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Magus of the Starry Host 

3wmen.jpg

"We three kings..." 

 

PL: 10 (150)

 

Abilities: 0 + 4 + 8 + 12 + 4 + 6 = 34 PP  
STR 10 (+0)  
DEX 14 (+2) 
CON 18 (+4) 
INT 22 (+6) 
WIS 14 (+2) 
CHA 16 (+3) 

 

Combat: 8 + 8 = 16 PP 
ATK: +4 (+8 Spells From the Heavens)
DEF: +8 (+4 Dodge Focus, +4 Base, +2 Flat-footed) 
Init: +6
Grapple: +4
Knockback: -6/-5/-2

 

Saves: 2 + 5 + 8 = 15pp  
TOU: +12/+10/+4 (+2 Defensive Roll, +6 Force Field, +4 Con) 
FORT: +6 (+4 Con, +2) 
REF: +5 (+2 Dex, +5) 
WILL: +10 (+2 Wis, +8) 

 

Skills: 84 r = 21PP 
Bluff 7 (+10) 
Diplomacy 7 (+10) 
Gather Information 7 (+10) 
Intimidate 7 (+10) 
Knowledge (Arcane Lore) 14 (+20) 
Knowledge (Current Events) 2 (+6) 
Knowledge (History) 2 (+6) 
Knowledge (Theology and Philosophy) 14 (+20) 
Languages 5 (Akkadian, Ancient Egyptian, Aramaic, Hebrew, English; Base: Persian) 
Notice 8 (+10) 
Sense Motive 8 (+10) 
Survival 3 (+5) 

 

Feats: 11 PP 
Artificer
Defensive Roll 1 
Dodge Focus 4 
Eidetic Memory 
Ritualist
Speed of Thought
Ultimate Save (Will) 
Ultimate Skill (Knowledge [Arcane Lore]) 
 
Powers: 5 + 6 + 6 + 31 + 1 + 3 = 53 PP 

 

Concealment 2 (non-detection; ESP, Mental Senses, PF: Close Range) [5PP] 

 

Flight 3 (stars beneath your feet) 50 MPH/500FPM) [6PP]

 

Force Field 6 (circle of stars) [6PP] 

 

Spells From The Heavens Array 12 (24PP, PFs: Accurate 2, Alternate Powers 3, Indirect 2) [31PP]
BE: Blast 12 (capture starlight) {24/24} 
AP: Create Object 7 (wall of stars; Extra: Area [Burst], PF: Selective) {22/24}
AP: Dazzle 12 (visual, sunbeam) {24/24}
AP: Healing 5 (heaven's light; Extras: Area [Burst], Duration [Concentration, PF: Persistent, Selective, Stabilize) {23/24}

 

Super-Senses 1 (Low-Light Vision) [1PP] 

 

Super-Senses 3 (Magic Awareness 3 [visual]) [3PP] 

 

costs 
abilities 34 + combat 16 + saves 11 + skills 21/84 + feats 11 + powers 53 = 150 pts 

 

Design Notes

In the honor of recent discoveries made about the history of Babylonian astronomy, here's a build for my favorite character class from my favorite D&D supplement: the magus of the starry host from Green Ronin's own Testament: Roleplaying in the Biblical Era. (I can't imagine why no one wants to play D&D in Bible times - it turns out that I and some of my historian friends are the only people in the core audience for "Yes, show me Solomon's stats as a 3.0 D&D character!" Ah well.) 

 

The starry magus is the wizarding class from the nations like Babylon, Assyria, and Persia located in what's now Iraq and Iran. Because he comes from a culture where papyrus and parchment are rare and costly, the magus uses the heavens above as his spellbook, studying the stars overhead to regain spells every night and gaining new spells by going on spell pilgrimages (sometimes to remote locations to be able to observe unique astrological or astronomical events) every few levels. The starry magi have a lot of roles for the various emperors and kings of the Fertile Crescent, acting as priests and keepers of divine knowledge as much as wizards. With their interest in the precise observation and chronicling of the sky, they're as close as the Testament setting gets to scientists. They can be found all over the region, roaming around and studying their stars, fighting for gold or good when necessary. 

 

In Testament terms, this is a mid-level fellow with some experience of adventuring under his belt. He has good interaction skills to reflect his knowledge of the court of whatever empire is in power these days, as well as his superiors back home and friends he may have made along the way. His Eidetic Memory is because he's an educated man from a society with no printing press - or education outside of temples! 

 

 I've built him as someone from fairly late in the Testament period - this is a Persian scholar and Zorasterian priest from the 600s BCE, one who's traveled some and learned the important languages of the day (though not the tongue of those strange Attic barbarians on the peninsula west of Persia's northwestern territories) His spells come from the Heaven domain, one accesible both to clerics of various sorts as well as the starry magi. 

 

I think this fellow would fit into FCPBP just fine - in a comic book universe, there's no reason there can't be an unbroken chain of Persian mystics dating back to the days of Cyrus the Great! (Problems with Iran's Islamic government may explain why he's in Freedom City.) He also works fine as a time traveler or someone frozen for milennia, perhaps in some war between the magi of Persia and the Olympians of Greece! 

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PL: 10 (150)

 

Character Name: Teslad 
Power Level: PL 7 [PL 10 w/Terminus Powers]
Trade-Offs: +2 ATK/-2 DMG [+3 TOU/-3 DEF w/Terminus Powers]
Alternate Identity: Jackson Evans
Identity: Secret
Birthplace: Extra-dimensional
Occupation: Teen scientist
Affiliations: Interceptors, Archetech
Family: Steve Murdock, Gina Evans, Sharl Tulink [uncle], Eira Katastroff [cousin]
Description:

 

The youngest member of the Interceptors of the 2030s is smart. He's adopted the stylings of a scientist from the movies of a century earlier - wearing a lab coat, goggles, and other gear that make him look like someone cosplaying Doc Brown. As far as most people know, that's what he is - a super-genius with a high-tech taser as his primary weapon, with a few cybernetic modifications that aren't uncommon for children born into wealthy, scientific-minded families in the early 21st century. 

 

He's certainly not a T-Baby - perhaps the most powerful born in the early 21st century, not a scion of the Terminus itself, his body infused with enough energy to make him a walking entropic power battery, the cybernetic modifications placed there by his 'mother' Miss Americana to make sure he survived largely invisible to the eye, hiding the power to infuse his flesh with enough entropic energy to fly, to ignite things just by looking at them, and to repel all but the most powerful blows. 

 

What a thing to say! 


Age: Late teens
Gender: Male
Ethnicity: Ambiguous 
Height: 6'0"
Weight: 130 lbs
Eyes: Brown
Hair: Brown

 

Abilities: 0 + 4 + 4 + 6 + 6 + 2 = 22PP
STR 10 (+0)
DEX 14 (+2)
CON 24/14 (+7/+2) 
INT 26/16 (+8/+3)
WIS 16 (+3) 
CHA 12 (+1) 

 

Combat: 6 + 8 = 14PP
Init: +12 
ATK: +3 (+9 Taser) 
DEF: +7 (+3 Dodge, +4 Base, +2 Flat-Footed) 
Grapple: +3 
Knockback: -6/-3

 

Saves: 0 + 6 + 5 = 11PP
TOU +13/+7/+2 (+2 Con, +5 Enhanced Con, +6 Force Field) 
FORT +7/+2 (+2 Con, +5 Enhanced Con)
REF +8 (+2 Dex, +6) 
WILL +8 (+3 Wis, +5)  

 

Skills: 60R=15PP 

Computers 7 (+15, SM) 
Concentration 7 (+10) 
Craft (Electronic) 7 (+15) 
Craft (Mechanical) 7 (+15) 
Knowledge (Technology) 7 (+15, SM) 
Notice 12 (+15, SM) 

Perform 1 (Theremin) (+3) 
Sense Motive 12 (+15, SM) 

 

Feats: 14PP 
Beginner's Luck
Dodge Focus 3
Eidetic Memory 
Evasion 
Inventor 
Jack of all Trades 
Precise Shot  
Skill Mastery (Computers, Knowledge (Technology), Notice, Sense Motive) 
Speed of Thought 
Quick Draw 1 [ready] 
Takedown Attack 
Uncanny Dodge (auditory) 

 

Powers: 45 + 1 + 12 + 10 + 10 + 1 + 1 = 80PP
Container 9 (Terminus Mutant, Duration [Sustained]) [45PP] 
Damage 10 (Extra: Range [Perception, +2]) [30PP] 
Flight 3 (50 MPH/500FPM) [6PP] 
Force Field 6 [6PP] 
Super-Senses 3 (Terminus Awareness [visual, Enhancements: Analytical, Radius]) [3PP] 

 

Datalink 1 (10 ft) [1PP]

 

Device 3 (15PP, Taser, Flaw: Easy to Lose) [12PP]
Taser Array 5 (10PP, PFs: Accurate 3, Alternate Power 1, Variable Descriptor 1 [any electromagnetic]) [15/15DP]
BE: Blast 5 {10/10}
AP: Damage 5 (Extra: Penetrating 5 [as DMG 10]) {10/10}

 

Enhanced Constitution 10 (to CON 24/+7) [10PP]

 

Enhanced Intelligence 10 (to INT 26/+8) [10PP] 

 

Quickness 2 (x5, Flaw: Limited [Mental Tasks Only]) [1PP]

 

Super-Senses 1 (Radio) [1PP]

 

costs 
abilities 22 + combat 14 + saves 11 + skills 15/60 + feats 14 + powers 80 = 150 pts 
 

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  • 2 years later...

Agent 

 

Image result for phil coulson

 

"Sir, I'm still at the Blockbuster...?" 

 

 

Power Level 10 (150 pp) 

 

Abilities: 4 + 8 + 8 + 2 + 8 + 0 = 30PP 

STR 14 (+2)

DEX 18 (+4)

CON 18 (+4) 

INT 12 (+1) 

WIS 18 (+4) 

CHA 10 (+0) 

 

Combat: 16 + 14 = 30PP 

Attack: +8 (+12 Damage) 

Defense: +12 (+5 Dodge Focus, +3 flat-footed) 

Init: +8 

Grapple: +10 

Knockback: -4/-3/-2

 

Saves: 4 + 3 + 4 = 11PP 

TOU +8/+6/+4 

FORT +8 (+4 Con, +4) 

REF + 7 (+4 Dex, +3) 

WILL +8 (+4 Con, +4) 

 

Skills: 80R=20PP 

Acrobatics 4 (+8)

Computers 4 (+5)

Concentration 4 (+8)

Craft (Electronic) 1 (+2) 

Craft (Mechanical) 1 (+2) 

Diplomacy 12 (+12) 

Disable Device 9 (+10) 

Drive 1 (+5)

Knowledge [History] 4 (+5)

Languages 4 (Arabic, Farsi, Korean, Spanish, Base: English) 

Medicine 1 (+5) 

Notice 8 (+12) 

Pilot 1 (+5)

Search 4 (+5) 

Sense Motive 8 (+12) 

Stealth 12 (+16)

Survival 2 (+6)

 

Feats: 16PP

Attack Specialization (Damage) 2 

Benefit (Security Clearance) 

Defensive Roll

Dodge Focus 5 

Evasion 

Fearless 

Improved Initiative 

Improvised Tools 

Power Attack

Takedown Attack 

Uncanny Dodge (Hearing) 

 

Powers: 5 + 5 + 3 + 28 + 2 = 43PP

 

Damage 2 (Combat Training, PFs: Improved Crit, Innate) [5PP]


Device 1 (Well-Tailored Suit, Hard to Lose, PF: Subtle) [5PP] 

Enhanced Feat 1 (Second Chance [vs. Piercing]) [1DP] 

Features 2 (Cellphone, Computer) [2DP]

Protection 2 [2DP]

1 + 2 + 2 = 5

 

Immunity 3 (aging, disease, poison) [3PP]

 

Gadgets 4 (20PP, Agency Issue, Standard Action to Reconfigure, Hard to Lose) [28PP]



Sample:

Blast 6 (blaster, PFs: Accurate 3) {15/20} 

Damage 10 (EMP grenade, Extra: Area [General, Burst], Flaw: Limited [machines]) {10/10}

 

Regeneration 1 (Resurrection 1/week) [2PP]


Abilities 30 + Skills 20 + Feats 16 + Powers 43 + Combat 30 + Saves 11 = 150 


Notes:

From Black Widow to Nick Fury to Agent Coulson, the super-agent is a perennial favorite character type - maybe because they seem like the normal person in the world of gods and monsters. (Because if anyone is normal, it's the character who has spent decades of their life working for a black-ops super-agency - but never mind!) Obviously there are plenty of ways to build a character like this. I've gone with a quiet, friendly type who can face down bad guys fearlessly,pull out the latest invention the boys at the lab whipped up, and (spoilers) recover from getting stabbed to death by a god! (He had them put in some special modifications to make sure that didn't happen again with this version. How'd he get his powers - alien blood? vampire apes? drank ambrosia his friend the deity brought back from Olympus? Hard to say! 

Characters like this should have limited powers at best - maybe an Area Damage effect to represent earthquake powers, perhaps some limited psychic abilities, etc. Finding a balance between superhero and agent can be tough, but maybe they're a local AEGIS or UNISON agent who just has to get out there in the field. Give him a code name and a disguise (or get used to not being anywhere near the limelight) and you're probably good to go! Use that Security Clearance feat to get what you need, but don't let it make the character _too_ good at their job. This one's big weakness is that he's not much of a detective yet; that's for his friend in the tight outfit, or maybe the local caped crusader. 

 

 

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  • 1 year later...

 

Tirtouga 

 

Abilities: 4 + 0 + 4 + 4 + 0 + 6 = 18PP
STR: 24/14 (+7/+2) 
DEX: 10 (+0) 
CON: 24/14 (+7/+2)
INT: 14 (+2)
WIS: 10 (+0) 
CHA: 16 (+6)
 
Combat: 8 + 8 = 16PP
ATK: +4 (+7 Melee/+10 Turtle Power ) 
DEF: +10 (+3 Dodge, +3 Shield, +4 Base, +2 flat-footed) 
Grapple: +15
Init: +0 
Knockback: -10/-1  
 
Saves: 0 + 5 + 7 = 12PP
TOU: +10/+7/+2 (+2 Con, +5 Enhanced Con, +3 Protection, +5/+10 Impervious) 
FORT: +7/+2 (+2 Con, +5 Enhanced Con) 
REF: +5 (+0 Dex, +5) 
WILL: +7 (+0 Wis, +7) 
 
Skills: 52 r = 13PP
Bluff 7 (+10, SM) 

Computers 5 (+7) 
Craft (Electronic) 3 (+5) 

Craft (Mechanical) 3 (+5) 
Diplomacy 2 (+5, SM) 
Gather Info 7 (+10, SM) 
Intimidate 7 (+10, SM) 
Knowledge (Technology) 3 (+5) 
Perform (Theremin) 3 (+5) 
Notice 5 (+5) 
Sense Motive 5 (+5) 
 
Feats: 12PP
Attack Focus (Melee) 3
Challenge (Fast Taunt)
Distract (Bluff) 
Dodge Focus 3 
Skill Mastery (Bluff, Diplomacy, Gather Info, Intimidate) 
Takedown Attack
Taunt
Well-Informed
 
Powers: 1 + 10 + 10 + 5 + 5 + 1 + 3 + 3 + 1 + 4 + 2 + 34 = 79PP

 

Datalink 1 (10 feet, radio) [1PP] 

 

Enhanced CON 10 (to CON 24/+7) [10PP]

 

Enhanced STR 10 (to STR 24/+7) [10PP] 

 

Immunity 5 (all environmental conditions) [5PP] 

 

Impervious TOU 5 [5PP]

 

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

 

Protection 3 [3PP] 

 

Shield 3 [3PP] 

 

Speed 1 (10 MPH / 100 feet per Move action) [1PP] 

 

Super-Senses 4 (infravision, radio, ultra-hearing, ultravision) [4PP] 

 

Super-Strength 1 (Effective STR 29, Heavy Load 1500 lbs) [2PP] 
 
Turtle Power Array 16.5 (33 PP, PF: Alternate Powers 1) [34PP]
BE: Damage 6 (PFs: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) + Impervious Toughness 5 (Extra: Reflective 2 [all] 10){8+25=33/33} 
AP: Create Object 10 (Extras: Duration [Continous], Impervious, Flaw: Range [Touch], PFs: Selective, Subtle) {32/33} 

18 + 16 + 12 + 13 + 12 + 79 = 150/150

 

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

 

Emotionally Scarring Backstory: 

 

Chelone and Angelic thought they were finished with their mutual enemy after their battle in West Texas in the spring of 2020 - only to find to their mutual disgust that it wasn't that easy! Only a few years after that battle a new cyberwarrior emerged in the American Southwest, an armored champion with the power to cloak herself in mystic turtle armor and a cybernetically-enhanced body! It was unsettling indeed to find that this stroppy teenager was a cyborg fusion of the two, carrying both Danica's magical turtle powers and Eira's synthetic nature! After they worked together to contain the abomination, the two no-longer-teens consulted with each other and their longtime allies before doing what any reasonable person would do - dispatching her to Claremont! 

 

Tirtouga is a pretty fun tech-knight style character - very formidable against minions (she is not just essentially immune to minions she is actively dangerous to them, given that Reflective extra on her armor that lets her bounce attacks back and break the hands of people who punch her) and certainly no slouch when fighting superpowered opponents. She's not _quite_ as tough as she thinks she is - move her Shield over to Protection if you want her to be a really good party tank. She doesn't have Interpose yet, not used to fighting on a team! 

 

I think she'd be fun to play; and this build (with some tweaks) would work great for a "Cyborg + X" concept - or just a blasting cyborg! She's not a good gadgeteer yet - move that Charisma around (and shuffle some skills) if you want her to be your team's primary science person. As it is she's a decent face with good Charisma, though her attitude (low Diplomacy) is going to get her in trouble one of these days. 

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Kebechet

 

Abilities: 2 + 2 + 2 + 10 + 0 + 2 = 18PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 12 (+1)
 
Combat: 8 + 8 = 16PP
Initiative: +9
Attack: +4/+6 Elastic Body/+10 Mystic Power 
Grapple: +5, +17 max, +8 default 
Defense: +8/+6 (+4 Base, +2 Dodge Focus, +2 Shield), +2 flat-footed
Knockback: -6/-1
 
Saving Throws: 4 + 4 + 6 = 14PP
Toughness: +12/+8/+1 (+1 Con, +7 Protection, +4 Protection) 
Fortitude: +5 (+1 Con, +4)
Reflex: +5 (+1 Dex, +4)
Will: +7 (+1 Wis, +6)
 

Skills: 52R = 13PP

Concentration 1 (+1) 
Diplomacy 5 (+6/+10 w/Attractive)

Disable Device 5 (+10, SM) 
Languages 3 (English [base], Ancient Egyptian, Italian) 

Medicine 5 (+5) 
Notice 10 (+10, SM) 
Search 5 (+10, SM) 
Sense Motive 10 (+10, SM) 
Stealth 9 (+10) 
 
Feats: 8PP
Attack Specialization (Elastic Body)
Attractive
Dodge Focus 2
Evasion
Improved Initiative 2 
Skill Mastery (Investigate, Notice, Search, Sense Motive) 
 
Powers: 45 + 19 + 5 + 3 + 7 + 2 = 81PP
 
Container 9 (Kebechet's Power) [45PP] 
Enhanced Feats 2 (Environmental Adaptation [Underwater], Ritualist) [2PP]
Enhanced Skills 12 (Knowledge [Arcane Lore] 8, Knowledge [Theology and Philosophy] 8 [4PP]
Immunity 2 (Environmental Heat, Own Powers) [2PP]  
Mystic Power Array 10 (20 pp, PFs: Accurate 3, Alternate Powers 3) [26PP]
BE: Blast 10 (hydrological) {20/20}
AP: Healing 10 {20/20} 

AP: Morph 8 (any humanoid, +32 Disguse Bonus, PFs: Covers Scent, Precise) {20/20} 
AP: Paralyze 10 (Extra: Alternate Save [Fortitude]) {20/20} 
Protection 4 [4DP] 
Shield 2 [2DP] 
Super-Senses 5 (Darkvision, Detect Magic 3 [visual]) [5PP]
2 + 4 + 2 + 26 + 2 + 4 + 2 + 5 = 45
 
Elastic Body Array 6 (12 points; PFs: Dynamic, Dynamic Alternate Power 3) [19PP]
DBE: Elongation 1-12 (5-25,000 feet [4.7 miles] max; can elongate 600 feet per move action) {1-12, 0-11 left}
DAP: Speed 1-8 (10MPH/2500MPH) {1-8, 4-12 left}
DAP: Leaping 1-12 (x2 - x10,000,000, 8 rounds) {1-12, 0-11 left}
DAP: Damage 1-7 (malleable striking surfaces; PFs: Improved Crit, Mighty, Subtle, Takedown Attack, Variable Descriptor [bludgeoning, piercing, and/or slashing]) {1-12, 0-11 left}
 
Default Setting: Elongation 3 (25 feet max) {3} + Speed 1 (10MPH/100FPM) {2} + Damage 7 (PFs: Mighty) {8} {3+1+8 = 12/12}
 
Immunity 3 (aging, disease, poison) [3PP]
 
Insubstantial 1 (water) [5PP]
 
Protection 7 (resilient watery form) [7PP]

 

Regeneration 1 (Resurrection 1/day) [2PP] 
 
Totals: Abilities (18) + Combat (16) + Saving Throws (14) + Skills (13) + Feats (8) + Powers (81) - Drawbacks (0) = 150/150 Power Points

 

----------

 

Emotionally Scarring Backstory: 

 

There came a time when Anna Cline died. She was very old, these things happen. But her lover Nightingale used blood magic to make a child of her blood and Anna's, to have as a keepsake. But as time passed the girl's powers grew and though she was very fast, she was not simply a speedster - she could pour and mold herself into new shapes, and at times preferred to be not a she altogether. Finally in consultation with Set, Nightingale recognized that the child carried the power of another Egyptian goddess within their veins - that of Kebechet, the goddess of the healing waters, of embalming fluid, the nourisher of the dead! Kebechet trained alongside her mother and alongside her other mother's ward - Wadjet, now the grim guardian of New Bedlam, and has recently traveled to Duat to unlock the full might of their mystic power. Now Wadjet, the grim guardian, and Kebechet, the laughing rogue, guard the city together - just a couple of snakes trying to make their own way in the world. 

 

Look they're a stretchy hero who turns into a magic watersnake - what's not to like! I think this works fine for a magic water controller (though swap out the APs a bit for that) who is water themselves, or someone tied to a similar liquid element. Swap out the base powers for someone who may be tied to fire or earth; turn the power into a device (maybe a helm or an ankh) for even more power. Note that an actual god is going to need a slightly different backstory, this is merely an homage to the deity rather than the daughter of Anubis actually slithering the Earth... 

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  • 7 months later...

 

 

Freebooter (NPC) 

PL 10 

210PP 

 

Abilities: 4 + 10 + [-10] + 16 + 4 + 8 = 32 pp

STR 14 (+5)

DEX 20 (+5)

CON - (-)

INT 26 (+8)

WIS 20 (+5)

CHA 18 (+4)

 

Combat: 16 + 16 = 32 pp

ATK: +8 (+15 melee)

DEF: +15 (+4 flat-footed)

Init: +5

Grapple: +17

Knockback: -5 

 

Saves: 4+ 3= 7 pp

TOU +5 (+5 Protection)

FORT - (-)

REF +7 (+5 Dex, +4)

WILL +8 (+5 Wis, +3)

 

Skills: 124R=31 pp

Bluff 13 (+17)

Computers 16 (+24)

Concentration 8 (+13)

Craft (electronic) 10 (+18)

Craft (mechanical) 8 (+16)

Diplomacy 8 (+12)

Disable Device 12 (+20)

Intimidate 8 (+12)

Knowledge (technology) 12 (+20)

Language 3 (Arabic, German, Japanese), Base: English

Notice 2 (+7)

Sense Motive 8 (+13)

Sleight of Hand 10 (+15) 

Stealth 10 (+15) 

 

Feats: 28 pp

Attack Focus: Melee 7

Challenge (Fast Taunt) 

Connected

Contacts

Dodge Focus 7

Eidetic Memory

Evasion 2

Improved Initiative

Inventor 

Second Chance (Concentration checks) 

Skill Mastery (Bluff, Computers, Disable Device, Knowledge [Technology]) 

Startle

Taunt

Uncanny Dodge (auditory)

 

Powers: 74 pp

Arc Welder Array 5 (10 PP, PFs: Alternate Powers 2) 

Damage 3 (PFs: Improved Crit 2, Indirect, Mighty, Precise, Variable Descriptor 2 [any energy]) {10/10}

AP: Drain TOU 5 (Extra: Affects Objects +1]) {10/10} 

AP: Stun 5 {10/10} 

 

Datalink 1 (radio) [1PP]

 

Comprehend 2 [Codes, Machines] [4PP]

 

Immunity 40 (Fortitude Saves, Mental Effects) [40PP]

 

Impervious TOU 5 [5PP] 

 

Protection 5 [5 pp]

 

Regeneration 5 (Recovery Bonus +0) [5 pp]

 

Super-Senses 2 (Infravision, Radio) 

 

----

 

And a day came when Jared McGinnis, aka the Freebooter, scourge of the 1% and the occasional superhero, was confronted with the reality that he was going to die. He made great plans to go out in a blaze of glory (or at least cash) along his friends from the Crime League, but his old archnemesis and crush Miss Americana intervened to save him from himself and the genetic disorders that had left him paraplegic from an early age and only gotten worse as middle age approached. There were bad times, and a lot of them, as his body slowly died. But he had friends, real friends, for the first time in his life. 

 

High-powered lawyers working for Archetech got charges against him dropped thanks to his giving up a life of crime, turning on former allies, and his physical disability. He found Cyberknife again, his erstwhile partner and maybe but never quite more, and if she'd moved on with her life she hadn't forgotten about him either. His new body wasn't like any of the ones he'd built before; certainly less suited for combat (but no slouch, either, given the number of people still gunning for him), but it let him keep his connection to machines, display an arc welder from his fingers he could use for combat, and it let him get up and walk. 

 

Late last year, a few months after his 40th birthday, he left behind the organic shell that had held him back for so long - and was reborn for the better. 

 

Jared McGinnis has the desk job he always thought he'd hate at Archetech, but as Director of Sustainability, he's charged with keeping this big, scary corporation honest, maybe because he's one of very few employees on the premises who isn't afraid of the boss. Only a select few employees understand that the middling-height, blonde and blue-eyed middle-aged desk jockey isn't just another cyborg using assistive devices - but an actual uploaded mind. 

 

The Freebooter is sailing new seas these days. Most of the time, he couldn't be happier. 

 

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Mindstone 
“Rocks in Your Head!" 

Gaian Knight/Hologram

 

image.png

 

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


Abilities: 0 + 4 + 0 + 0 + 6 + 10 = 20PP
Strength: 10/30 (+0/+10)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 20 (+5)


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


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


Skills: 52R = 13PP
Bluff 4 (+9/+13 Attractive)

Concentration 3 (+6) 
Craft (Artistic) 5 (+5) 
Diplomacy 4 (+9/+13 Attractive)
Gather Information 7 (+12)
Knowledge (Earth Sciences) 5 (+5)
Knowledge (Pop Culture) 8 (+8)
Notice 4 (+7)
Perform (Turntables) 5 (+10) 
Sense Motive 7 (+10)


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

 

Powers: 30 + 33 + 4 = 67PP

Psionic Array 13 (26PP, Power Feats: Alternate Power 4) [30PP]
BP: Damage 10 (PFs: Accurate 2, Improved Crit 2, Variable Descriptor 2 [any psionic]) [26PP] (telekinetic blast)
AP: Damage 10 (Extras: Alternate Save [Will], PFs: Incurable, Reversible, Subtle) [23/26PP] (mental strike)
AP: ESP 4 (Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {24/26} (clairvoyance) 
AP: Mind Control 10 (Extra: Instant Command, Flaw: Action [Full], PFs: Insidious, Mental Link, Mind Blank, Subtle) {24/26}
AP: Psionic Empowerment (24PP Container [Active, Sustained], Power Feats: Accurate 2) [26PP]
Enhanced Strength 20 [20PP] + Super-Strength 2 (Effective Strength 40, Heavy Load 3 tons) [4PP]

 

Terrakinesis Array 16 (32PP, Power Feats: Alternate Power 1) [33PP]
BP: Rocks in Your Head 6.4 (32PP Container [Active, Sustained]) [23PP]
Enhanced Feats 9 (Defensive Roll 4, Dodge Focus 5) [9PP] (rock shield)
Move Object 8 (Heavy Load 3 tons; Extras: Range [Perception], Flaws: Limited [Earth], PF: Precise) [17PP] (terrakinesis) 
Flight 3 (50 FPM/50 MPH) Extra: Affects Others Flaw: Platform) (rocky platform) [6PP]
AP: Protection 13 (Extras: Impervious 10) [23PP] + Immunity 9 (life support) [9PP] (Diamond Skin)

 

Device 1 (5PP, Flaw: Hard to Lose) [4PP] (costume)
Protection 2 [2PP]
Enhanced Feats 3 (Fascinate [Bluff], Quick Change 2) [3PP]
 

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

 

 

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

 

Design Notes: 

It was a difficult conversation. "Son, your older brother is a psychic speedster." "Sure." "Your older sister is a speedster psychic." "Right." "Your stepbrother has no powers because he's your grandfather who turned himself into a baby." "Sure "So, well, have you ever wondered why you're a psychic terrakinetic?" "..." "....Well sometimes when you go back in time together, idle hands, etc.
 

Here's a build for Mindstone, the son of Gaian Knight and Hologram, a psionic terrakinetic with a lot of punch! (I borrowed a lot from Gizmo's old Rarity build for this one.) He's fun and not just because of the joke about rocks in your head, combining great personal charisma with lots of raw, broad power. He can surround himself in diamond armor while reading your mind, or punch you with psionic armor while surrounding himself with rocks as a shield! Multiple descriptors make it hard to nullify his powers and means he can do a lot in a thread. 


I figure he's a cool, mellow California guy who spent some time in a monastery near LA and came away with no real angst about how he was made - he's going off to explore the world now! I think if I was going to play him I'd spend PP towards letting him be a better martial artist. Right now he's a great faceman and a lot of other things, but he's probably not going to mix it up in melee combat as much as your typical "super-monk." 

 

One thing he doesn't have is a lot of Super-Senses just yet, maybe because he grew up not digging too closely into his family secrets until he couldn't ignore them. Maybe he should work on that!

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  • 2 months later...

Armored Costumed Detective 

 

image.png

 

"Actually, I'm surprised I lived this long."

 

Abilities: 0 + 6 + 8 + 10 + 10 + 0 = 34PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 10 (+0)

Combat: 12 + 12 = 24PP
Initiative: +3
Attack: +6, +10 Suit Array
Grapple: +6/+18 in suit 
Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed
Knockback: -10,-6, -5 flat-footed

Saving Throws: 4 + 5 + 3 = 12PP
Toughness: +12 (+4 Con, +2 Defensive Roll, Protection 6), +10 flat-footed
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5), Evasion 2
Will: +8 (+5 Wis, +3)

Skills: 60R = 15PP
Acrobatics 5 (+8)
Computers 5 (+10)
Craft (mechanical) 5 (+10)
Intimidate 10 (+10) 
Knowledge (history) 5 (+10)
Knowledge (technology) 5 (+10)
Language 3 (Cantonese, Japanese, Spanish, Base: English)
Notice 5 (+10)
Search 5 (+10)
Sense Motive 5 (+10)
Stealth 7 (+10) 

Feats: 9PP

Benefit 1 (Wealth) 
Defensive Roll
Dodge Focus 2
Evasion 

Jack of all Trades 

Startle 

Takedown Attack 
Uncanny Dodge 1 (auditory)

Powers: 56PP

Detective Beyond Suit 14 (70 points; Flaw: Hard to Lose) [56PP]

 

Detective Array 12 (24PP; PFs: Accurate 1, Alternate Power 1) [26PP] 

BE: Enhanced STR 20 (to STR 30/+10) + Super-Strength 2 (Effective STR 40, Heavy Load 3 tons) {24/24}

AP: Blast 10 (boomerangs and lots of them, PFs: Improved Crit 2, Indirect 2) {24/24} 

 

Enhanced Feat 1 (Eidetic Memory) [1PP]

 

Feature 1 (Cellphone) [1PP] 


Immunity 9 (life-support) [9PP]

 

Flight 3 (50 mph / 500 feet per Move action, PFs: Move-By Action, Moving Feint, Subtle) {9/9}


Protection 6 (Extra: Impervious 6) [12PP]

Super-Senses 11 ( Blindsight [radio; Extended], Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Tracking [infravision]) [11PP]

27 + 1 + 1 + 9 + 9 + 12 + 11

 


Drawbacks: (-0) + (-0) = -0PP


Totals:

Abilities (34) + Combat (24) + Saving Throws (12) + Skills (15) + Feats (9) + Powers (56) - Drawbacks (0) = 150/150 Power Points

 

Design Notes: 

 

Batman: Year One came out in 1987. If Bruce Wayne was 25 then he was born in 1962, which means he'll turn sixty next year. Makes ya think! 

 

This guy was a weird avenger of evil back in the 1980s or 1990s, a gritty vigilante who took the fight to the bad guys with nothing but his wits, his fists, and his wealth. (That's the best superpower of all!) But eventually he got older and he settled down. Maybe he finally caught that clown guy who killed his parents, or maybe he married that cute jewel thief, or maybe a serious injury knocked him out of the game for good. So he settled down, concentrated on spending his money on charitable causes, maybe let his sidekick take over, and just enjoyed his retirement. 


But something's gotten him back in the game. Maybe that clown is _back_ after all this time, and he knows he's the only one who can bring him to justice. Maybe he's got a grandkid getting into the superhero game themselves, and he couldn't let them go out without some help. Or maybe he just looked in the mirror one day and realized that there are more years behind than ahead, and he'd better make something of the time he has... 

 

You can still see the ghost of a Costumed Adventurer's skills and feats here, though he's obviously been out of the game for a while. His armor won't let him go toe-to-toe with a paragon, but that's okay, he shouldn't be trying to do that anyway! He's got enough Impervious that thugs with guns won't hurt him, but he's in trouble if he runs into a more serious opponent. You might want to put earned PP into some Concealment, and maybe more technical skills. Or maybe just start dusting off all that stuff that's been decaying in his basement for the last twenty-five years... 

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