately learned spells, they could be stored in an item that focuses power, such as a mage staff or wand. Saving 23 to 24PPs in this manner could prove helpful in making room for some much needed versatility outside of magic. :arrow: Skills and 10 points of Enhanced Intelligence could prove a good investment, as well as the Master Plan feat, to take advantage of that +10 INT Edited June 12, 2013 by Vahnyu
Vahnyu Posted June 12, 2013 Author Posted June 12, 2013 (edited) Superhuman Costumed Martial Artist Hiya Ho! Here we go! I'm the man with the plan, to uplift the good, and route out the bad, 'til we're living like we should. Hiya! Whoa, uh-huh! Now you understand that I'm the, Great Saiya Man! Power Level: 10 (150/150PP)Trade-Offs: -5 Melee Attack / +5 Melee Damage, +5 Flurry of Blows Attack/ - 5 Flurry of Blows Damage, -3 Defense / +3 ToughnessAbilities: 10 + 10 + 10 + 4 + 6 + 6 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16/20 (+3/+5)Combat: 10 + 6 = 16PP Initiative: +5 Attack: +5 Melee, +10 Ranged, +15 Flurry of Blows Grapple: +10/21/+22 Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Knockback: -2/-6Saving Throws: 3 + 5 + 3 = 11PP Toughness: +13 (+5 Con, +8 [Defensive Roll]) Fortitude: +8 (+5 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +6 (+3 Wis, +3)Skills: 60R = 15PP Acrobatics 5 (+10)Skill Mastery Concentration 15 (+18) Diplomacy 10 (+13/+15)Skill Mastery Intimidate 5/13 (+8/+18)Skill Mastery Knowledge (Tactics) 5 (+7) Notice 5 (+8) Sense Motive 10 (+13)Skill Mastery Stealth 5 (+10)Feats: 26PP Acrobatic Bluff All-Out Attack Attack Focus (Ranged) 5 Defensive Roll 4 Dodge Focus 4 Distract (Intimidate) Evasion 2 Fearless Grappling Finesse Improved Grab Improved Pin Move-By Attack Power Attack Quick Change Skill Mastery (Acrobatics, Diplomacy, Intimidate, Sense Motive)Powers: 34 + 2 + 0 = 36PP Super Martial Arts 12 (24PP Array; Feats: Alternate Powers 7, Dynamic Powers 3) [34PP]Dynamic Base Power: Enhanced Strength 20 + Super-Strength 1 (Effective Strength 45; Feats: Bracing, Countering Punch) [20 + 4 = 24PP] (Strength Focus)Dynamic Alternate Power: Blast 10 (1'000ft; Extras: Autofire, Flaws: Distracting Feats: Increased Range 3, Homing) [24PP] (Energy Barrage) Alternate Power: Damage 0 (Extras: Autofire 5, Penetrating 13, Feats: Accurate 5, Mighty) [24PP] (Flurry of Blows) Alternate Power: Damage 10 (1'000ft Radius; [i]Extras: Area[burst], Selective, Flaws: Action[Full Round], Feats: Progression[Area] 4) [24PP] (Energy Hailstorm) Alternate Power: Damage 10 (5x100ft; Extras: Area[Line], Penetrating 4) [24PP] (Energy Beam) Alternate Power: Enhanced Fearsome Presence 14 (1'400ft radius; Feats: Progression[Area] 4) + Enhanced Skill 2 (Intimidate 8) + Enhanced Charisma 4 [18 + 2 + 4 = 24PP] (Overwhelming Aura) Dynamic Alternate Power: Flight 12 (100'000mph/1'000'000ft per Move Action) [24PP] (Power Flight) Alternate Power: Super-Strength 12 (Effective Strength 80) [24PP] (Maximum Power) Flight (10mph/100ft per Move Action) [2PP] (Flight) Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC30 Toughness (Staged) Damage (Physical) Energy Barrage Ranged DC25 Toughness (Staged) Damage (Energy/Ki) Energy Hailstorm Area DC25 Toughness (Staged) Damage (Energy/Ki) Energy Beam Area DC25 Toughness (Staged) Damage (Energy/Ki) Flurry of Blows Touch DC30 Toughness (Staged) Damage (Physical) Overwhelming Aura Area DC20 Will (Staged) Fear Totals: Abilities (46) + Combat (16) + Saving Throws (11) + Skills (15) + Feats (26) + Powers (36) - Drawbacks (0) = 150/150 Power Points About This Build Most of the time, the Flying Brick as an archetype represents someone who is incredibly powerful, but lacks in skills, both in and out of combat. Being able to take a hit and dish out punishment, while also having the ability to fly, is the golden standard by which all Superheroes are judged. However, for all their strenght, they lack extensive trainning in properly utilising their body to its utmost potential, and as a result, whenever they are denied their powers, they become punching bags even for martial artists. Taking inspiration from Dragonball's Son Gohan's super-heroic identity, the Great Saiyaman, who was a combination of parody of the Sentai genre(visually speaking, at least) and drawing inspiration from Superman, the Superhuman Costumed Martial Artist greatly mitigates that problem, by being adept enough at fighting even without any of his powers, and as an added bonus, whenever he fights at full strength, he is a force to be reckoned with. He could either be an alien with inborn powers, or a human that was somehow bestowed said powers, but the fact is that the SCMA trained for the better part of his life, not as an after-thought, and as a result, he can go toe-to-toe with the baddest, meanest menaces out there. His powers greatly enhance his ki, and he is able to put it to good use in either empowering his strength, or directing it outwardly in the form of energy blasts and beams. Very skilled, his trainning focuses on his acrobatic capabilities, and his concentration is top-notch. While most of the time he prefers to talk things out, if the occasion arises, he can instead exude a powerful aura of Ki that enhances his pressence and acts as a warning sign to would be attackers. His is incredibly fast, and can do tons of heavy lifting, and while he can tank hits like most Flying Bricks, he lacks the innate protection against lesser forms of damage, and prefers to avoid hits when possible. Finally, even without his superhuman powers, the SCMA has close to olympic-level-athlete physical capabilities. Additional Notes: :arrow: Instead of being inately superhuman, the Superhuman Costumed Martial Artist could instead emphasize his Sentai roots more, rather than his Superman ones, by having all of his powers be part of a power-costume. :arrow: Another option would be to make all of his physical abilities be enhanced, instead. Adding that Enhanced Strenght inside his power array would also increase the potential for his other powers :arrow: Yet alternatively, one could axe everything but his Enhanced Strenght and Flight. :arrow: Finally, you could reduce his skills and Feats by 5 points each, removing things such as Stealth, Diplomacy, Knowledge [Tactics], Evasion, Fearless, and Grappling Finesse. :arrow: Adding Impervious Toughness would further accentuate SCMA's Flying Brick Roots. :arrow: Adding more Feats, on the other hand, would serve towards giving the character a greater repertoire outside of his powers. Edited July 27, 2013 by Vahnyu
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