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AA's All-New, All-Different Oddballs


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Here is my thread, full of builds. 
[UPDATE 4/23 Links Fixed]

 

Agent: COULSON! YOU WILL BE AVENGED!

Agent Paragon: My attempt at a Carol Danvers-style build

Android Costumed Detective: What if the HARDAC Batman stuck around as a good guy? 

Armored Costumed Detective: Bruce Wayne Beyond  
Atlantean Mystic: There are lots of mysteries to explore down there.
Armored Sorcerer: Inspired by the old "Tony Stark as Sorcerer Supreme" What-If
Armored Time-Traveler: When you're tired of being dumped naked in the Jurassic
Barbarian Paragon: A Black Adam-inspired build with the idea that Teth-Adam should be able to mess you up pretty bad. 
Bargainer: Mayor Richard Wilkins III conversion, modified a bit to work in a superhero universe
Black Prince: A pretty straightforward Black Panther build. 
Blind Precog: A Daredevil-type whose abilities come from precognition rather than more 'traditional' Super-Senses.
Cryokinetic Cowl: A Mortal Kombat vs. DC-inspired Sub-Zero/Batman mashup
Cyberkinetic Cowl: What if a computer hacker became a cowl rather than the other way around?  
Cyborg Illusionist: These archetypes aren't commonly merged, but I think this build works pretty well! 
Divine Teleporter: What if Nightcrawler's faith gave him power in a very real and meaningful sense?
Divine Weather Controller: Storm with Thor's hammer, sure, why not?
Duplicator Living Weapon: ALL the Wolverines
Elastic Inventor: My attempt at a Mr. Fantastic build - complete with Baxter Building
Elastic Sorcerer: An elastic detective like Ralph Dibny - wearing the Helm of Fate! 
Electrokinetic Tyrannosaurus Rex: Tyrant Lightning Lizard
Frog Thor: Throg at PL 10
Full-Body Cyborg: My take on a Major Kusanagi-like braincase cyborg
Gary Mitchell: Ace space pilot jacked up on electro-cosmic goofballs
Giant Shapeshifting Robot: A Transformer build
God of Patriotic Lies: What if Loki did more than just shapeshift into Captain America?
Grue Detective: A Martian Manhunter-style Grue infiltrator, with heavy emphasis on his detective abilities
Grue Patriot: Alien shapeshifter turned all-American super-soldier. Or has he? 
Hestia: The goddess of the hearth from Greco-Roman mythology, built as a PL 10 superhero
Hoodoo Doctor: My attempt at building a Hoodoo (rather than Voodoo) practitioner, heavily infused with Biblical magic 
Ice Princess: Elsa from Frozen, built as a PL 10
Infernalist Bluesman: What if a 1920s jazz musician sold his soul for more than just musical talent? 
Infernal Ringbearer: Matt Murdock with Satan's power ring
Loose Cannon Psychic: Here's my build for an action-oriented psychic like Carrie White

Magic Black Canary: Exactly what it sounds like
Magic Merc: Deadpool with magic gadgets, sure, why not? 
Magic Robot: Or in this case, a golem who has learned to master the kabbalistic spells that brought him to life. 
Military Flyer: Sam Wilson, aka the Falcon, as seen in the Marvel Cinematic Universe
Mimic: Trying to make a version of this archetype who is formidable even without his powers. 
Mystic Giant: Daughter of Muspelheim; based on a picture
Mystic Knight: This is my build for Shining Knight; Sir Justin/Sir Ystin
Mythological Powerhouse: Hercules, Hercules!
Paragon: Here is a flying brick of no particular origin
Perceptive Paragon: A paragon whose focus lies in his Super-Senses
Photovore: What if Jubilee still had her light-controlling powers when she became a vampire?
Post-Apocalyptic Portal User: Blink from X-MenDays of Future Past
Power Thief Paragon: My take on Rogue's animated incarnation
Psionic Gadgeteer: A socially effective genius who can read your mind! 
Psychic Gorilla: A gorilla who can think. And read your thoughts as well. No, he doesn't want your banana! 
(Real) Stage Magician: A build of a Zatanna-style stage magician with real powers!
Serpentine Paragon: What if Power Girl was from Lemuria instead of Atlantis?
Shapeshifting Archer: A Jennifer Lawrence-inspired Mystique/Katniss mashup.
Simian Infernalist: A gorilla wielding all the powers of Hell itself? Sign me up! Courtesy of my colleague trollthumper.
Size-Changing Gadgeteer: My take on a giant/shrinker, like Marvel's Giant-Man
Squishy Brick: A Sunspot-inspired gravity controller with a +5 Damage and +5 Defense tradeoff 
Unnatural Paragon: Mythos paragon, inspired by the Michael Turner Supergirl
Teleporting Rock Star: Lila Cheney
Vulcan Jedi Green Lantern: I think the name is pretty straight-forward
Weather Controlling Cat Burglar: A pretty straightforward Storm/Catwoman mashup
Witch From The Future: A magical character from a sci-fi setting
Zombie Speedster: Oh no, it's Zombie Speedster! 

Historical Figures 

Benjamin Franklin: Specifically, Benjamin Franklin as an immortal electrokinetic in power armor
Frost Nixon: Richard Nixon, Thermovore
Giordano Bruno: Hermetic mentalist in power armor
Regenerating Paragon: Abraham Lincoln as a flying brick Vandal Savage, courtesy of the Invincible universe.

Starry Magus: Mystic priest of ancient Fertile Crescent

National Heroes 

Camazotz: Tijuana's native hero, basically Black Widow in a Batman Beyond suit
El Monstro: Hulking vampire defender of northern Mexico
El Spectro: Mexico's greatest hero
La Tiradora: Conflicted Mexican archer and magnetic controller
Macuahuitl: 'Armored' defender of southern Mexico, wielding the Ten Rings of Quetzacoatl

Offspring 

Dust Devil: Fastest desert tornado of them all! [Clock Queen/Set]
Flame Cowl: Pyrokinetic avenger [Foreshadow/Ember Psion]
Frostflower: Icy plant vampire [Comrade Frost/Fleur de Joie]
Psychic Werewolf: So what if Jean Grey and Wolverine had a baby? [Blue Fox/Wendy Go]

Swift: Tough archer [Woodsman/Nighthawk]

Teslad: The smartest boy in the Interceptors of the future has a secret [Harrier/Miss Americana]

Villainous Organization 

The Omega Mob:  Australian Organized Crime Group ran by an Omegadrone!
The Spiral: Far-future brains in jars who love to play with superheroes

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Android Costumed Detective 
 
180px-Robot-batman-1-.jpg
 
PL: 10 (150)
 
"The mission hasn't changed. Just me." 
 
Abilities: 8 + 4 - 10 + 4 + 4 + 0 = 10 pp  
STR 30/18 (+10/+4) 
DEX 14 (+2) 
CON n/a (-) 
INT 14 (+2) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 12 + 8 = 24 pp 
ATK: +6 (+8 Unarmed) 
DEF: +8 (+4 Dodge Bonus, +2 flat-footed) 
Initative: +2 
Grapple: +19 
Knockback: -11/-10
 
Saves: 4 + 4 = 8 pp  
TOU +12/+10 (+10 Protection, +2 Defensive Roll) 
FORT n/a 
REF +6 (+2 Dex, +4) 
WILL +6 (+2 Wis, +4) 
 
Skills: 56 r=14 pp
Computers 3 (+5)
Intimidate 10 (+10, SM) 
Investigate 8 (+10, SM) 
Knowledge (Streetwise) 8 (+10) 
Knowledge (Technology) 3 (+5) 
Notice 8 (+10, SM) 
Sense Motive 8 (+10) 
Stealth 8 (+10, SM) 
 
Feats: 13 pp  
Attack Specialization (Unarmed) 
Challenge (Fast Startle)
Defensive Roll 
Dodge Focus 4 
Skill Mastery (Intimidate, Investigate, Notice, Stealth) 
Sneak Attack
Startle
Takedown Attack 
Uncanny Dodge (auditory) 
 
Powers: 12 + 40 + 1 + 20 + 5 + 1 + 6 = 85 pp 
Enhanced STR 12 (to STR 30/+10) [12PP] 
Immunity 40 (Fortitude Saves, Psionic Effects) [40PP] 
Leaping 1 (x2, running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP]
Protection 10 (Extra: Impervious) [20PP] 
Regeneration 5 (Recovery Bonus +0) [5PP]
Speed 1 (10 MPH, 100 fpm) [1PP] 
Super-Strength 3 (Effective STR 45, Heavy Load: 6 tons) [6PP]
 
costs 
abilities 10 + combat 20 + saves 8 + skills 14/56 + feats 13 + powers 85 = 150 pts 
------------
 
Design Notes: 
 
In honor of one of my favorite Batman: The Animated Series episodes, as well as the recent Curator plot, here's one of my favorite of my own builds revamped for this thread - the android costumed adventurer! He's got the skills any weird avenger of evil should have - he's sneaky, scary, knows the streets like the back of his hand, and is a pretty good detective too. He's dependent on his sneakiness or his scariness to meet his caps in combat, just like most of his colleagues. He just happens to also be a mini-powerhouse who can shrug off bullets, throw a car in a pinch, and leap from rooftop to rooftop, while at the same time shrugging off most forms of harm that affect organic lifeforms. Maybe he doesn't have a cave or a utility belt, but those are things he can accumulate with time and XP. Who knows where a hero like this goes in his downtime - they say he never sleeps. 
 
I've built him with the assumption that he's a robot designed to pass for a given costumed adventurer, perhaps a replicant built by the Curator or by Talos who went rogue, either by losing the brainwashing and becoming the mask or simply breaking away from his master. Because of this, one thing he is missing is a significant suite of super-senses. I built him with the idea that he 'feels' like a human being inside his own head, without an ability to pick up radio signals or see in darkness, but that could also easily be bought with PP. Another thing he's missing is an ability to interface with computers - he's a bit more old-fashioned than that, the kind of robot who might have fancy transistors inside him once you open him up. 

Dropping the psionic immunity would let you give him a soul, albeit one of silicon, or that could be a descriptor for a character who's a full-body braincase cyborg. Gaining those points could let you buy enough computer skills to make him better at upgrading or maintaining himself. With the right skillset, he could be the author of his own situation - perhaps he built a robot and transferred his consciousness there, or stuck his brain in a cyborg body with the help of machines. Note that in the wake of the recent Curator story arc, where evil robot doubles of established heroes went on a crazy rampage, even the most sympathetic unknowing robot doppleganger is going to find himself having to answer some hard questions. 
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  • 1 month later...

Black Prince 

blackpanther2.jpg

 

PL: 10 (150)

 

"Heavy is the head that wears the crown." 

 
Abilities: 14 + 14 + 14 + 4 + 6 + 4 = 56 pp 
STR 24 (+7) 
DEX 24 (+7) 
CON 24 (+7) 
INT 14 (+2) 
WIS 16 (+3) 
CHA 14 (+2) 
 
Combat: 12 + 12 = 24 pp 
ATK: +6 (+10 Melee) 
DEF: +10 (+1 Dodge Focus, +3 Shield, +3 flat-footed) 
Init: +15 
Grapple: +17
Knockback: -5/-3
 
Saves: 1 + 3 + 5 = 9 pp 
TOU +10 (+7 Con, +3 Protection) 
FORT +8 (+7 Con, +1)  
REF +10 (+7 Dex, +3) 
WILL +8 (+3 Wis, +5) 
 
Skills: 72 r = 18 pp 
Acrobatics 8 (+15, SM) 
Bluff 8 (+10, SM) 
Climb 8 (+15, SM) 
Diplomacy 8 (+10) 
Intimidate 8 (+10, SM)
Languages 3 (Arabic, Chinese, English, Base: Swahili)
Notice 7 (+10, SM) 
Sense Motive 7 (+10, SM)  
Stealth 8 (+15, SM)
Survival 7 (+10, SM) 
 
Feats: 26 pp
Accurate Attack
Acrobatic Bluff
All-Out Attack
Attack Focus: Melee 4
Benefit 4 (Fame, Status, Wealth 2)
Challenge 4 (Accelerated Climb, Fast Acrobatic Bluff, Fast Startle, Fast Taunt) 
Dodge Focus 
Evasion 
Improved Initiative 2
Move-By Action 
Power Attack 
Skill Mastery 2 (Acrobatics, Bluff, Climb, Intimidate, Notice, Sense Motive, Stealth, Survival)
Startle
Takedown Attack
Taunt 
Uncanny Dodge (olfactory)  
 
 
Powers: 13 + 1 + 1 + 2 = 17PP
Device 3 (Princely Regalia, Flaw: Hard to Lose, PF: Restricted [royal family]) [13PP] 
 
Protection 3 [3DP]
Shield 3 [3DP]
Strike 3 (PFs: Variable Descriptor 2 [bludgeoning/energy/piercing/slashing]) [5DP]
Super-Movement 2 (Wall-Crawling 2) [4DP]  
 
Leaping 1 (x2 distance [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP]
Speed 1 (10 MPH, 100 fps) [1PP] 
Super-Senses 2 (Acute [olfactory], Low-Light Vision) [2PP] 
 
costs 
abilities 56 + combat 24 + saves 9 + skills 18/72 + feats 26 + powers 17  = 150 pts 
-----------------
Design Notes: 
 
Here's an African royal, comic-book style, ready to function as a perfectly fine Year One Black Panther (or White Lion!) for your thread or game. He's smart, charismatic, and above all fast - a physical paragon to match any super-soldier, wearing an armored costume that lets him climb right up walls, with super-senses and extra agility gained from eating some rare herbs of his home soil. I consciously built this guy along Year One lines - he's got good skills and he's an impressive physical specimen, but he doesn't have the tactical experience or technological skills of his more familiar incarnations. I think he works best as a crown prince rather than a king, by the way - that lets him have the wealth and access to the corridors of power, as well as some element of celebrity (i.e., great thread opportunities) without leaving open awkward questions about who's running the country back home. 
 
It may seem a little odd to build a totem/costumed adventurer type with no tradeoffs, but with his feats this guy can juggle his tradeoffs at will, and with his skills catch anyone flat-footed either by sneaking, scaring, trash-talking, or just out-leaping them. He can take hits and dish them out (thanks to well-aimed strikes and his armored costume) enough to hang with some of the toughest bad guys out there. You rarely see characters like this as particularly fragile! With the claws in his costume and the occasional energy dagger, as well as a good old-fashioned loaded fist, he can lay the hurt on just about anybody. 
 
Our own Dakana is a fine place for this guy to be from - no reason why he can't be the latest White Lion! Dakana avoids some of the more bothersome tropes of its inspiration Wakanda - there are no secret cancer cures or bizarre super-rich African civilization, just a wealthy nation with access to high technology, and an unbroken line of kings that managed to fend off outside conquest thanks to their wisdom and power. This young man isn't quite ready for that wisdom yet, but he's got a good heart and is going in the right direction. Working with superheroes will do wonders for him. No reason you can't make up your own hermit kingdom for him to be from, either - don't feel tied to Marvel! There's a reason I put my Latveria expy in the Indian Ocean, after all. 

Played as a villain, this guy is a perfectly fine jaded aristocrat turned rogue hunter, a Kraven with wealth and power. 
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Zombie Speedster 

10152624.jpg

 

 

PL: 10 (150) 
 
"You can't outrun Death!"
 
Abilities: 10 + 10 + - + 0 + 4 + 0 = 8 pp 
STR 20 (+5) 
DEX 20 (+5) 
CON - (-) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 16 + 16 = 32 pp
ATK: +8 (+9 melee, +15 melee) 
DEF: +15 (+1 Dodge, +6 Dodge, +4 flat-footed)
Init: +5/+25
Grapple: +14/+20 
 
Saves: 7 pp
TOU +5 (+5 Protection) 
FORT - (-) 
REF +9 (+5 Dex, +4) 
WILL +5 (+2 Wis, +3) 
 
Skills: 36 r=9 pp 
Acrobatics 10 (+15), SM
Intimidate 15 (+15), SM
Notice 3 (+5), SM
Sense Motive 3 (+5)
Stealth 5 (+10), SM
 
Feats: 10 pp
Acrobatic Bluff
Attack Focus: Melee,
Dodge Focus,
Fearless,
Power Attack,
Skill Mastery (Acrobatics, Intimidate, Notice, Stealth)
Startle,
Stunning Attack,
Takedown Attack,
Uncanny Dodge (auditory) 
 
Powers: 22 + 30 + 5 + 5 + 1 + 5 + 1 + 12 + 3 = 84 pp
Enhanced Feats 22 (Attack Focus (Melee) 6, Dodge Focus 6, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Move-By Action) [22PP]
Immunity 30 (Fortitude Saves) [30 pp] 
Impervious TOU 5 [5PP]  
Protection 5 [5PP] 
Quickness 1 (x2) [1PP]
Regeneration 5 (Recovery Bonus +0) [5PP] 
Speed 1 (10 MPH/100 FPM) [1PP]
Speedster Array 5 (10 PP, PFs: Alternate Power 2) [12PP]
BE: Enhanced Quickness 5 (to Quickness 6 [x100]) {5/5} + Enhanced Speed 5 (to Speed 6 [500 MPH/5,000 fpm) {5/5}
AP: Damage 0 (Extras: Area [Targeted, Shapeable], Selective) {10/10}
AP: Damage 0 (Extras: Autofire, Secondary Effect) {10/10}
Super-Movement 3 (Wall-Crawling 2, Water-Walking, Flaw: Limited [Only While Running]) [3PP]
 
costs 
abilities 8 + combat 32 + saves 7 + skills 9/36 + feats 10 + powers 84= 150 pts

--------

 

Design Notes: 

 

Inspired by Ame-Comi's Jesse Quick, here's an undead speedster designed to strike fear into the hearts of bad guys everywhere. She can break the sound barrier without trying hard and run across oceans and up the side of buildings - talk about your fast zombies! She lacks the sheer power of many speedsters, but she can still hit harder than an assault rifle or knock down a whole room of thugs with one action. She's also a very good hand-to-hand fighter, possessed of unnatural strength thanks to her transformation into one of the undead, and can easily get a disquietingly strong grip on anyone, even other beings with superpowers. Even without her speed powers, she's still the kind of fast PL 7 zombie that could do a whole lot of damage in a fight. Impervious 5 means she's completely immune to bystanders, much to their horror! That Speed 1 may not seem like much, but she'll only be going that speed in combat and it's a perfectly fine combat speed in most situations. 

 

Note that her speed powers are a little generic - she runs fast, she punches a lot of people, she punches one person hard, but that's about it. Feel free to flavor her abilities as time control, electrical control, and the like - or maybe as some sort of connection to necromancy. Death comes fast, after all, chasing people down across many obstacles, and there's not much you can do to avoid it. She could be the avatar of a herald of death, whether willing or unwillingly - buying her some Darkvision or Detect Dead would help you there. She's not as fast as many comic book speedsters, but of course that Fort immunity doesn't come cheap! Her skills are pretty vanilla too - she's fast and sneaky, as befits a speedster-zombie, and of course very scary - it's up to you whether or not that face up there is a mask or how she actually looks! She could always be a cheerful sort who enjoys yelling 'Boo!' 

 

She's a natural to stunt a Personal Healing if you want her healing up injuries fast, or more Regeneration - those things work quite well both with the restless dead and with speedsters. Lots of potential origins. Maybe she was struck by lightning while standing in front of a rack of chemicals and instantly killed (because what else would happen there?) but animated by the galvanic energies of the lightning into a fast mockery of life itself! (Fast Frankenstein!) Or perhaps a zombie was hit by lightning and gained supernatural powers from it as well as a return of her sentience. Perhaps she had her powers and was bitten in the line of duty (as either hero or villain!), her super-speed letting her stay animate but not keeping her body itself from dying. Or maybe she's the only surviving product of a mad scientist experimenting on the dead, and is looking for some revenge...

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  • 2 weeks later...

Psychic Gorilla

grodd.jpg

 

"The mind has many layers, but the properly-trained esper can peel them back and see what lies within."

"Like a banana?" 

"...that is racist, sir." 

 

Power Level: 10 (150 PP)

 

Attributes: 6 + 2 + 6 + 2 + 6 + 2 = 24 PP
Strength: 30/24/16 (+10/+7/+3)
Dexterity: 12 (+1)
Constitution: 20/16 (+5/+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 12 + 10 = 22 PP
Attack: +5/+7 Unarmed [+8 Melee/+10 Unarmed w/exoskeleton] [+6]
Defense: +9 (+3 Dodge, +2 Shield, +2 flat-footed) [+5]
Initiative: +1
Grapple: +14 Move Object, +18 regular, +25 w/exoskeleton
Knockback: -10/-5/-3/-1

Saving Throws: 5 + 5 + 5 = 15 PP
Toughness: +11 (+3 Con, +2 Growth, +2 Defensive Roll, +4 Force Field [+10 Imp w/exoskeleton])
Fortitude: +8 (+3 Con, +5)
Reflex: +6 (+1 DEX, +5)
Will: +8 (+3 WIS, +5)

Skills: 44r = 11 PP

Climb 3 (+5)
Concentration 7 (+10)

Disguise 0 (+1/+41)

Knowledge (Life Sciences) 4 (+5)

Intimidate 3 (+4/+5)

Notice 7 (+10)
Search 9 (+10)

Sense Motive 7 (+10)

Stealth 0 (-2)

Survival 2 (+5)

Feats: 8 PP
Attack Specialization (Unarmed)
Defensive Roll
Dodge Focus 3

Second Chance (Concentration checks)
Startle
Uncanny Dodge (olfactory) 

Powers: 3 + 2 + 4 + 13 + 27 + 1 + 2 + 2 + 1 + 13 = 69 PP

 

Additional Limbs 2 (Power Feats: Innate) [3PP]

 

Comprehend 2 (speak to and understand animals (Flaw: Limited 2 [simians]) [2PP]
 

Force Field 4 (psychic force field, Extra: Linked (Force Field) [+0], Flaw: [Dodge Bonus]) {2} + Shield 2 (Extra: Linked (Force Field) [+0]) {2} {2+2=4PP]

 

Growth 4 (Extra: Duration (Permanent) [+0]; Power Feat: Innate) [13 PP]

Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 1200 lbs]

 

Psionic Array 11 (22 PP, PFs: Alternate Powers 5) [27PP]

BE: Morph 10 (any form, Flaw: Saving Throw [Will], PFs: Covers Scent, Precise) {22/22}

AP: Enhanced Feats 3 (Attack Focus [Melee] 3) {3} + Enhanced STR 6 (to 30/+10) {6} + Impervious TOU 10 {10} + Super-Strength 1 (PF: Takedown Attack) {3} {3+6+10+3=22/22}
AP: Blast 7 (Extra: Range [Perception], PF: Variable Descriptor 1 [pyrokinesis/telekinesis]) {22/22}
AP: Mind Control 10 (Extra: Instant Command, Flaw: Action [Full], PFs: Mental Link, Subtle) {22/22}

AP: Move Object 7 (Eff. STR 35, Heavy Load: 1.5 tons, Extra: Range [Perception], PF: Precise) {22/22}

AP: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid [5 Minutes to search 1 mile diameter area], Subtle; Complication: Medium [living creatures]) {22/22}

 

Leaping 1 (x2, running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP]

Super-Movement 1 (Swinging) [2 PP]

Super-Senses 2 (Acute Scent, Low-Light Vision) [2PP]

Speed 1 (10 MPH, 100 ft/round) [1 PP]

 

Telepathy 6 (12 pp, PF: Alternate Power 1) [13PP]

BE: Communication 6 (telepathy; Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {8+2+2=12/12}

AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/12}

Abilities (24) + Combat (22) + Saving Throws (15) + Skills (11) + Feats (8) + Powers (69) - Disadvantages (0) = 150 PP

-----------------------

Design Notes: 

 

Is she a psychic ape, surgically altered and raised in a laboratory by human scientists before she went to the outside world to learn more? A mutant from Gorilla Island, cast out by her suspicious kinfolk into a world of hairless freaks where her powers let her fit in? Or was she human once, a psychic who by design (perhaps while suffering from a terminal disease, or a fatal accident) or mischance (a failed psychic experiment, or an enemy’s wrath) was cast into the body of a damn dirty ape? Or is she an immigrant from Earth-Ape, perhaps a psychic hero in her own dimension who has opted to resettle in our own? Whatever her origin, this is my attempt at constructing a psychic gorilla in the vein of Gorilla Grodd.

(For those wondering why the Flash fights a psychic gorilla, besides SILVER AGE, Grodd fills a definite niche in the Rogues’ Gallery: he has Perception-range abilities to bedevil the high-Defense speedster, and the sheer physical power to take high-Mach punches.) It’s an interesting archetype, and a good way to get a giant ape in your campaign. I figure she creates a telekinetic exoskeleton for herself when she enters melee combat; giving you a mountain gorilla who isn't just strong enough to toss humans around but who can shrug off bad guy bullets and at least exchange punches with powerhouses. She's a utility psychic rather than a super-star, without the sheer mental power or finesse of some of her more human colleagues, but she's also a giant gorilla! Note that with Growth 4 she is bigger than a regular gorilla, closer to Grodd or the Ultra-Humanite in their traditional depictions. 

Change up the psychic powers however you like; I tried to give her a pretty generic, useful array. The Morph lets her get around the streets without betraying her true nature to people watching, while the TK, pyrokinetic blasts, Mind Control are a surprise for people expecting a gorilla to be all hands-on. With her ESP and TK, she makes a fine supplemental psychic. Her skills are pretty bare-bones; drop some of abilities she gets from her animal body if you want to play those up; she could use a boost to her INT and CHA in the bargain. She could use more mental senses, too. She can do OK in the wild but she's not a specialist there, this is probably not a gorilla who grew up in the jungle. She could be stronger, she could be a better psychic, but I think this character is a decent blend of both animalistic powerhouse and mentalist. Most people don’t expect a gorilla to read their mind, anymore than they expect a psychic to be a giant gorilla!

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Photovore 
1901084-jubilee_025.jpg
 
"Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before."
-Edgar Allan Poe 

 

Power Level: 10 (150 PP)
 
Abilities: 2 + 6 + (-10) + 0 + 4 + 6 = 8 PP
Strength 12 (+1)
Dexterity 16 (+3)
Constitution –
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 16 (+3)
 
Combat: 12 + 12 = 24 PP
Attack: +6 (+10 Photovorous Gaze) 
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Initiative: +3
Grapple: +7
Knockback: -5
 
Saving Throws: 0 + 4 + 5 = 9 PP
Toughness: +10/+6/+4/- (+4 Protection, +6 Force Field)
Fortitude: --
Reflex: +7 (+3 DEX, +4)
Will: +7 (+2 WIS, +5)
 
Skills: 60r = 15 PP
Bluff 11 (+14, +18 w/Attractive) [sM]
Diplomacy 11 (+14, +18 w/Attractive) [sM]
Gather Information 2 (+5) 
Intimidate 7 (+10) 
Knowledge (Arcane Lore) 4 (+4) 
Knowledge (Pop Culture) 15 (+15) [sM]
Notice 3 (+5) [sM]
Sense Motive 3 (+5) 
 
Feats: 10 PP
Attractive
Dodge Focus 4
Fearless
Set-Up
Skill Mastery (Bluff, Diplomacy, Knowledge [Pop Culture], Notice) 
Taunt
Uncanny Dodge (visual)
 
Powers: 2 + 4 + 6 + 30 + 36 + 3 + 4 + 2 = 87 PP
 
Drain Constitution 2 (Flaw: Requires Grapple) [2PP] 
 
Enhanced Regeneration 8 (Recovery Bonus +5 [5], Resurrection 1/hour [3], Flaw: Source [sunlight]) [4PP]
 
Force Field 6 [6PP]
 
Immunity 30 (Fortitude Saves) [30PP] 
 
Photovore Array 16 (32 pp, PFs: Alternate Powers 6) [36PP] 
BE: Blast 10 (Extra: Range [Perception], PFs: Indirect, Variable Descriptor 1 [cold/darkness]) {32/32} 
AP: Blast 10 (Extra: Area [burst], PFs: Indirect, Variable Descriptor 1 [cold/darkness]) {32/32} 
AP: Dazzle 10 (visual, Extras: Alternate Save [Reflex/Will], Range [Perception], PFs: Indirect, Variable Descriptor 1 [cold/darkness]) {32/32} 
AP: Drain Toughness 10 (photovorous gaze, Extras: Affects Only Objects, Ranged, Vampiric, PFs: Accurate 2) {32/32} 
AP: Obscure 10 (visual, 1 mile) (Extra: Independent [+0], PFs: Slow Fade 2 [5 minutes]) {32/32} 
 
Regeneration 6 (Recovery Bonus +0 [5], Resurrection 1/week, Flaw: Source [blood]) [3PP]
 
Protection 4 (Extra: Impervious, Flaw: Limited [blessed/silver/wood]) [4PP] 
 
Super-Senses 2 (Darkvision) [2PP] 
 
Drawbacks: -3 pp
Vulnerable (darkness descriptor, uncommon, major [+100%]) [3PP]  
 
 
Abilities (8) + Combat (24) + Saving Throws (9) + Skills (15) + Feats (10) + Powers (87) - Disadvantages (3) = 150 PP

------------------------------------------------------

Design Notes: 

 

What if a light controller became a vampire? A pretty young teen trained by the local hero school, with experience working as the snarky sidekick to gruff badasses.   Say her connection to Light, to that source of glowing energy that drove her powers, was warped and turned feral and predatory just like her life itself, becoming something that fed on light rather than producing it. If that happened, you just might get a photovore like our young friend here - a shadow controller with several distinct differences from the norm. She doesn't control shadows in the same way most comic characters with that kind of power do, she controls _darkness_ - with a look, she can drain the light and heat out of anything she wants, even pulling that power into her and using it to repair her injuries with just a little concentration. She can also blind people by pulling the light from their eyes (and keeping it gone, until they can 'push her out') or even pull a whole room into darkness; an effect she can maintain while fighting or otherwise in combat. Only the darkness that is her home can hurt her. 

 

Her immunity to sunlight, and indeed her empowerment by it, is going to be one hell of a surprise for your typical vampire hunter. Scatter her ashes in the sunlight and she'll grow back just fine without them! With blood and light, she can grow back to herself fast, like some cursed weed. Note that she can repair her injuries by use of the Drain Toughness part of her Photovore array, so she doesn't need to drink blood. Give her some more typical vampiric vulnerabilities like an allergy to holy symbols to get more points. I've built this as a transformed hero, but perhaps she was a villain who has had a change of heart after a vampiric attack (it's tough to be just a little evil when you have a thirst for blood), or maybe she was a vampire who found that light magic was beyond her given her condition, but there were other ways... 

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Magic Robot
A02C_1_20101120_1527013f-299f-4673-af1e-
"Yo gabba, yo!" 
 
PL: 10 (150)
 
Abilities: 6 + 0 - [10] + 6 + 4 + 0 = 6 pp 
STR 30/16 (+10/+3) 
DEX 10 (+0)
CON n/a (-)
INT 16 (+3) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+10 Cabbalist Magic) 
DEF: +8 (+4 Dodge, +2 flat-footed) 
Grapple: +7 (+20 w/Earthen Strength) 
Initiative +0
Knockback: -11
 
Saves: 0 + 5 + 5 = 10 pp
TOU +12 (+12 Protection, +10 Imp) 
FORT n/a 
REF +5 (+0 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 15 pp=60 r
Concentration 8 (+10) 
Intimidate 12 (+12) 
Knowledge: Arcane Lore 12 (+15) 
Knowledge: History 6 (+9) 
Knowledge: Theology and Philosophy 12 (+15) 
Languages 4 (German, Hebrew, Polish, Yiddish, Base: English)
Notice 3 (+5) 
Sense Motive 3 (+5) 
 
Feats: 9 pp 
Dodge Focus 4,
Eidetic Memory,
Ritualist,
Startle,
Ultimate Save (Will)
Uncanny Dodge (auditory) 
 
Powers: 36 + 30 + 22 + 3 + 3 = 94 pp
 
Cabbalist Magic 15 (30 pp, PFs: Accurate 3, Alternate Powers 3) [36PP]
BE: Enhanced Feats 2 (Takedown Attack 2) {2} + Enhanced STR 14 (Earthen Strength, to STR 30/+10) {14} + Super-Strength 6 (Effective STR 60, Heavy Load: 48 tons, PFs: Groundstrike, Thunderclap) {14} = {2/14/14=30/30} 
AP: Concealment 10 (Air's Shroud, all senses, Extra: Affects Others) {30/30} 
AP: Comprehend 1 (Spirits) {2} + Blast 10 (Heaven's Fury, PFs: Affects Insubstantial 2, Improved Crit 2, Indirect 3, variable Descriptor 1 [any ghostly]) {28} {2+26=30/30}
AP: Damage 10 (poisonous breath, Extras: Selective, Targeted Area [Cone]) {30/30}
 
Immunity 30 (Fortitude Saves) [30PP] 
Protection 12 (Extra: Impervious [10]) [22PP] 
Regeneration 6 (Recovery Bonus +0, Resurrection 1/week, Flaw: Source [Earth]) [3PP]
Super-Senses 3 (Detect Magic 3 [visual]) [3PP]
 
costs 
abilities 6 + combat 16 + saves 10 + skills 15/60 + feats 9 + powers 94 = 150 pts 

----------------

Design Notes: 

 

So after Robert was in love with Yo Gabba Gabba for a bit, I was left with a desire to build a variant of Plex, the 'magic robot' of the show's title sequence. Rather than a straight conversion of Plex, however, I got to thinking about the general idea of "construct with magic powers" - and that led me to this fellow, a rabbi and student of kabblah who didn't just build a golem but who put his very soul into it! Perhaps he was terminally ill and wanted some means to continue his fight for good, or maybe he came back as a ghost and possessed a clay statue in order to guard some treasure or family member - or maybe he's simply a sentient golem awake and aware long enough to investigate the magic that lies at the root of his condition and put it to good use! 

 

He's not as good a grappler as a real powerhouse or as knowledgeable as a 'real' mystic (or as mobile as either), but on the other hand he's impervious to most forms of harm and mortal concerns and can punch his way out of a lot of problems. I drew his array from the powers of the Golem of Prague = he can turn himself invisible and do the same with someone he's carrying and summon the spirits of the dead to his aid (which makes sense, given what powers his very reanimation), while the poisonous breath is drawn from the clay golems of D&D. As with TT's Patriotic Golem, it's easy enough to have him regenerate if he does take an injury, just give him a mudbath. He also has sufficient knowledge to slap on some enchanted healing of his own if no natural earth is available. 

One interesting angle to take with this guy would be to make him a human WWII veteran who has now died of old age and become a superhero like the ones he fought alongside in Europe, perhaps reanimating Golemeth, the Polish golem killed in 1941 by the Ubersoldatenin OTL - or he could be a holdover from that very conflict, still alive and active in the modern era. 

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Infernalist Bluesman
youngarmstrong.jpg
 
"The blues is like the devil, it comes on you like a spell, it will leave your heart full of trouble and your poor mind full of hell." 
Lonnie Johnson, 1938

 

PL: 10 (150) 
 
Abilities: 8 + 6 + 8 + 0 + 4 + 8 = 34 pp  
STR 18 (+4) 
DEX 16 (+3) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 18 (+4) 
 
Combat: 12 + 12 = 24 pp  
ATK: +6 (+10 Melee) 
DEF: +10 (+6 Base, +4 Dodge, +3 flat-footed) 
Init: +7
Grapple: +14
Knockback: -5
 
Saves: 3 + 5 + 5 = 13 pp  
TOU +10 (+4 Con, +6 Protection) 
FORT +7 (+4 Con, +3)  
REF +7 (+3 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 72 r = 18 pp  
Bluff 11 (+15, SM) 
Diplomacy 11 (+15, SM) 
Intimidate 11 (+15, SM)
Knowledge (Arcane Lore) 4 (+4) 
Knowledge (Theology and Philosophy) 4 (+4)  
Languages 4 (Enochian, French, Spanish, Yoruba, Base: English) 
Perform (Trumpet) 11 (+15, SM) 
Notice 3 (+5) 
Sense Motive 3 (+5)  
 
Feats: 17 pp  
Attack Focus (Melee) 4 
Challenge (Fast Taunt) 
Dodge Focus 4 
Improved Initiative  
Luck  
Second Chance (Perform checks) 
Skill Mastery (Bluff, Diplomacy, Intimidate, Perform [Trumpet]) 
Takedown Attack
Taunt
Ultimate Skill (Perform) 
Uncanny Dodge (auditory) 
 
Powers: 1 + 1 + 2 + 6 + 35 = 45 pp 
 
Enhanced Feat 1 (Fascinate [Perform]) [1PP]
 
Feature 1 (Always Has A Trumpet) [1PP] 
 
Immunity 2 (aging, environmental heat) [2PP]  
 
Protection 6 [6PP] 
 
Thunder of Amdusias 15 (30 pp, PFs: Accurate 2, Alternate Powers 2, Subtle) [35PP]
BE: Blast 10 (Extra: Linked (Dazzle) [+0]) {20} + Dazzle 10 (auditory) (Extra: Linked (Blast) [+0]) {10} = {30/30} 
AP: Damage 10 (Extras: Selective, Targeted Area [Cone]) {30/30} 
AP: Mind Control 10 (Extras: Area [burst], Contagious, Selective, Flaws: Limited 2 [blues Dance], Sense-Dependent [auditory]) {30/30}
 
 
costs 
abilities 34 + combat 24 + saves 12 + skills 18/72 + feats 17 + powers 45 = 150 pts 
-------------------------------------
Design Notes: 
 
Inspired by the RPG Hoodoo Blues and their Crossroader PC archetype, as well as the historical legend of blues pioneer Robert Johnson (who supposedly sold his soul to the Devil to gain infernally good music), here's a blues musician with infernal powers gained from a pact with the other world. This is an ancient archetype - Paganini joked about getting his powers from the Devil, as did several medieval troubadours, but it's probably most famous in North American music in a context of the blues. Note that there's also an inheritance here from Legba, the West African trickster deity who also liked to hang out at the crossroads and make deals with passersby. (Hoodoo Blues got around any potential pitfalls here by mentioning that Legba sometimes thinks it's funny to pretend to be the Christian Devil, but sometimes that really is the devil, yeah, so watch what you say and what deals you make by night). 
 
I had his powers come specifically from Amdusias, who some of you may recognize as a Final Fantasy/Maple Story character, but who originally comes from the Ars Goetia as the chief musician in Hell and its arch-trumpeter - just the sort of demon to make an offer too good to refuse to a blues musician down on his luck in 1920s Mississippi. He can blast the eardrums of a particular target, blow a note so strong it bowls men over, or just play so sweetly that his listeners are compelled to dance! Rather than limit him to a Device, I went ahead and said that he can magically summon a trumpet at any time and let it roll! I went with the idea that he really was a great musician even before his infernal deal, but making that deal with the Devil was just so tempting at the time. But now it's time to earn redemption for that one mistake made so many years ago, or perhaps made just yesterday behind a Freedom City honky-tonk. The blues never die, after all. 
 
Naturally, in Freedom City, a mediator in his discussions was probably Mr. Infamy. Why does he fight so well? Because if you read the origins of the early bluesmen, they grew up in violent settings the equal of any sci-fi urban dystopia - this guy has ample reason to be good with his fists, and that he has reasons to throw a punch before taking out his trumpet and blowing. 
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  • 1 month later...
Weather-Controlling Cat Burglar
piccit_punk_rock_storm_1582517476.315x0.
 
“The robb'd that smiles, steals something from the thief; He robs himself that spends a bootless grief.” -Shakespeare, Othello
 
Power Level: 10 (150 PP)
Trade-Offs: ATK +5/DMG -5, DEF -2/TOU +2
 
Abilities: 10 + 2 + 10 + 2 + 6 + 4 = 34 PP
Strength 20 (+5)
Dexterity 12 (+1)
Constitution 20 (+5)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 14 (+2)
 
Combat: 18 + 8 = 26 PP
Attack: +9 (+15 Unarmed/Weather Control)
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Initiative: +1
Grapple: +14/+10 Move Object
Knockback: -5/-2
 
Saving Throws: 3 + 6 + 4 = 13 PP
Toughness: +12 (+5 CON, +7 Force Field)
Fortitude: +8 (+5 CON, +3)
Reflex: +7 (+1 DEX, +6)
Will: +7 (+3 WIS, +4)
 
Skills: 68r = 17 PP
Acrobatics 14 (+15, SM) 
Bluff 13 (+15, SM) 
Disable Device 14 (+15, SM) 
Language 1 (English, Base: Arabic) 
Notice 6 (+8) 
Sense Motive 6 (+8) 
Stealth 14 (+15, SM) 
 
Feats: 17 PP
Acrobatic Bluff
Attack Specialization (Unarmed) 3
Contacts
Dodge Focus 4
Evasion
Hide in Plain Sight
Move-By Action
Power Attack
Second Chance (Disable Device) 
Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth) 
Takedown Attack
Uncanny Dodge (audio)
 
Powers: 1 + 6 + 3 + 7 + 2 + 24 = 43 PP
 
Feature 1 (Weather Sense) [1PP]
Flight 3 (50 MPH/500 fpm) [6PP]
Immunity 3 (environmental cold, heat, own powers) [3PP]   
Force Field 7 [7PP] 
Super-Senses 2 (Tactile [ranged 2]) [2PP]  
Weather Control 10 (20 pp, PFs: Alternate Powers 3, Subtle) [24PP] 
BE: Obscure 4 (ministorm, 50 ft, visual/auditory/olfactory, Extra: Independent [+0]) {20/20}
AP: Blast 5 (lightning, Extra: Autofire, PFs: Accurate 3, Indirect, Precise) {20/20}
AP: Move Object 5 [Effective STR 25, Heavy Load: 800 lbs] (winds, Extra: Range [Perception], PFs: Indirect, Precise) {17/20}
AP: Stun 5 (lightning strike, Extra: Targeted Area [burst], PFs: Accurate 3, Indirect, Precise) {20/20}
 
Abilities (34) + Combat (26) + Saving Throws (13) + Skills (17) + Feats (17) + Powers (43) - Disadvantages (0) = 150 PP
------------------------
 
Design Notes: 
 
Inspired by X-Men's Storm, here's a weather controller with the somewhat more prosiac skills of a cat-burglar. She's good with her fists, fast, she's sneaky, she can crack most locks and hide from almost anyone - and she can summon short-lived miniature storms to hide her tracks, hurl single-target lightning bolts at super-targets, blast a room full of mooks, or scoop up a pretty bauble from the custody of its surely illegitimate owners. (Yes, yes, surely...) She doesn't have the sheer power of many of her typical sisters, or some of the weather-controlling builds elsewhere on the board, but she can fly around just fine, walk through just about any kind of bad weather unhurt, and if need be she can beat the leader of an underground gang of criminals in hand-to-hand combat even if somehow depowered. She's a handy addition to just about any team. 
 
Her blasts may not look like much, but with her high Acrobatics, Bluff, and the Subtle on her array, she can reasonably hope to +5 Power Attack every time vs. the street-level mooks she fights most of the time. In my mind this character is an East African super-agent who has recently gone on to seek a better professional environment for herself. She could also be a weather controller whose powers became recently attenuated, but I like the idea of someone who compensates for relatively weak powers with strong combat training. She's a little one-note, maybe because she hasn't had reason to push her powers - a good thing to add to her array would be Variable Descriptor 1 [any weather]. That would also work fine as something to stunt in a crisis with her current build. With a little tweaking, this could also be a scion of Dakana, perhaps the result of someone with weather control powers marrying into the royal family. With more emphasis on the aquatic flavor of weather, perhaps a scion of Typhoon.
 
Note that she doesn't actually have the Weather Control (Environmental Control) power, there's not really call for it in her work. She can stunt something respectable if she has to - Environmental Control 10 [2/pp] will let her finally make it rain in her desert homeland, or just drop a cold front on a mile radius. It's a small power, but handy! 
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  • 3 weeks later...
Regenerating Paragon 
tumblr_m22xu5mGJW1r71nbl.jpg
 
PL: 10 (150) 
 

 

"When in doubt, throw them into space."
 
Abilities: 20 + 4 + 20 + 4 + 4 + 4 = 56 pp
STR 30 (+10) 
DEX 14 (+2) 
CON 30 (+10) 
INT 14 (+2) 
WIS 14 (+2) 
CHA 14 (+2) 
 
Combat: 12 + 12 = 24 pp
ATK: +6 (+10 Melee) 
DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) 
Init: +2 
Grapple: +20-+25
Knockback: -5 
 
Saves: 0 + 3 + 7 = 10 pp
TOU +10 (+10 Con) 
FORT +10 (+10 Con) 
REF +5 (+2 Dex, +3) 
WILL +9 (+2 Wis, +7) 
 
Skills: 60 pp=15 r
Bluff 8 (+10, SM) 
Diplomacy 8 (+10, SM) 
Intimidate 8 (+10, SM) 
Knowledge (History) 15 (+17, SM) 
Notice 8 (+10) 
Sense Motive 13 (+15) 
 
Feats: 18 pp
Attack Focus: Melee 4
Beginner's Luck
Connected
Dodge Focus 4 
Eidetic Memory
Jack-of-All-Trades
Leadership
Luck
Second Chance (Sense Motive) 
Skill Mastery (Bluff, Diplomacy, Intimidate, Knowledge [History])  
Takedown Attack 
Uncanny Dodge (auditory) 
 
Powers: 7 + 3 + 13 + 4 = 27 pp
Comprehend 3 (speak, read, and understand all languages, PF: Innate) [7PP] 
 
Immunity 3 (aging, disease, poison) [3PP] 
 
Paragon Array 5 (10 PP, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] 
Flight 5 (250 MPH/2500 feet per move) {10/10}
DAP: Super-Strength 5 (Effective STR 30-55, Heavy Load: 800 lbs-24 tons) {10/10}
 
Regeneration 2 (Resurrection 1/1 day [2], PFs: Persistent, Regrowth) [4PP] 
 
costs 
abilities 55 + combat 24 + saves 10 + skills 15/60 + feats 18 + powers 27 = 150 pts 
---------------------------------
Design Notes: 

What if Vandal Savage was a paragon? What if Abraham Lincoln was Superman? All these questions and more are answered by my favorite character from the Invincible universe, The Immortal. He's a bit crabbier than Abraham Lincoln really ought to be, but on the other hand after thousands of years (Lincoln was just one of his many lives) of dealing with human beings, maybe we'd all be a little cranky too. Originally just an experienced paragon who could actually come back from the Viltrumite massacre of Earth's heroes, the Immortal finally was confirmed as Abraham Lincoln when people kept asking questions about the beard and hairstyle. He's got some problems with people and one time he became supreme dictator of Earth in a dystopian far future, but doesn't that happen to most superheroes eventually? He's basically an OK Joe most of the time. 
 
So I built this guy to have the skill set of an immortal character - his abilities may look weak, but with Beginner's Luck, Eidetic Memory, and Jack of all Trades, he can try his hand at just about anything and do OK at it. After all, he's been around the block a few times. (The book suggests that he can only remember about one and a half human lifetimes with any real accuracy at once, which might be a good plot seed for you playing an immortal character to explain why they're not maxed out in everything.) He can speak every language, can remember most things about history because he was there, and of course he's also a good paragon with super-strength, flight, and the ability to lead a team. His lack of Impervious may hurt, but OTOH that probably did make it easier to fake his death all those times. 
 
As a paragon with no damage tradeoffs, he's just about right for a guy with years of experience who needs some help if he's going to throw down with something Kryptonian and above. Note that his Regeneration will keep him from dying, or rather from making dying stick, but it's not much good in a fight. Stunt something off his Paragon array if he's taking a savage beating and you want to get him back in the game. If you're playing him up as an immortal hero, buying some Equipment (to represent his headquarters) or even more social skills (he's already a good face-man) would make a lot of sense - more Impervious and Immunities (not to mention Super-Strength!) might make throwing someone into space (one of the Immortal's favorite moves vs. Acceptable Targets) even easier on you. 
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  • 4 weeks later...
Hoodoo Doctor 
Earl-marlowe.jpg
 

 

The way we tell it, hoodoo started way back there before everything. Six days of magic spells and mighty words and the world with its elements above and below was made.
 
PL: 10 (150) 
 
Abilities: 0 + 2 + 2 + 4 + 6 + 6 = 24 pp
STR 10 (+0) 
DEX 14 (+2) 
CON 14 (+2) 
INT 14 (+2) 
WIS 16 (+3) 
CHA 16 (+3) 
 
Combat: 8 + 12 = 20 pp
ATK: +4
DEF: +10 (+4 Dodge Focus, +6 Base, +3 flat-footed) 
Init: +2
Grapple: +4
 
Saves: 6 + 3 + 8 = 17 pp
TOU +10 (+2 Con, +8 Protection) 
FORT +8 (+2 Con, +6) 
REF +5 (+2 Dex, +3) 
WILL +11 (+3 Wis, +8) 
 
Skills: 15 pp=60 r
Diplomacy 7 (+10, SM) 
Intimidate 12 (+15, SM) 
Knowledge (Arcane Lore) 8 (+10) 
Knowledge (Theology and Philosophy) 13 (+15, SM) 
Language 2 (Greek, Hebrew, Base [English]) 
Medicine 2 (+5) 
Notice 7 (+10, SM) 
Sense Motive 7 (+10)  
Survival 2 (+5) 
 
Feats: 10 pp
Benefit (Use Theology/Philosophy for Ritualist checks) 
Dodge Focus 4 
Luck 
Startle [castigate] 
Ritualist 
Skill Mastery (Diplomacy, Intimidate, Knowledge [Theology and Philosophy], Notice)
Uncanny Dodge (auditory) 
 
Powers: 3 + 47 + 1 + 8 + 4 = 64 pp
Flight 1 (air-walking, 10 MPH/100 fps, PF: Subtle) [3PP] 
 
Hoodoo Array 22 (42 pp, PFs: Alternate Powers 5) [47 PP] 
BE: Healing 10 (healing, Extra: Range 2 [Perception], PFs: Persistent, Stabilize) {42/42} 
AP: Blast 10 (blight, Extras: Penetrating, Range [Perception], PFs: Subtle, Variable Descriptor 1 [any divine]) {42/42}
AP: Drain All Ability Scores 10 (curse, Extra: Range 2 [Perception], Flaw: Action [Full], PFs: Slow Fade 1 [5 rounds], Variable Descriptor 1 [any divine]) {42/42}
AP: Nullify Mind Control 10 (casting out, Extras: Duration [sustained], Effortless, PFs: Second Chance (Nullify), Ultimate Check [Nullify]) {42/42} 
AP: Obscure (visual and auditory, 1 mile) 10 (plagues, Extra: Selective, PFs: Precise, Variable Descriptor 1 [any divine]) {42/42}
AP: Teleport 10 (parting the waters, Earth to Moon, Extra: Portal [+2], PFs: Progression 2) {42/42}
 
Immunity 1 (aging) [1PP] 
Protection 8 [8 PP] 
Super-Senses 4 (Detect Infernal 2 [olfactory, Enhancements [Acute, Analytical]]) [4PP] 
 
cost
abilities 24 + combat 20 + saves 17 + skills 15/60 + feats 10 + powers 64 = 150 pts
-----------------------------------------------------------------------
 
Design Notes: 
 
Hoodoo, the long-misunderstood cousin of voodoo, is what happens to traditional African religions when they evolve together with Protestantism rather than Catholicism. (When it's with Catholicism, you get voodoo). Hoodoo is even more strongly integrated with Christianity than its Catholic cousin, with the Bible in particular as a key component of its rituals and Biblical figures like Moses considered some of the leading hoodoo doctors of history. It's a rich system of folk beliefs incorporating everything from early 20th century popular culture (when many of the first hoodoo books were published by the African-American press) to Pennsylvania Dutch folk charms (because those books were in the public domain when the first hoodoo texts were published). Why isn't hoodoo as famous as voodoo? Maybe because it lacked a metropolis like New Orleans, exotic Catholicism, or maybe it just had a better press agent. It's not a religion in its own right like voodoo, but it is still an important system of beliefs for many people. 
 
Hoodoo doctors use subtle magics to let people influence their own destiny; but that's a little boring in the context of a superhero comic book, so instead I've built this fellow with powers drawn from the Old and New Testament - he can heal the sick, summon blinding plagues of frogs or locusts, or castigate his enemies with blights and curses to strike at their too-mortal flesh. He can cast out demons, too, and find them where they're lurking - he can also open up a gateway to let his allies cross over, then close in the faces of an oncoming enemy army. This is a man chosen by a higher power for a greater purpose, one calling on the words of the Bible itself as his arms and armor. 
 
Obviously someone like this is potentially controversial in a shared setting, but strongly-held religious beliefs don't mean there's anything wrong with the character. Just as Superman doesn't go telling people about the glories of Rao, neither should this character for his personal pantheon - he knows who's on the side of right and the side of wrong, and doesn't need them calling on righteousness in the same language he uses to know what a good person is. If you don't want to play a person of faith, there's no reason you can't play someone chosen by a higher power he may not have believed in before he first picked up his great-grandpappy's heavily annotated Bible - the reluctant employee of the Almighty is a common enough trope in these kinds of stories. As a villain, of course, this is an odious fellow, a charismatic cult leader with powers to seemingly match the promises he makes to his followers. Of course, a bad guy is probably not calling on the God of the Bible...but he might believe that he is. 
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Simian Infernalist 
2083855-nnamdi_01.png
 
"Beware the beast, Man, for he is the Devil's pawn."
 
Attributes: 6 + 2 + 6 + 6 + 6 + 6 = 32PP
Strength: 24/16 (+7/+3)
Dexterity: 12 (+1)
Constitution: 20/16 (+5/+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
Combat: 12 + 10 = 22 PP
Attack: +5/+7 Unarmed/+9 Goetic [+6/+8 Unarmed/+10 Goetic]
Defense: +9 (+3 Dodge, +2 Shield, +2 flat-footed) [+5]
Initiative: +1
Grapple: +18
Knockback: -5/-3/-1
 
Saving Throws: 5 + 5 + 5 = 15 PP
Toughness: +11 (+3 Con, +2 Growth, +2 Defensive Roll, +4 Force Field)
Fortitude: +8 (+3 Con, +5)
Reflex: +6 (+1 DEX, +5)
Will: +8 (+3 WIS, +5)
 
Skills: 56r = 14 PP
Climb 12 (+15)
Knowledge (Arcane Lore) 2 (+5) 
Knowledge (Theology and Philosophy) 12 (+15) 
Intimidate 12 (+13/+15)
Language 2 (Aramaic, Latin, Base [English] 
Notice 7 (+10)
Sense Motive 7 (+10)
Stealth 0 (-2)
Survival 2 (+5)
 
Feats: 8 PP
Attack Specialization (Unarmed)
Defensive Roll
Dodge Focus 3
Ritualist
Startle
Uncanny Dodge (olfactory) 
 
Powers: 3 + 2 + 4 + 13 + 27 + 1 + 2 + 2 + 1 + 3 = 59 PP
 
Additional Limbs 2 (feet like hands, Power Feats: Innate) [3PP]
 
Comprehend 2 (speak to and understand animals (Flaw: Limited 2 [simians]) [2PP]
 
Force Field 4 (shield of Kimaris, Extra: Linked (Force Field) [+0], Flaw: [Dodge Bonus]) {2} + Shield 2 (Extra: Linked (Force Field) [+0]) {2} {2+2=4PP]
 
Growth 4 (Extra: Duration (Permanent) [+0]; Power Feat: Innate) [13 PP]
Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 1200 lbs]
 
Goetic Array 11 (22 PP, PFs: Accurate, Alternate Powers 4) [27PP]
BE: Blast 11 (flames of Flauros, PFs: Affects Insubstantial 2) {22/22}   
AP: Damage 10 (breath of Focalor, Extra: Area [Cone, General], PFs: Knockback 1, Variable Descriptor 1 [air/water]) {22/22} 
AP: Emotion Control 10 (temptation of Alocer, PFs: Insidious, Subtle) {22/22} 
AP: Paralyze 11 (curse of Barbas, Extra: Ranged, Flaw: Action [Full], PFs: Reversible, Variable Descriptor 1 [any monster]) {22/22} 
AP: Teleport 9 (900 ft/anywhere on Earth) (gateway of Dantalion, Extra: Accurate 4) {22/22}
 
Leaping 1 (x2, running long jump 26 feet, standing long jump 13 feet, high jump 6 feet) [1PP]
 
Super-Movement 1 (Swinging) [2 PP]
 
Super-Senses 2 (Acute Scent, Low-Light Vision) [2PP]
 
Speed 1 (10 MPH, 100 ft/round) [1 PP]
 
Super-Senses 3 (Detect Magic 3 [visual]) [3PP]
 
Abilities (32) + Combat (22) + Saving Throws (15) + Skills (14) + Feats (8) + Powers (59) - Disadvantages (0) = 150 PP
-----------------------------------------------
 
Design Notes: A very special Oddball, one I've held in reserve until my recently getting a job. A while back Trollthumper and I were discussing magical gorillas, as one does, and he mentioned he'd kicked around an idea for a gorilla using an Ars Goetia to summon demons. He went with a more sensible Gorilla Druid, a natural enough spellcasting backstory for an animal mage. But what if a gorilla _did_ find a copy of a Ars Goetia left behind by some unlucky Victorian infernalist and did from its magical writings within learn such things, oh my yes? You might get a fellow much like this - a flame-tossing infernalist who can influence the souls of the weak-minded, walk through walls and across the world by fell powers, or even turn men into beasts! I drew the demonic powers from the Ars Goetia, a "little black book" of summonable demons first steered my way by TT. 
 
Lots of origins here if you don't like the "wild ape magically empowered" - perhaps he is the mightiest mystic of Gorilla Island, adventuring among the pale and hairless heroes of the wide world in order to battle the demons whose power is so intimately tied to his own. Or maybe he's a dimensional transplant from Earth-Ape, learning that demons are much the same whatever sort of face they wear. Or perhaps he was once a human infernalist who made a terrible bargain for power; though the demon he conjured was warded against taking his soul, it was able to transform him into a great beast and chuckle its way back to Hell. There's always a price to magic, especially the sort that draws on the pits of Hell itself. 
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Shapeshifting Archer
Jennifer-as-Raven-Darkholme-Mystique-jen
 

 

"Did I feel naked being naked? Yeah, totally."
 
Power Level: 10 (150 PP)
 
Abilities: 10 + 10 + 10 + 0 + 4 + 8 = 42 PP
Strength 20 (+5)
Dexterity 20 (+5)
Constitution 20 (+5)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 18 (+4)
 
Combat: 18 + 16 = 34 PP
Attack: +9 (+15 Ranged)
Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed
Initiative: +5
Grapple: +14
Knockback: -2
 
Saving Throws: 2 + 3 + 5 = 10 PP
Toughness: +5 (+5 CON)
Fortitude: +7 (+5 CON, +2)
Reflex: +8 (+5 DEX, +3)
Will: +7 (+2 WIS, +5)
 
Skills: 60r = 15 PP
Acrobatics 10 (+15, SM)
Bluff 11 (+15, SM) 
Disguise 1 (+5/+25) 
Drive 5 (+10) 
Languages 2 (German, Russian, Base: English) 
Notice 8 (+10, SM) 
Pilot 5 (+10) 
Sense Motive 8 (+10, SM) 
Stealth 10 (+15) 
 
Feats: 22 PP
Acrobatic Bluff
Attack Focus (Ranged) 6
Challenge (Fast Acrobatic Bluff) 
Dodge Focus 7
Evasion 
Improved Ranged Disarm
Power Attack
Precise Shot
Ranged Pin
Skill Mastery (Acrobatics, Bluff, Notice, Stealth)
Uncanny Dodge (auditory)
 
Powers: 17 + 10 = 27 PP
 
Device 4 (Collapsible Longbow, Flaw: Hard to Lose, PF: Subtle) [17PP] 
Arrow Array 7.5 (15 pp, PF: Alternate Power 1) [16DP] 
Blast 5 (Extra: Autofire) {15/15}
AP: Damage 5 (Extras: Selective, Targeted Area [Cone], Flaw: Action [Full]) {15/15} [/array]
Enhanced Feat 1 (Improved Ranged Disarm) [1DP] 
Ranged Supremacy 3 [3DP]
 
Morph 4 (any humanoid, PFs: Covers Scent, Precise) [10PP]
 
 
Abilities (42) + Combat (34) + Saving Throws (10) + Skills (15) + Feats (22) + Powers (27) - Disadvantages (0) = 150 PP
------------------------------------
 
Design Notes: 
 
Combining Jennifer Lawrence's two big 'superhero' roles, here's a pretty straightforward Mystique/Katniss mashup that combines the unerring archery talents of a sharpshooter with the infiltration talents of a shapeshifter. She can sneak around in disguise, hide if her cover is blown, and then unleash a devastating barrage of arrows from her sneakily collapsible longbow. With her Acrobatics, Bluff, Stealth, and Morph, there's really no reason she shouldn't be catching her opponents flat-footed almost all the time and thus Power Attacking them to the best of her ability. She could use some more mobility, so consider investing in some Wall-Crawling or Slow Fall to represent grapple guns built into her wrist shooters. 
 
She's PL 7 in melee without her bow, which means she can fight elite mooks hand-to-hand but will be in trouble when she's doing it. In combat, she could stunt a Mighty Strike or Enhanced Strength off her Morph Array, or maybe even Attack Focus: Melee to represent rearranging her muscles to deal with hand-to-hand combat. (Hmm, perhaps doing that is why she generally fights in melee in her native form! Interesting, interesting...) She could use some Concentration to keep her Morph up even when stunned. You could represent her Morph with Shapeshift, but this way she's a much better sneak! Another way to go might be to give her some immunities (aging, disease, etc) to reflect an ever-evolving shapeshifting form. With her skills and abilities, she could have a lot of backgrounds - thief-turned-hero, government spook turned same, or maybe a low-level mutant who supplemented her respectable, albeit modest, powers with strong training and devices. 
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Barbarian Paragon
197902_10151272919934324_1741566772_n.jp

 

SHAZAM!
 
PL: 10 (150) 
 
Abilities: 14 + 4 + 14 + 0 + 4 + 4 = 40PP 
STR 34/24 (+12/+7) 
DEX 14 (+2) 
CON 24 (+7) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 14 (+2) 
 
Combat: 8 + 8 = 16PP  
ATK: +4 (+7 Melee/+8 Melee) 
DEF: +10 (+3 Dodge, +3 Dodge, +4 Base, +2 flat-footed) 
Init: +6
Grapple: +14/+21-+25
 
Saves: 3 + 3 + 5 = 11PP
TOU +10 (+7 Con, +3 Protection) 
FORT +10 (+7 Con, +3) 
REF +5 (+2 Dex, +3) 
WILL +7 (+2 Wis, +5)  
 
Skills: 52 r = 13PP  
Climb 3 (+10, SM)
Handle Animal 8 (+10, SM)
Intimidate 12 (+14, SM)  
Knowledge (Tactics) 5 (+5)
Knowledge (Theology and Philosophy) 5 (+5)
Languages 4 (Akkadian, Arabic, English, Hebrew, Base [Ancient Egyptian])     
Notice 3 (+5, SM) 
Sense Motive 3 (+5) 
Ride 3 (+5) 
Survival 3 (+5) 
Swim 3 (+10) 
 
Feats: 25PP  
Attack Focus (Melee) 3 
Challenge (Fast Startle) 
Dodge Focus 3 
Fearless
Improved Block 
Improved Crit (Unarmed) 2 
Improved Disarm 
Improved Initiative
Leadership
Luck 2 
Master Plan 2 
Move-By Action
Power Attack 
Skill Mastery (Climb, Handle Animal, Intimidate, Notice) 
Startle
Takedown Attack 2 
Uncanny Dodge (auditory) 
 
Powers: 45PP 
 
Container 9 (Divine Empowerment) [45PP]
Enhanced Feats 7 (Attack Focus [Melee], Beginner's Luck, Dodge Focus 3, Eidetic Memory, Jack of All Trades) [7PP] 
Enhanced STR 10 (to STR 34/+12) [10PP]
Impervious TOU 10 (Flaw: Limited [Physical Only]) [5PP]
Immunity 9 (Life Support) [9PP] 
Paragon Array 4 (8 pp, PFs: Dynamic, Dynamic Alternate Power 1) [11PP] 
DBE: Flight 1-4 (10-100 MPH, 10-1000 ft per move) {8/8}  
DAP: Super-Strength 1-4 (Effective STR 39/54, Heavy Load 3-22 tons) {8/8}
Protection 3 [3PP]
 
costs 
abilities 40 + combat 16 + saves 11 + skills 8/32 + feats 25 + powers 45 = 150 pts 
-----------------------------------------------------------------
 
Design Notes: 
 
Black Adam has always been one of my favorite Fawcett/DC characters, and so I thought I'd take a stab at building a PL 10 version of him for the Freedom City setting. I built him with the idea that he is Conan the Barbarian with the powers of Superman; a powerful paragon with a few unusual abilities who just so happens to be one of the deadliest men alive even without the benefits of his superpowers. I had to cut some corners in the usual paragon mix; he's not quite as tough internally as some of his peers and can't go quite as fast as them - but he surely was a living god walking the Earth in the Old Testament times from which he essentially hails. He's grumpier than your usual paragon, but makes up for it with sheer combat prowess, both in personal combat and as a leader of a team. His allies may think he needs to lighten up a bit, but they know he can get them where he needs to go. Imbued with the wisdom of the gods, he can at least try his hand at most skills, though being behind on current events would be a solid complication for him. 
 
Perhaps he's been sealed away in a wizard's trap lo these many millenia; or maybe his patron pantheon withdrew their support at a critical moment and cast him into the outer darkness when they thought he seemed too haughty. Stripped of some of the Iron Age violence of Black Adam's story, I think this works fine as an ancient hero cast ashore in the modern era, one far away indeed from the lost world that he tried so hard to protect - ready to build a new life in a new one! I've built him as an Egyptian champion along the lines of Black Adam, perhaps an early opponent of Set, but you could build him as a Norse, Greek, or similar 'classic' champion just fine. He could easily be a champion of Guinee as well, albeit one with a more recent history than the Bronze Age heritage I've built this guy as. That would give a whole new meaning to "Black" Adam...
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Armored Sorcerer

everybodyfrontsml.png

 

 

Look at me still talking when there's science to do.

 

PL: 10 (150)
 
Abilities: 0 + 0 + 4 + 14 + 4 + 0 = 22 pp
STR 34/26/10 (+12/+8/+0) 
DEX 10 (+0) 
CON 14 (+2) 
INT 24 (+7) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 8 + 8 = 16 pp 
ATK: +4 (+6 w/Magic) [+6/+8 w/Magic in Suit]
DEF: +8 (+2 Shield, +2 Dodge Focus, +4 Base, +2 flat-footed) 
Grapple: +4/+6/+16/+22
Init: +0
Knockback: -9/-7/-3/-1
 
Saves: 3 + 5 + 8 = 16 pp
TOU +12/+8/+6/+2 (+2 Con, +6 Protection, +4 Force Field) 
FORT +5 (+2 Con, +3) 
REF +5 (+0 Dex, +5) 
WILL +10 (+2 Wis, +8) 
 
Skills: 40 r=10 pp
Craft [artistic] 3 (+10, Skill Mastery) 
Craft [electronic] 3 (+10, Skill Mastery) 
Craft [mechanical] 3 (+10, Skill Mastery)
Concentration 8 (+10) 
Intimidate 10 (+10, Skill Mastery) 
Language 1 (Celtic; Base: English) 
Knowledge [arcane lore] 3 (+10, Skill Mastery) 
Knowledge [technology] 3 (+10, Skill Mastery) 
Notice 3 (+5, Skill Mastery) 
Sense Motive 3 (+5, Skill Mastery) 
 
Feats: 8 pp 
Artificer
Beginner's Luck 
Eidetic Memory
Jack of all Trades 
Inventor 
Ritualist
Skill Mastery 2 (Craft [artistic], Craft [electronic], Craft [mechanical], Intimidate, Knowledge [arcane lore], Knowledge [technology], Notice, Sense Motive) 
 
Powers: 45 + 2 + 4 + 22 + 3 + 2 = 78 pp
 
Device 11 (Power Armor, Flaw: Hard to Lose, PF: Restricted [DNA Scan]) [45PP]
Enhanced Attack 2 (combat computer) [4DP]
Energy Systems Array 10 (20 pp, PF: Alternate Power 1) [21DP]
Enhanced STR 16 (servos, to STR 26/+8) {16} + Super-Strength 2 (Effective STR 35; Heavy Load 1.5 tons) {4} {16+4=20/20}
AP: Blast 8 (nu-salt laser, PFs: Improved Crit, Precise) {18/20} 
Flight 3 (jet boots, 50 MPH, 500 fpm) [6DP]
Immunity 9 (Life Support) [9DP]
Protection 6 (armor plating, Extra: Impervious 6) [6DP]
Shield 2 [2DP]
Super-Senses 9 (Radio [Enhancements: Accurate [2], Extended [1], Counters Concealment and Illusion (Flaw: Limited [Magical Effects Only]) [2], Uncanny Dodge [radio]) [7DP]
 
Enhanced Feats 2 (precognitive dodge, Dodge Focus 2) [2PP]
Force Field 4 (wards) [4PP]
Enhanced Energy Systems Array 8 (16 pp, PFs: Accurate, Alternate Powers 3, Subtle, Variable Descriptor 1 [magic/science]) [22PP]

Enhanced Energy Systems Array 18 (36 pp, PFs: Accurate, Alternate Powers 4, Subtle, Variable Descriptor 1 [magic/science]) [43PP]
BE: Enhanced STR 24 (to STR 34/+12) {24} + Super-Strength 4 {8} + Enhanced Feats 4 (Affects Insubstantial 2, Takedown Attack, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {4} {24+8+4=36/36}
AP: Damage 12 (church bells, Extras: Area [Targeted, Cone] Linked [Dazzle, +0]) {24} + Dazzle 12 (auditory) (Extras: Area [Targeted, Cone], Linked [Damage, +0], Flaw: Range [Touch]) {12} = {24+12=36/36}
AP: Blast 12 (Extra: Penetrating 7, PFs: Affects Insubstantial 2, Improved Crit 2, Precise) {36/36} 
AP: Nullify 12 (any one magical effect, PFs: Improved Crit 2, Precise) {27/36}
AP: Snare 12 (iron chains, PFs: Affects Insubstantial 2, Covers Sense 2 [visual], Improved Crit 2, Reversible, Precise) {32/36} 

Super-Senses 3 (Detect Magic 3 [visual]) [3PP]
 
Quickness 4 (x100) (Flaw: Mental Tasks Only) [2PP]
 
costs
abilities 22 + combat 16 + saves 16 + skills 10/40 + feats 8 + powers 78 = 150 pts 
-------------------------------------------------------------------------------------------------------------------
Design Notes: 
 
They took him from his bed and they took him to their world, as still happens even today despite all the precautions that Master Mages and magical heroes alike take. He never really figured out why - was he too articulate a champion for science when he appeared on television, too public about his adherence to the new scientific world of reason and rationality? All he knew was that they took him and they tortured him, using all the magic of the Fair Folk to show him just how little he understood of the universe. And when they were done warping his body and his mind with their terrible spells, they made him himself again so he could think about what he'd learned, tossing him into a dark cave with just a box of scraps. "Go ahead," sneered one perfect nobleman, "show us the majesty of human creation, scum." And they left him there, still gloating. 
 
This proved to be the last error most of them made. He didn't just build a battlesuit that was, in its modest way, a match for one built by Daedalus - he learned the spells and fell gestures of his magical jailers and turned them against them when they least expected it, combining fae magic with mortal science to become a man wrapped in cold iron armor unmatched by anything in that world. He escaped that prison and returned to our world, having learned much about the 'real' world, and is determined to make sure no one else is victimized by the magical creatures still lurking in the dark places of the world. 
 
OK, so this is a pretty straightforward Armored Sorcerer, combining magical powers with a science-oriented battlesuit. I figure he supplements lasers with light spells, calling on elemental incarnations of the earth to power his super-strength. He's built to battle the fae, in a nod to our site's use of the fae as a serious magical threat, but I could see him as an armored hero who became stranded in some magical realm in happier circumstances - perhaps among the Ptahmen of Duat during some great heroic crisis, who was there long enough to learn from the locals and become even better than he was. He's _smart_, with a peak human intellect and good Quickness, and can whip up inventions, spells, or magical artifacts as needed. He'd potentially be pretty fun to play, albeit a pain in the neck to bookkeep.
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  • 2 weeks later...
Mimic 
74757014288407575.png
 
PL: 10 (150) 
 
Abilities: 2 + 2 + 2 + 2 + 4 + 4 = 16PP
STR: 22 [12] (+6/+1) 
DEX: 22 [12] (+6/+1) 
CON: 22 [12] (+6/+1) 
INT: 12 (+1) 
WIS: 14 (+2) 
CHA: 14 (+2) 
 
Combat: 12 + 12 = 24PP 
ATK: +6 (+8 Melee, +14 Mimic/Unarmed) 
DEF: +14 (+8 Dodge Focus, +6 Base, +3 flat-footed) 
Init: +6/+1
Grapple: +14
Knockback: -3 
 
Saves: 2 + 2 + 6 = 10 pp
TOU: +6 (+6 Con) 
FORT: +8 (+6 Con, +2)  
REF: +8 (+6 Dex, +2) 
WILL: +8 (+2 Wis, +6) 
 
Skills: 56 r=14 pp
Acrobatics 6 (+12, SM)
Bluff 8 (+10, SM) 
Concentration 8 (+10) 
Craft (Chemical) 4 (+5) 
Knowledge (Life Sciences) 4 (+5) 
Language 1 (Spanish, Base: English) 
Medicine 8 (+10, SM) 
Notice 3 (+5) 
Sense Motive 8 (+10)  
Stealth 6 (+12, SM) 
 
Feats: 20 pp
Acrobatic Bluff
Attack Focus: Melee 2 
Attack Specialization: Unarmed 3 
Dodge Focus 8 
Evasion
Power Attack 
Second Chance (Concentration checks)
Skill Mastery (Acrobatics, Bluff, Medicine, Stealth) 
Takedown Attack
Uncanny Dodge (auditory)
 
Powers: 34 + 10 + 10 + 10 = 64 pp
Mimic 6 (all powers, Extras: Range 2 [Perception], Flaw: Tainted, PFs: Accurate 4) [34PP]
 
Enhanced CON 10 (to CON 22/+6) [10PP]
Enhanced DEX 10 (to DEX 22/+6) [10PP]
Enhanced STR 10 (to STR 22/+6) [10PP] 
 
costs 
abilities 16 + combat 24 + saves 10 + skills 14/56 + feats 20 + powers 64 = 150 pts 
------------------
Design Notes: 
 
Mimicking is a power often associated with villains in comics, but plenty of heroes (like the above-pictured Calvin Rankin [who has also been a villain; ah, the multiverse]) have used it as well. It's potentially an _extremely_ powerful ability, one that naturally comes with a high cost. I've chosen to build this fellow with relatively low levels of Mimic; he has 30 PP to spend on the power, and depending on your personal house rules on Variable Powers can't give himself more than 6 ranks of any particular power gained through his skills. He'd better be careful, because he also gets all the drawbacks that go with those powers too! How does he solve his icing problem, indeed. 30 pp may not seem like much, but it's actually quite a lot - it's enough to fly in space, throw fireballs, and otherwise imitate the abilities of other heroes or villains exactly. Most of the Kenson-influenced builds with Variable Powers have very high ranks, but that's generally not actually necessary. 
 
I've given him enhanced strength, speed, and durability to reflect powers he's permanently copied; enough that he's a Captain America-level athlete even without his powers. With his broad descriptors, you could easily justify him investing in whatever abilities you want! Remember that he can copy _anything_, but may not understand it - imitating the powers of a villain such as Malador or Omega could get him in hot water fast! (Plus, a lot of those guys are immune to their own powers, so watch out) With his skill, he might be a scientist who got lucky in inventing the ultimate superpowered serum (or maybe he stole it from sinister employers when he realized what they were going to do with it!) Or maybe he's just a particularly powerful mutant who has studied the biological arts to try and understand his own fantastic abilities. 
 
You could save points by cutting down on his very broad descriptors - maybe buying more skills and feats, or buying a higher rank of a narrower Mimic! 
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Blind Precog 
406px-Blindfold442.jpg
 

 

There is a triple sight in blindness keen.
-John Keats
 
PL: 10 (150) 
 
Abilities: 8 + 16 + 8 + 2 + 16 + 0 = 50 pp
STR 18 (+4) 
DEX 26 (+8) 
CON 18 (+4) 
INT 12 (+1) 
WIS 26 (+8) 
CHA 10 (+0) 
 
Combat: 16 + 16 = 32 pp
ATK: +8 (+14 melee) 
DEF: +14 (+6 Dodge Focus, +8 Base, +4 Flat-Footed) 
Init: +12
Grapple: +22
Knockback: -3/-2
 
Saves: 2 + 4 + 0 = 6 pp
TOU +6 (+4 Con, +2 Defensive Roll) 
FORT +6 (+4 Con, +2) 
REF +12 (+8 Dex, +4) 
WILL +8 (+8 Wis)
 
Skills: 6 pp=36 r
Climb 1 (+5) 
Escape Artist 2 (+10) 
Gather Info 4 (+5) 
Intimidate 10 (+10) 
Investigate 4 (+5) 
Languages 1 (Braille) (Base: English) 
Medicine 2 (+10)
 
Feats: 5 pp 
Blind-Fight
Defensive Roll 
Grappling Finesse
Improved Initiative   
Quick Draw [draw] 
 
Powers: 7 + 24 + 12 + 10 = 53 pp 
 
Device 2 (Baton, Flaw: Easy to Lose, PF: Subtle [collapsible]) [7PP] 
Damage 2 (PFs: Extended Reach 1 [10 ft], Improved Crit, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [4DP]  
Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6DP] 
 
Enhanced Feats 24 (Acrobatic Bluff, Attack Focus: Melee (6), Challenge (Fast Acrobatic Bluff), Defensive Attack, Dodge Focus (6), Evasion (2), Hide in Plain Sight, Move-By Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack (2), Uncanny Dodge (mental) [24PP]
 
Enhanced Skills 48 (Acrobatics 12, Notice 12, Sense Motive 12, Stealth 12) [12PP]
 
Super-Senses 10 (Accurate Acute Analytical Radius Ranged [6] Mental Sense, Precognition (Flaw: Uncontrolled)) [8PP] 
 
Drawbacks: 2 pp
Blind (common, minor) [-2PP] 
 
costs 
abilities 50 + combat 32 + saves 6 + skills 6/36 + feats 5 + powers 53 - drawback 2 = 150 pts 
------
Design Notes: 
 
Precognition is a common power in comics, but pretty problematic in game terms. Here's my attempt at a build that tries to use precognition to build a strong, savvy character - a disabled Daredevil-style acrobat who uses her precognitive abilities to make her a formidable character! (The blind prophet is a classic stock character, naturally, and we've had a few short-lived PCs with similar powersets) She's almost impossible to fool, since after all she knows what you're going to do before you do it, and very hard to hit for the same reason. Secrets are easy for her to penetrate, since she sees you revealing them already. She can hide because she knows exactly where you'll look! She has a melee weapon like Daredevil that lets her get around as well as more than hold her own in a fight, a baton that snaps open into a weapon that she can clobber, slice, or stab with at will. 
 
Her uncontrolled Precognition goes off whenever the GM wants it to; making it a perfect plot device for stories without making it a potential gamebreaker. Note that she actually is pretty impaired by her disability, which is why it's a drawback - she can't read printed text or what's on a computer screen, for example. If you'd rather just treat her blindness as a complication (and explain that she can do things like drive and read by  using human conduits), there's room here to cut down her build. But as everyone's favorite disabled hero Toph shows, there's plenty of room for a character who has partially, but not entirely, overcome her disability thanks to her superpowers. Since she is blind with her powers negated (and suffers the penalty thereto), her PL does drop quite a bit - PL 6.5 offensively (with her baton), PL 5 defensively, but that's still not bad for a blind woman, and will be one heck of a surprise for mooks with power-nullifying gear.  
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  • 3 weeks later...
Hestia 
250px-Hestia.jpg
 
"The hearth cannot be moved!" 
 
Abilities: 0 + 0 + 14 + 0 + 4 + 4 = 22 pp
STR 10 (+0)
DEX 10 (+0)
CON 24 (+7)
INT 10 (+0)
WIS 14 (+2)
CHA 14 (+2)
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+10 Divine Power) 
DEF: +5 (+1 Dodge, +4 Base, +2 flat-footed)
Init: +0
Grapple: +4
Knockback: -12
 
Saves: 0 + 5 + 8 = 13 pp
TOU +15 (+7 Con, +8 Protection)
FORT +7 (+7 Con)
REF +5 (+0 Ref, +5)
WILL +10 (+2 Wis, +8)
 
Skills: 13 pp=52 r
Craft (Cooking) 8 (+10) 
Diplomacy 12 (+14) 
Knowledge (Theology and Philosophy) 4 (+4) 
Medicine 8 (+10) 
Languages 2 (English, Latin, Base: Attic Greek) 
Notice 6 (+8) 
Sense Motive 12 (+14) 
 
Feats: 9 pp 
Dodge Focus 
Interpose 
Luck 
Move-By Action 
Second Chance 2 (Medicine checks, Sense Motive checks) 
Ultimate Skill 2 (Craft [Cooking], Sense Motive) 
Uncanny Dodge (auditory) 
 
Powers: 6 + 41 + 2 + 3 + 10 + 8 + 3 + 4 = 77 pp 
 
Comprehend 3 (speak and understand any language, anyone who hears you can understand you) [6PP] 
 
Divine Power Array 17 (34 pp, PFs: Accurate 3, Alternate Powers 4) [41PP]
BE: Blast 10 (ever-burning hearth, Extra: Duration [Concentration], PFs: Improved Crit, Indirect 2, Precise) {34/34} 
AP: Healing 10 (Hestia's mercy, Extra: Restorative; PFs: Persistent, Regrowth) {32/34} 
AP: Paralyze 10 ("Behave yourselves!", Extras: Area [General, Burst], Linked [Trip, +0]; Flaw: Range [Touch], PF: Precise) + Trip 10 (Extras: Area [General, Burst], Linked [snare], Flaw: Range [Touch], PF: Improved Trip) {32/34}
AP: Snare 10 ("into the hearth with you!", Extra: Constricting, PFs: Improved Crit 2) {32/34} 
AP: Stun 10 ("go to sleep!" Extra: Range [Perception], Flaw: Sense-Dependent [Auditory], PFs: Sedation, Variable Descriptor 1 [pain/sleep]) {32/34} 
 
Flight 1 (10 MPH, 100 fpm) [2PP] 
Immunity 3 (aging, disease, poison) [3PP] 
Impervious TOU 10 [10PP] 
Protection 8 [8PP] 
Regeneration 1 (Resurrection 1/week) (PFs: Persistent, Regrowth) [3PP] 
Super-Senses 4 (Detect Physical Condition 3 [visual] (Enhancement: Analytical)) [4PP] 
 
costs 
abilities 22+ combat 16 + saves 13 + skills 13/52 + feats 9 + powers 77 = 150 pts 
---------------------------------
Design Notes: 
 
One of my favorite superhero comics, PS238, includes a character who is an incarnation of the Greco-Roman goddess Hestia (Vesta to her friends). PS238's Hestia is there to illustrate how the titular superschool trains people with superpowers not really suitable for combat. Being the goddess of the hearth and home, Hestia's powers are more domestic in nature, though she is able to assure her teacher that she will one day find a husband and have many strong children with him. But that got me thinking; what would a Hestia built as a conventional superhero look like? Hestia was always the most likable and humble of the Olympian pantheon, and so she would plausibly be heroic even in the Freedom City setting where most Olympians, well, let's just say they stick pretty close to their standard mythological characterization. 
 
The hook to hang this build on, of course, is Hestia's mastery of the hearth. Of fire. She can summon ever-burning flames with a gesture or, if she's suitably wroth, summon a burning hearth to pin a target inside its cheery flames! She can also make household guests behave by knocking them to their feet, or put particular ne'er-do-wells down for the count with a word. She's a nice person and a good hostess, with  the social skills to run a household of Olympians and tend the wounds of her teammates, both with and without her powers. She can welcome anyone in the door. She's not much for the kind of physical confrontations that her more martial brothers and sisters are all about, but she can take massive hits and (more importantly) take them for others. Good things to do might involve buying up her Charisma and adding Combat Diplomacy, so she really can talk down rampaging monsters before she has to resort to setting them ablaze. 
 
This works fine as a Hestia summoned to Earth to battle wrongdoers (perhaps to stave off some plot of her brother Hades), or as perhaps a demigod with only a portion of her mother's power. Since Hestia is  supposed to be a virgin goddess like her sister Artemis, perhaps there's a very real reason why such a character has grown up on Earth and not on Olympus... 
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Benjamin Franklin 
tumblr_lvdk8hWMjx1qzkrfxo1_500.jpg
 

 

Well done is better than well-said.
 
Abilities: 0 + 0 + 0 + 10 + 2 + 4 = 16PP 
STR: 30/10 (+10/+0) 
DEX: 10 (+0) 
CON: 20/10 (+5/+0) 
INT: 20 (+5) 
WIS: 12 (+1) 
CHA: 14 (+2)
 
Combat: 8 + 8 = 16PP
ATK: +4 (+6 Electrical Control [+10 Electrical Control in Suit]) 
DEF: +7 (+2 Dodge, +1 Shield, +4 Base, +2 Flat-Footed) 
Init: +0 
Grapple: +6/+14 w/Magnetic Control/+17 w/Enhanced STR/+18 w/Enhanced Magnetic Control
Knockback: -10/-4/-2/-0
 
Saves: 5 + 5 + 6 = 16PP
TOU: +13/+9/+5/+4/+0 (+0 Con, +4 Force Field, +4 Protection, +5 Enhanced Con) 
FORT: +10/+5 (+0 Con, +5, +5 Enhanced Con) 
REF: +5 (+0 Dex, +5) 
WIS: +7 (+1 Wis, +6) 
 
Skills: 56 r = 14PP 
Bluff 8 (+10/+14) 
Concentration 4 (+5) 
Craft (Electronic) 8 (+13) 
Craft (Mechanical) 8 (+13) 
Diplomacy 8 (+10/+14) 
Knowledge (Technology) 8 (+13)  
Languages 4 (English [base], French, Greek, Latin, Seneca)
Notice 4 (+5) 
Sense Motive 4 (+5)  
 
Feats: 8PP 
Attractive 
Beginner's Luck 
Dodge Focus 2
Eidetic Memory
Inventor
Jack of all Trades
Second Chance (vs Fear checks) 
 
Powers: 45 + 19 + 4 + 6 + 4 + 2 = 80PP 
Device 11 (Galvanic Power Armor, Flaw: Hard to Lose, PF: Electrical Controllers]) [45PP] 
Enhanced Constitution 10 (to CON 20/+5) [10DP]
Enhanced Electrical Control 7 (PFs: Accurate 2, Alternate Powers 2) [18DP]

Enhanced Electrical Control Array 15 (PFs: Accurate 3, Alternate Powers 4) [37PP]
BE: Blast 10 (Extra: Autofire) {30/30} 
AP: Damage 10 (Extras: Area [Targeted, Cone], Selective) {30/30}
AP: Enhanced STR 20 (PFs: Takedown Attack 2) {22} + Super-Strength 3 (STR 45, Heavy Load 12 tons, PFs: Groundstrike, Thunderclap) {8} = {22+8=30} 
AP: Magnetic Control 9 (Str 45, Hvy Load 12 tons; Extra: Damaging 9, PFs: Indirect, Subtle) {29/30} 
AP: Stun 10 (Extra: Ranged) {30/30}  

Flight 3 (50 MPH/500 fpm) [6DP]
Immunity 9 (Life Support) [9DP] 
Impervious TOU 8 [8DP] 
Shield 1 [1DP] 
Super-Senses 2 (Infravision, Radio) [2DP] 
 
Electrical Control 8 (16PP, PFs: Accurate, Alternate Powers 2) [19PP] 
BE: Blast 8 {16/16}  
AP: Magnetic Control 7 (Str 35, Hvy Load 1.5 tons; PFs: Indirect, Subtle) {16/16}
AP: Stun 8 {16/16} 
 
Force Field 4 [4PP]
 
Immunity 6 (aging, electrical damage) [6PP] 
 
Protection 4 [4PP] 
 
Quickness 4 (x25, Flaw: Limited [Mental Tasks Only]) [2PP] 
 
 
Abilities (16) + Combat (16) + Saves (16) + Skills (14) + Feats (8) + Powers (80) = 150PP 
 
-------------------------------
 
Design Notes: 
 
OK, so I built Benjamin Franklin as inspired by Freedom City's Daedalus. He's an immortal hero who has supplemented his mental abilities with a suit of power armor - in his case, quite literally power armor as the suit is powered by the electrical abilities he gained after his first clash with Zeus lo those many years ago. I had to cut some corners, but I think this could pass for the historical Benjamin Franklin - a smart guy and a polymath who can work even with 18th century tools and with enough of a silver tongue to make him a devil with the ladies. (Though easy to fool, given that he had a British spy as his personal secretary for many years during the American Revolution) He can chime in on almost any subject, as befits one of the smartest men of his day. I figure that two centuries of channeling the lightning have hardened his body enough to give him a limited degree of protection even when his magnetic forcefield isn't up. 
 
He has a lot of options in combat and is able to deploy everything from ball lightning, cones of electricity erupting from his fingers, or magnetic manipulation to toss around magnetic objects - he can also just amp up the batteries in his suit with his personal energy and punch bad guys really hard. Being inside the suit, with its intimate connections to his abilities, helps armor him against all kinds of attack, making him a bit more resilient than your typical battlesuit. I figure his suit is a little old, hence the lack of many typical super-senses, but he can still get around all right in it. He can suck up some big hits wearing that thing! An even-more Tony Stark-esque Franklin could easily justify Wealth or Security Clearance, while one who has spent his career fighting magical beasts on the American frontier might have some more Arcane Lore. More Charisma, and some Skill Mastery, are both excellent investments for this fine fellow! 
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Squishy Brick
sunspot.jpg
 
PL: 10 (150)
 

 

Craaaap, where's my secondary mutation?
 
Abilities: 10 + 4 + 10 + 2 + 4 + 0 = 30 pp 
STR 40/20 (+15/+5) 
DEX 14 (+2) 
CON 20 (+5) 
INT 12 (+1) 
WIS 14 (+2) 
CHA 10 (+0) 
 
Combat: 10 + 16 = 26 pp  
ATK: +5 
DEF: +15 (+7 Shield, +8 Base, +4 flat-footed) 
Init: +2 
Grapple: +10/+32 w/Enhanced STR/+20 w Move Object 
Knockback: -2 
 
Saves: 2 + 5 + 5 = 12 pp
TOU +5 (+5 Con) 
FORT +7 (+5 Con, +2)  
REF +7 (+2 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 68r = 17PP 
Bluff 10 (+10) 
Concentration 8 (+10) 
Diplomacy 10 (+10) 
Drive 3 (+5) 
Knowledge (Life Sciences) 9 (+10) 
Knowledge (Physical Sciences) 4 (+5) 
Medicine 8 (+10) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
 
Feats: 5 PP  
All-Out Attack 
Move-By Action
Second Chance (Medicine checks) 
Takedown Attack  
Uncanny Dodge (auditory) 
 
Powers: 6 + 44 + 9 + 4 = 62PP 
Flight 3 (50 MPH, 500 fpm) [6PP] 
 
Gravity Control Array 22 (42 PP, PFs: Alternate Powers 2) [44PP] 
BE: Enhanced STR 20 (to STR 40/+15) {20} + Super-Strength 12 (Str 100, Heavy Load: 12.5K tons) {22} {20+22=42/42} 
AP: Move Object 10 (STR 50, Heavy Load 12 tons, Extras: Area [burst], Damaging, Selective, Flaw: Limited [up or Down Only], PFs: Indirect, Subtle) {42/42} 
AP: Move Object 10 (STR 50, Heavy Load 12 tons, Extras: Damaging, Range [Perception], PFs: Indirect, Subtle) {42/42}  
 
Shield 7 (PFs: Evasion 2) [9PP] 
 
Super-Senses 3 (gravitic field sense [tactile; enhancements: analytical, ranged]) [3PP]
 
 
costs 
abilities 30 + combat 26 + saves 10 + skills 17/68 + feats 5 + powers 62 = 150 pts
-----------------------------------------------------------------------------------------------------------
Design Notes: 
 
Generally super-strong characters in comics are tough, capable of dishing out punishment and taking it in their own measure. One notable exception is recurring X-Man Sunspot, a gravity manipulator who is really really strong but mostly just a normal guy physically. That was the inspiration behind this build - he's really, really strong, one of my strongest builds, capable of dishing out tremendous damage whether in melee or by picking up an object and 'throwing' it with his gravitically-enhanced strength. But he's just a man behind all that power, and if you can get close enough and hit him you can lay him out with a few good punches. He actually has a little bit of flexibility, but his Gravitic Manipulation powers (the Move Objects) don't let him bring the sheer power that gravity-backed punches do - if he really wants a fight, he'll have to get up close and personal with enemies who can atomize him if they manage to land a single punch. 
 
He can't even fly faster than he can breathe! A build like this requires care - my advice is to make frequent use of the Move-By Action feat on his Flight, letting him stay mobile on the battlefield and out of melee range of the big bad guys.  Taking the advice from Doc's Gravity Guy build, I've built this as a paramedic caught in the backwash of an experimental anti-grav device - he's no dummy, but he's still learning how his powers work. If you shuffle the skills and feats around some, he could be an inventor or a soldier, or perhaps he's just a veteran hero who has a lot of strong training. A build like this would also work for a teenage Claremont student like Sunspot, someone with training in hero skills and the basics of combat, but who could use a little seasoning. And hopefully the chance to learn how to make a forcefield! 
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Cyberkinetic Cowl 
batgirl5.jpg
 

 

So you like being kicked in the head.
 
Abilities: 10 + 8 + 10 + 14 + 4 + 0 = 46 pp
STR 20 (+5)
DEX 18 (+4)
CON 20 (+5)
INT 24 (+7)
WIS 14 (+2)
CHA 10 (+0)
 
Combat: 14 + 16 = 30 pp
ATK: +7 (+15 Cyberkinesis/Unarmed)
DEF: +11 (+3 Dodge, +8 Base, +4 flat-footed)
Init: +4
Grapple: +13
Knockback: -4/-2
 
Saves: 2 + 3 + 5 = 10 pp
TOU +9/+5 (+5 Con, +4 Protection)
FORT +7 (+5 Con, +2)
REF +7 (+4 Dex, +3)
WILL +7 (+2 Wis, +5)
 
Skills: 72 r=18 pp
Acrobatics 11 (+15)
Climb 5 (+10) 
Computers 8 (+15) 
Craft (Electronic) 3 (+10) 
Craft (Mechanical) 3 (+10) 
Disable Device 3 (+10) 
Drive 1 (+5) 
Investigate 3 (+10) 
Knowledge (Technology) 3 (+10) 
Notice 8 (+10)  
Search 3 (+10) 
Sense Motive 8 (+10) 
Stealth 11 (+15) 
 
Feats: 22 pp
Acrobatic Bluff
Attack Specialization: Cyberkinesis 4
Attack Specialization: Unarmed 4
Dodge Focus 3
Eidetic Memory
Evasion 
Inventor
Jack of all Trades
Master Plan
Online Research
Power Attack
Takedown Attack
Uncanny Dodge (auditory)
 
Powers: 13 + 1 + 4 + 4 = 22 pp
Cyberkinesis Array 5 (10 PP, PFs: Alternate Power 2) [13PP] 
BE: Nullify 5 (all electronics, Extra: Duration [Concentration], Flaw: Range [Touch]) {10/10} 
AP: Damage 5 (Extras: Autofire, Linked [Drain, +0], Penetrating; Flaw: Limited 2 [Electronics Only]) {5} + Drain Toughness 5 (Extras: Affects Only Objects [+0], Autofire, Penetrating, Linked [Damage]; Flaw: Limited 2 [Electronics Only]) {5} {5+5=10/10} 
AP: Transform 5 (any program into any program, Flaw: Range [Touch]) {10/10}
 
Datalink 1 (10 ft, radio) [1PP]
 
Device 1 (Costume, Flaw: Hard to Lose) [4PP]
Feature 1 (Computer) [1DP]
Protection 4 [4DP]
 
Super-Senses 4 (Detect Electronics 3 [radio], Radio) [4PP] 
 
costs
abilities 46 + combat 30 + saves 10 + skills 18/72 + feats 22 + powers 22 = 150 pts
-----------------------------------------
 
Design Notes: 

Among other things, one of my recent projects has been watching the cut-scenes for the new game Injustice: Gods Among Us, one of whose DLC characters is the Barbara Gordon Batgirl. That Batgirl has an origin story different than the typical version: as Oracle, she was the computer genius and information specialist for Batman's Insurgency before the murder of her father James Gordon propelled her into costume and into action as Batgirl. That got me thinking about a computer-specialist cowl; in particular a cowl with genuine cyberkinetic abilities of her own! That produced this young woman, a badass crime fighter, trained athlete, and master of electronics. With her formidable computer abilities, she can hack her way into almost any system, cheating with her powers if she has to in a crisis. Note that her abilities may seem low-ranked, but power attacking with her Nullify or her Damage/Drain Toughness (much less that Transform!) will make her a potent threat to any computerized bad guy out there. 
 
She's not much for people skills; makes sense since the people she meets are usually bad guys or on the other side of a computer screen. She's smart enough to build her own stuff, especially with her abilities. She can take hits better than your average Cowl, though she's potentially in trouble if she's ever caught without her costume. One thing she lacks is a movement power; she gets around the rooftops by sheer physical grace right now. So maybe invest in a grapple gun for her once you've got the points! She probably drives around in an off-the-shelf car at this point, perhaps one that she'll eventually modify enough to make it worth being statted. She's not really a master of anything right now, but she is just starting out. I think she'd be fun to play. 
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(Real) Stage Magician 
zatanna4.jpg
 

 

Magic is as easy as 1! 2! 3!
 
PL: 10 (150) 
 
Abilities: 4 + 8 + 4 + 4 + 6 + 4 = 30 pp  
STR 14 (+2) 
DEX 18 (+4) 
CON 14 (+2) 
INT 14 (+2) 
WIS 16 (+3) 
CHA 14 (+2) 
 
Combat: 12 + 12 = 24 pp
ATK: +6 (+8 Mystic Power, +12 Unarmed) 
DEF: +8 (+2 Dodge, +6 Base, +3 flat-footed)
Init: +4
Grapple: +10/+16 w/Move Object 
Knockback: -6/-3/-1 
 
Saves: 5 + 4 + 5 = 14 pp 
TOU +12/+6/+2 (+2 Con, +4 Defensive Roll) 
FORT +7 (+2 Dex, +5) 
REF +8 (+4 Dex, +4) 
WILL +8 (+3 Wis, +5) 
 
Skills: 68 r= 17 pp 
Acrobatics 11 (+15, SM) 
Bluff 11 (+15/+19, SM) 
Concentration 2 (+5) 
Diplomacy 4 (+6/+10) 
Knowledge (Arcane Lore) 8 (+10, SM) 
Language 2 (English [base], Greek, Latin) 
Notice 5 (+8) 
Sense Motive 7 (+10) 
Sleight of Hand 11 (+15, SM) 
Stealth 11 (+15, SM) 
 
Feats: 20 pp
Acrobatic Bluff 
Attack Specialization: Unarmed 3 
Attractive 
Challenge 2 (Fast Acrobatic Bluff, Fast Taunt) 
Defensive Roll 2
Distract (Bluff) 
Dodge Focus 2 
Evasion
Fascinate (Bluff) 
Hide in Plain Sight 
Luck
Ritualist 
Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth) 
Takedown Attack  
Uncanny Dodge (auditory) 
 
Powers: 4 + 6 + 32 + 3 = 45 pp 
 
Flight 1 ("!ylF", 10 MPH/100 fpm, PFs: Move-By Action, Subtle) [4PP] 
 
Force Field 6 ('!em ssiM") [6PP]
 
Mystic Power Array 13 (26PP, PFs: Accurate, Alternate Powers 5) [32PP] 
BE: Blast 12 ("!nruB", PFs: Indirect, Variable Descriptor 1 [any elemental]) {26/26}
AP: Create Object 8 ("!llaw enotS", Extra: Moveable, PFs: Precise, Subtle) {26/26}
AP: Dazzle 12 ("!tsrubnuS", visual, PFs: Indirect, Variable Descriptor 1 [any elemental]) {26/26} 
AP: Move Object 8 ("!sdniw ythgiM", Str 40, Heavy  Load 3 tons; Extra: Range [Perception, PFs: Precise, Subtle) {26/26}
AP: Snare 12 ("!ezeerF", PFs: Reversible, Variable Descriptor 1 [any elemental]) {26/26} 
AP: Teleport 4 ("!rood nepO", 400 ft/1 mile, Extras: Accurate [+1], Portal [+2], PFs: Easy, Turnabout) {22/26} 
 
Super-Senses 3 (Detect Magic 3 [visual]) [3PP] 
 
costs 
abilities 30 + combat 24 + saves 14 + skills 17/68 + feats 20 + powers 45 = 150 pts 
----------------------------------------------------------------------
Design Notes: 
 
Here's my build for a real stage magician like Zatanna. She's much more charismatic and acrobatic than your typical mystic character, as befits somebody who can headline her own show with lots of showy tricks and other feats. She can work a crowd, fool a mark up close, and do all kinds of tricks - and that's before you get to her backwards-talking magic! (Note that a Power Loss: When Unable to Speak would be a perfectly viable drawback for her; I've simply chosen to represent that as a Complication for this build.) Her magic is pretty simple and straightforward, but very broad, as befits somebody whose powers work by the words they say. 
 
As it is she's got broad abilities; she can do damage, lift a car, tag various exotic saves as well as her straight attacks - she's a handy person to have on your side. Her raw arcane power is a little low, however, as is her Arcane Lore - this is because (despite the PL) I've built her as primarily a 'street'-level magician. She's PL 7 in a fight because she hangs around with a certain costumed adventurer and his crew, and her Arcane Lore is a little low because she spends all her time out in the field or in her shows, she doesn't do much hanging around in Towers of Destiny somewhere in New England. She might want to invest in some Impervious to deal with thugs with guns; that +12 is very handy but does get worn down after a time...
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Unnatural Paragon 
supgirlotra0gx.jpg
 

 

The thing that should not be!
 
Power Level: 10 (150 PP)
 
Abilities: 4 + 2 + 4 + 4 + 6 + 4 = 24 PP 
Strength 30/14 (+10/+2)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 14 (+2)
 
Combat: 12 + 12 = 24 PP 
Attack: +6 (+10 Unnatural Powers)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Initiative: +1
Grapple: +23/+8
Knockback: -10/-5/-1
 
Saving Throws: 6 + 4 + 5 = 15 PP
Toughness: +10/+2 (+2 CON, +8 Protection)
Fortitude: +8 (+2 CON, +6)
Reflex: +5 (+1 DEX, +4)
Will: +8 (+3 WIS, +5)
 
Skills: 52r = 13 PP
Diplomacy 10 (+12) 
Knowledge (Arcane Lore) 13 (+15) 
Knowledge (Theology and Philosophy) 8 (+10) 
Languages 2 (Arabic, English [base], Latin) 
Notice 8 (+10) 
Search 3 (+5) 
Sense Motive 8 (+10) 
 
Feats: 11 PP
Dodge Focus 4
Fearless
Leadership
Move-By Action
Power Attack
Ritualist
Takedown Attack
Uncanny Dodge (auditory)
 
Powers: 3 + 2 + 10 + 8 + 1 + 38 = 62 PP  
 
Emotion Control 1 (Extras: Action [Reaction [+3], Flaws: Limited 2 [Fear Only, Shaken Only], Uncontrollable), PF: Subtle) [3 PP] 
 
Flight 1 (10 MPH/100 ft. per round) [2 PP]
 
Immunity 10 (Life Support, Madness) [10 PP]
 
Protection 8 [8 PP]
 
Space Travel 1 (1c) [1 PP]
 
Unnatural Array 16 (32 pp, PFs: Accurate 2, Alternate Powers 4) [38 PP] 
BE: Enhanced STR 16 (to STR 30/+10) {16} + Impervious TOU 10 {10} + Super-Strength 3 (Str 45, Heavy Load: 6 tons) {6} {16+10+6=32/32}  
AP: Blast 10 (all-devouring gaze of Azathoth, Extra: Range [Perception], PFs: Affects Insubstantial 2) {32/32} 
AP: ESP 6 (eyes of Tindalos, 20 miles/visual and auditory, Extra: No Conduit, PFs: Dimensional 2 [any pseudonatural], Fast Task 4 [Full Action to Search 1 Mile], Subtle [DC 26 Notice]) {31/32} 
AP: Snare 10 (icy breath of Ithaqua, Extra: Constricting, PFs: Covers Sense [auditory], Reversible) {32/32} 
AP: Teleport 10 (stride of Nyarlathotep, 1000 ft/Earth to Moon, Extra: Accurate 10, PFs: Easy, Turnabout) {32/32} 
 
Abilities (24) + Combat (24) + Saving Throws (15) + Skills (13) + Feats (11) + Powers (63) - Disadvantages (0) = 150 PP
---------------------------------------------------
Design Notes: 
 
A flash of light in the sky and a rocket came careening to Earth, landing safely in a major city's park, and out she stepped. Clad in a familiar-looking costume, she claimed to be the long-lost cousin of Earth's greatest hero. And she seemed to be much like him - she had his super-strength and invulnerability, fantastic speed that let her fly through space like it was nothing, super-senses that let her gaze through walls and watch an entire city at once, icy freeze breath and a gaze of flashing red lasers - it was all very familiar. But there was something _wrong_ with her. Was it the too-big eyes, as if someone had tried to make her look pitiful but just missed the Uncanny Valley? The too-long, oddly bare torso, as if holding something sinister inside? Or maybe it was the way elder gods coveted her power, or the bizarre abilities that seemed to erupt from her in moments of great crisis. She may be a hero, but dark secrets loom in her past of forgotten sacrifices and blasphemed champions. 
 
Inspired by Michael Turner's poor grasp of anatomy (shame what happened to him, though, evidently he was a super-nice guy), here's a paragon who isn't quite right - I've built her as a pseudonatural champion, an elder god or humanoid abomination wrapped in mortal flesh doing her best to look like a superhero but not quite getting the finer details down. But she could be an infernal champion of Hell, or a shadow creature brought to life. She might be a daughter or cousin of the dread Umbra, perhaps with a less sinister approach to heroing than her "progenitor" but with no more idea how to go about doing it. Another idea would be to make her the last champion of a world lost to the rest of us - perhaps after uncountable voyages through unspeakable dimensions, the rocket carrying the last daughter of >Earth Z-Eldritch-1 has come home. 
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Cryokinetic Cowl 
SubZero_02_joe+_revis.jpg
 

 

I am the cold dark night!
 
Power Level: 10 (150 PP)
 
Abilities: 10 + 4 + 10 + 6 + 4 + 6 = 40 PP 
Strength 20 (+5)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 16 (+3)
 
Combat: 18 + 14 = 32 PP
Attack: +9 (+15 Cryokinetics/Melee)
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Initiative: +6
Grapple: +20
Knockback: -4/-2
 
Saving Throws: 2 + 5 + 5 = 12 PP
Toughness: +8/+5 (+5 CON, +3 Protection)
Fortitude: +7 (+5 CON, +2)
Reflex: +7 (+2 DEX, +5)
Will: +7 (+2 WIS, +5)
 
Skills: 64r = 16 PP
Acrobatics 8 (+10) 
Climb 5 (+10) 
Intimidate 8/12 (+11/+15, SM) 
Investigate 12 (+15, SM) 
Knowledge (Arcane Lore) 4 (+7) 
Knowledge (Streetwise) 7 (+10) 
Languages 4 (Cantonese, English, Korean, Japanese, Mandarin [base]) 
Notice 8 (+10, SM) 
Stealth 8/12 (+11/+15, SM) 
 
Feats: 23 PP
Attack Focus (Melee) 6
Challenge 2 (Fast Demoralize, Fast Startle) 2
Dodge Focus 4
Evasion 
Hide in Plain Sight
Improved Initiative
Master Plan 2
Power Attack
Skill Mastery (Intimidate, Investigate, Notice, Stealth) 
Startle
Takedown Attack 2
Uncanny Dodge (audio)
 
Powers: 20 + 4 + 2 + 1 = 27 PP
 
Cryokinesis Array 8 (16 PP, PFs: Alternate Powers 4) [20PP]
BE: Damage 0 (frozen punches, Extra: Alternate Save [Fortitude], Autofire, PF: Improved Crit) {16/16} 
AP: Blast 5 (icy weapons, PFs: Accurate 3, Improved Crit, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {16/16} 
AP: Environmental Control 6 (kold as ice, 250 ft, extreme cold) (Extra: Independent [+0], PFs: Slow Fade [1 minute]) {13/16} 
APObscure 4 (icy fog, visual, 50 ft) (Extras: Action [Move], Selective) {16/16}
APSpeed 1 (10 MPH/100 fpmove) {1} + Super-Movement 4 (Slow Fall, Wall-Crawling 3) {8} + Super-Movement 5 (Trackless, Sure-Footed 4 [Flaw: Limited [icy environments only]) {7} {1+8+7=16/20}
 
 
Device 1 (Ninja Armor, Flaw: Hard to Lose) [4PP] 
Enhanced Skills 8 (Intimidate 4, Stealth 4) [2DP] 
Protection 3 [3DP] 
 
Immunity 2 (environmental cold, heat) [2PP]
 
Super-Senses 1 (Infravision) [1PP] 
 
Abilities (40) + Combat (32) + Saving Throws (12) + Skills (16) + Feats (23) + Powers (27) - Disadvantages (0) = 150 PP
----------------------------------

Here's a build inspired by Sub-Zero's ending to the Mortal Kombat vs. DC Universe fighting game. Sub-Zero is literally a cold, ruthless ninja in his own world, but in the game his encounter with dark and mysterious heroes like Batman teaches him that one can be dark and gritty while still fighting for a better world - at the end we see the former ninja with a black cape brooding on a rooftop, now a superhero awaiting the retaliation of his murderous ninja clan. While a Mortal Kombat character is not typically a good basis for a PC around here, a cold-controlling ninja who decided to become a superhero rather than an assassin is a perfectly viable concept. He's scary, sneaky, mobile, chews up goons like nothing, and a master of manipulating his environment to his advantage - a perfect interpretation of a cowl. His icy fog ability is potentially very powerful, letting him keep almost any battlefield blanketed in an icy fog while continuing to fight, albeit at the cost of a move action each round. 
 
If you don't like the ki-manipulating icy ninja, perhaps this is a well-trained ice controller - perhaps a wealthy young man who trained abroad to hone his body as much as his powers, one as eager to control his physical reactions as his ice powers. He could be a commando turned hero as well, perhaps somebody who was a former member of a government black ops team. Or if you shuffle his points around, perhaps he's a vengeful scientist who (after the death of his beloved wife in a cryogenics accident) dedicated his body and mind to making sure no one else ever again had to suffer. 
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Gary Mitchell
gary.jpg

 

Morals are for men, not gods.
 
PL: 10 (150) 
 
Abilities: 8 + 6 + 8 + 4 + 4 + 4 = 34 pp  
STR 18 (+4) 
DEX 16 (+3) 
CON 18 (+4) 
INT 20/14 (+5/+2) 
WIS 14 (+2) 
CHA 14 (+2) 
 
Combat: 12 + 12 = 24 pp  
ATK: +6 (+10 Melee) 
DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) 
Init: +11
Grapple: +14
Knockback: -10/-5/-2
 
Saves: 3 + 5 + 5 = 13 pp  
TOU +10/+4 (+4 Con, +6 Defensive Roll) 
FORT +7 (+4 Con, +3)  
REF +7 (+3 Dex, +5) 
WILL +7 (+2 Wis, +5) 
 
Skills: 72 r = 18 pp  
Bluff 13 (+15, SM) 
Concentration 4 (+6) 
Craft (Electronic) 3 (+5) 
Craft (Mechanical) 3 (+5) 
Knowledge (Cosmology) 3 (+5) 
Knowledge (Technology) 3 (+5) 
Languages 2 (English, Galstandard, Lor [base]) 
Notice 13 (+15, SM) 
Pilot 12 (+15, SM)   
Search 8 (+10) 
Sense Motive 8 (+10, SM) 
 
Feats: 17 pp  
Attack Focus (Melee) 4 
Challenge (Fast Taunt) 
Dodge Focus 4 
Improved Initiative 2 
Luck 
Power Attack  
Skill Mastery (Bluff, Notice, Pilot, Sense Motive) 
Takedown Attack
Taunt
Uncanny Dodge (auditory) 
 
Powers: 3 + 9 + 30 + 3 = 45 pp 
 
Enhanced Feats 3 (magnetic force field; Defensive Roll 3) [3PP] 
 
Enhanced INT 6 (electromagnetic super-charge; to INT 20/+5) (PFs: Beginner's Luck, Eidetic Memory, Jack of all Trades) [9PP] 
 
Like Maybe a GOD Could Do! Array 11 (22 PP, PFs: Accurate 2, Alternate Powers 6) [30PP]
BE: Blast 10 (electro-psionic force, PFs: Precise, Variable Descriptor 1 [electricity/telekinesis]) {22/22} 
AP: Blast 10 (overload, Extra: Linked [Drain Toughness], Flaws: Limited 2 [Electronic Objects]) {10} + Drain Toughness 10 (Extras: Linked [blast], Ranged; Flaws: Limited 2 [Electronic Objects]) {10}, PFs: Reversible, Subtle) {22/22}
AP: Communication 6 (Mental, 20 miles; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Languages 1 [speak Any]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} (Telepathy) {8+2+2=12/22}
AP: Create Object 7 (magnetic restructuring, Extra: Duration [Continous/Lasting], PF: Innate) {22/22} 
AP: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [sustained]; PFs: Rapid [5 Minutes to search 1 mile diameter area], Subtle; Complication: Medium [living creatures]) {22/22}
AP: Impervious Toughness 10 (energy manipulation, Extras: Affects Others, Duration (+0) [sustained], PFs: Second Chance [vs electromagnetic damage], Ultimate Save [Toughness]) {22/22}  
AP: Move Object 10 (Effective STR 50, Heavy Load: 12 tons) (magnetic mentalism, PFs: Precise, Subtle) {22/22} 
 
Quickness 6 (x100) (Flaw: Limited [Mental Tasks Only]) [3PP] 
 
 
 
costs 
abilities 34 + combat 24 + saves 12 + skills 18/72 + feats 17 + powers 45 = 150 pts 
 
------------------------------------------------------------------------------------------------------------
 
Here's Gary Mitchell, Jim Kirk's best friend transformed to mad god, as a PL 10 superhero. The walking god of the PL 6-7 Star Trek universe looks a bit unimpressive in a world of superbeings, but he's still pretty formidable. I built him as an ace pilot and two-fisted adventurer from space who's gotten jacked up on cosmic electromagnetism - he's basically Hal Jordan or Abin Sur with Voltage's electrokinesis and enhanced brain. He's got broad powers modeled after the Gary Mitchell from the show; he can read minds, create things out of nothing, mess with machines, blast people with lightning, and take some big hits from energy weapons, turning their energies against their wielders. But he's in trouble if you catch him flat-footed or unprepared, like if his old friend Taunts and Bluffs him into a fistfight. I think he works fine as a pilot, either from space or Earth, empowered by cosmic or electromagnetic accident, and looking to make something of himself as his powers change him - his increasing intelligence may make it much harder to be the casual, glad-handing ladies man he used to be. On the other hand, maybe being the 'old Gary' will give him an escape!
 
Luckily getting superpowers doesn't necessarily make you crazy and murderous in a superhero universe! It might, though - jacked up several PLs and with even more powers, he could easily be a real threat, a god in human flesh slowly becoming ever-so-much more than human. He's vulnerable to getting sucker-punched and having giant boulders fall on him, though, so keep that in mind. 
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