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Posted (edited)

I'll even start us off with the first theme.  Prize is selecting the next contest.  Exciting I know!

 

PL: 10 (150)

Theme:  You are what you eat!

Description:  Design a hero or villain whose M.O revolves around using foods or condiments as the base of his shtick.  Something along the lines of the Condiment King from Batman's rogue gallery or Monsieur Grand Fromage from Misfits.  Or even as out there as someone that physically is food like Princess Gumball from Adventure Time.

Contest End Time: Monday, March 11th

 

 

Theme Index

>Monkey See Monkey Do:  Intelligent talking ape working a 9-5 and punching CRIME!

>Sign of the Stars:  Cabal?  Cartel?  Astrology?  Who cares?!  Zodiac Inspired Heroes abound.

Edited by HG Morrison
Posted

Hmmmm… let's go for a variation on a semi-obscure member of the Legion of Super-Heroes. I give you…
 
Omnivorous Kid!
This guy has Tenzil Kem's power to, and I quote, "consume any known form of matter without harm". What is not immediately obvious from this capsule description is that this ability has, as a Required Secondary Power, complete invulnerability. He can drink liquid helium, so he's immune to any extreme of cold; he can suck down star-hot plasma, so he's immune to any extreme of heat; and so on, and so forth. His digestive system is based on matter/energy conversion, and his invulnerability is fueled by the energy he thereby gains.
Since OK is a citizen of an interstellar culture, he has access to all the cuisines of every sentient species… and some of the alien dishes he enjoys have peculiar properties under earth-normal conditions. For instance, a high-temperature species could enjoy a particular kind of sauce which hardens into a steel-hard mass when it cools down below 200° Celsius.
So.
OK's powers obviously include the Bite Of Doom, and total invulnerability. Apart from that, he's got a "utility belt" which holds a carefully-selected variety of exotic spices/condiments that provide him with a variety of powers:

  • Pyrotic Gravy ("sauce which hardens into a steel-hard mass"): Create Object, also Snare
  • Xenomorph Hot Sauce: Corrosion
  • Cultivar Saladleaf: Enhanced Strength
  • Eucephalic Powder (spice that has interesting effects on human neurochemistry): Confusion? Illusion? Blind?
  • Etc etc

Sound like this character concept might be worth developing?

  • 4 months later...
Posted

Seeing as I disappeared and no one submitted anything here.  Although Cubist had his concept.  I shall think up another oddball.

 

PL: 10 (150)

Theme:  Monkey See, Monkey Do!

Description:  Pretty simple design a character who happens to be a talking monkey, ape, chimp, etc. whose super abilities are coupled with an application in a real career field.  I'm talking Detective Chimp ,

Contest End Time: Friday, July 19th

Posted (edited)

    Character Name: Political Howler Monkey
    Power Level: 10 (150/150PP)
    

    Abilities: 10 + 10 + 8 + 4 + 4 + 10 = 46PP
    Strength: 20 (+5)
    Dexterity: 20 (+5)
    Constitution: 18 (+4)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 20 (+5)


    Combat: 14 + 8 = 22PP
    Initiative: +5
    Attack: +7 Base, +8 Melee, +10 Ranged
    Grapple: +15
    Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
    Knockback: -4/-10


    Saving Throws: 4 + 2 + 3 = 9PP
    Toughness: +10 (+4 Con, +6 Bulletproof Suit)
    Fortitude: +8 (+4 Con, +4)
    Reflex: +7 (+5 Dex, +2)
    Will: +5 (+2 Wis, +3)


    Skills: 56R = 14PP
    Bluff 10 (+15)
    Computers 2 (+5)
    Diplomacy 10 (+15)
    Intimidate 10 (+15)
    Knowledge(Business) 3 (+6)
    Knowledge(Civics) 5 (+8)
    Knowledge(History) 1 (+4)    
    Perform(Oratory) 10 (+15)
    Sense Motive 5 (+8)    


    Feats: 22PP
    Attack Bonus(Melee) 1
    Attack Bonus(Ranged) 2
    Benefit 4 (Security Clearance, Status: Politician, Wealth 2)
    Connections
    Contacts
    Distract(Bluff)
    Dodge Bonus 6
    Fascinate(Perform(Oratory)
    Luck 1
    Seize initiative
    Skill Mastery(Bluff, Diplomacy, Intimidate, Perform: Oratory)
    


    Powers: 1 + 8 + 4 + 24 = 37PP
    
    Additional Limbs 1(Prehensile Tail)[1PP]    
 
    Comprehend 2(Animals, Speak to and Understand)[4PP]

    Device 2(10PP Device, Hard to Lose)[8PP] Bulletproof Suit
   

Protection 6(Extras: Impervious 4)[10PP]

    
    Howler Array 10(20PP Array; Power Feats: Alternate Power 4)[24PP]  
   
Base Power: Damage 10(Extras: General Area(Cone))[20PP] Howler Shout
    AP: Blast 10[20PP] Howler Bellow
    AP: Dazzle 10(Auditory Senses)[10PP] + Communication 10(2 Miles, Auditory)[10PP] Infrasonic Howls
    AP: Emotion Control 6(Extras: Selective, Area(Cone))[18PP]  
    AP: Trip 10(Extras: Area(Cone))[20PP]



    Totals: Abilities (46) + Combat (24) + Saving Throws (9) + Skills (14) + Feats (21) + Powers (37) - Drawbacks (0) = 150/150 Power Points Edited by Arichamus
Posted (edited)

amd-chimp-suit-judge-jpg.jpg

Concept Name: Chimp E. Esquire.

Power Level: 10 (150/150PP)
 

    

Abilities: 12 + 6 + 6 + 0 + 6 + 0 = 30PP
Strength: 22 (+6)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 10/30 (+10)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 8 + 11 = 18PP
Initiative: +3
Attack: +5 Base, +1 Size, +10 Melee
Grapple: +11
Defense: +14 (+5 Base, +1 Size, +8 Dodge Focus), +3 Flat-Footed
Knockback: -1


Saving Throws: 2 + 5 + 6 = 13PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +8 (+3 Dex, +5)
Will: +9 (+3 Wis, +6)


Skills: 84R = 21PP
Acrobatics 7 (+10)

Bluff 10 (+10)

Climb 8 (+14)
Computers 1 (+11)
Diplomacy 10 (+10)

Gather Information 10 (+10)

Handle Animal 8 (+8)

Investigate 2  (+12)
Knowledge(Civics) 8 (+18)

Notice 4 (+7)
Sense Motive 7 (+10)

Stealth 3 (+10)

Survival 4 (+7) 

Feats: 23PP
Acrobatic Bluff

Ambidexterity

Animal Empathy
Attack Focus (Melee) 5

Chokehold
Connected
Contacts
Defensive Roll
Dodge Focus 8
Improved Grab

Improved Grapple
Improved Pin

Powers: 10 + 20 + 3 + 1 + 11 = 45PP
    
Comprehend 6 (Animals [speak to and Understand], Languages [Read All, Speak All and Understand All )[10PP]

 

Enhanced Intelligence 20[20PP]

 

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

Leaping 1[1PP]

 

Shrinking 4 (-1 Size Category, Extra: Normal Strength, Power Feats: Innate, Normal Toughness, Normal Strength, Flaw: Permanent) [11PP]

 

Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (21) + Feats (23) + Powers (45) - Drawbacks (0) = 150 Power Points

 

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

 

I Figured I wouldn't let Ari sit here all by his lonesome.   Going to include design notes

 

Design Notes: 
 
Here's a super intelligent talking ape with a handful of mystical bonuses.  Able to speak to just about all intelligent life he also doesn't need to concern himself with things like disease or even old age.  Probably a smoker who doesn't actually get much if anything from tobacco.  I like to imagine he drank from some sort of mystical spring in the middle of the Amazon, having first escaped from a South American nature preserve.  Or perhaps he's a native ape never rescued who touched a macguffin of sorts in Africa possibly even in Dakana.  The roots don't exactly matter for the sake of the challenge.  He's smarter than the average chimp that's for sure and has a wide assortment of skills to prove it.  While he really shines in a courtroom, defending/prosecuting cases don't exactly make for gripping story telling on their own.  I made him a dependable grappler while still managing to downplay the incredible gripping strength of chimps.  Hard to hit, our simple monkey lawyer isn't going to take a hit very well.  
 
 
Talking apes and super hero lawyers hold a time honored place in the genre.  However, they don't often share the same space if ever.  With good reason a defense lawyer can't exactly be called to testify on an investigation he pursued personally, and no one's going to believe it was the other talking ape who broke into the mafia safe house.  Coupled with any legal limitations that would come if he was a government employee as opposed to working for a private firm.  However, if She-Hulk can find the time to do heroics in his off time why can't a super intelligent chimp?  He's probably defended some big enough names justifying the purchase connected and contacts purchase.  Using them to call in favors so to speak.
 
 
As a villain, he could easily be a corrupt lawyer of the different species variety.  Getting intel from local animals, spying on his opposition with birds, asking dogs to pee on them, etc. 
Edited by HG Morrison
  • 1 month later...
Posted

New contest time!

 

PL10 (150PP)

 

Theme: Signs of the stars!

Description: The Zodiac, the ancient villain team whose members included Taurus(take a wild guess), Medea(Scorpio) and Riptide(Aquarius), is largely an unknown. The challenge is thus: take a sign of the Zodiac(Western) and use it as inspiration for a super-powered hero!

Contest End Time: September 20th, 2013.

Posted (edited)

STEFAN-GRAMBART-firestorm1.jpg

"Wonder Twin Powers Activate!  Form of oh god it burns!"

 

 

 

 

Concept Name: Photon (Gemini)

Power Level: 10 (150/150PP)
 

    

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


Combat: 16 + 8 = 24PP
Initiative: +4
Attack: +8 Base, +10 Sun Sword
Grapple: +9
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -6


Saving Throws: 4 + 5 + 5 = 13PP
Toughness: +12 (+2 Con, +2 Defensive Roll, +8 Protection)
Fortitude: +6 (+2 Con, +4)
Reflex: +9 (+4 Dex, +5)
Will: +5 (+0 Wis, +5)


Skills: 36R = 9PP
Intimidate 13  (+13)

Knowledge(Physical Sciences) 13 (+15)

Notice 10 (+10)
 

 

Feats: 7PP

Attack Specialization (Sun Sword)

Defensive Roll 1
Dodge Focus 4
Power Attack

 

 

Powers: 28 + 4 + 3 + 14 + 16 + 8 + 1 + 4 = 78PP

 

 

 

Environmental Control 2 (Light; 20 ft)[4PP]

 

Gestalt 3 (45 PP components)[3PP]


Immunity 14 (Life Support, Non-Damaging Light Effects)[14PP]

 

Insubstantial 3(Light; Power Feat: Innate; Flaw: Permanent[+0]) [16PP]

 

Light Control Array (24PP Array, All powers have the Light descriptor; Feat: Alternate Power 4) [28PP]

Base PowerDamage 12 (Blast of Light; Extra: Ranged) [24PP]
Alternate PowerConcealment 4 (Mirror Images, All Visual senses; Flaw: 50% miss chance of total concealment but no other benefits)  + Illusion 10 (All Visual senses; Flaw: Partial)[24PP]
Alternate PowerDazzle 12 (Flash of Light; Visual Senses)[24PP]
Alternate PowerDamage 10 (Blade of Light; Extra: Affects Corporeal Feat: Improved Critical 2)[22PP]
Alternate PowerTeleport 10 (Speed of Light Movement, 1000 ft as a Move Action, 200000 as a Full Action; Feats: Change Direction, Change Velocity, Easy, Turnabout)[24PP]

 

Protection 8 (Toughness)[8PP]

 

Space Travel 1 (1x Light Speed)[1PP]

 

Super-Movement 2 (Air Walking 2[Full Speed])[4PP]

 

Totals: Abilities (18) + Combat (24) + Saving Throws (14) + Skills (9) + Feats (7) + Powers (78) - Drawbacks (0) = 150 Power Points

 

 

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

Design Notes: 

 

Gemini represents both duality and division.  The Greek god associated with the sign?  Why, Apollo the sun god of course! So here's Photon my Light Controller Gestalt aka Gemini.  What separates him from other other Light Controllers?  Well he's literally made of the stuff.     Taking a cue from DC's Firestorm, Gemini has a pretty low level of the Gestalt power in which two non-powered entities become one.  It practically functions as having dual normal identities ripe with conflict and inconveniences.  Again taking a cue from Firestorm I went with the combining a teacher and student route.  At PL 3 separated they're still good enough to contend the lowest of street level minions so take that for what it is.  If one of the component characters gets knocked out they can still combine as long as the other's still capable of taking the standard action to do so.
 

He has quite a few convenient options in his light array, with the actual light control built outside of the array so that Gemini may illuminate a small area whenever he pleases.  If needing to brighten a wider area he can stunt off the array and combine the environmental control effects.  Don't let that effects corporeal strike fool you Immunity wise he's technically really Immunity 19 Life Support, Light Effects(All).  But the damaging portion of the Light Effects immunity is already covered by insubstantial so why pay for it twice?  The Obvious flaw on Visual Concealment is quite interesting,

 

As a Hero he's probably the combination of an unfortunate student and professor caught in a blast when an experiment went awry.  As a villain it would be the combination of two low level crooks who got in over their head stealing some high tech device.  Setting off the machine accidentally and now they can combine for deadly effect.  Maybe the experiment was the only way to save a terminally ill family member.  There are a lot of possibilities.  The genre usually gives the younger mind conscious control of the Gestalt with the ability to mentally communicate with his older counterpart.  

 

 

And just to round out the example, here's an example of the Gestalt components using the Teacher/Student combination.  Keeping in mind the heavy bookkeeping that comes with Gestalts they're tougher than Billy Batson but that's not saying much.  :

 

Teacher Gestalt Component

Abilities: 0 + 0 + 0 + 14 + 0 + 0 = 14PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10(+0)
Intelligence: 18 (+4)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 6 + 2 = 8PP
Initiative: +4
Attack: +3 Base
Grapple: +3
Defense: +3 (+1 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -0


Saving Throws: 4 + 5 + 5 = 14PP
Toughness: +1 (+0 Con, +2 Defensive Roll)
Fortitude: +4 (+0 Con, +4)
Reflex: +5 (+0 Dex, +5)
Will: +5 (+0 Wis, +5)


Skills: 24R = 6PP
Intimidate 6  (+6)

Knowledge(Physical Sciences) 8 (+15)

Notice 10 (+10)

 

Feats: 3PP

Defensive Roll

Dodge Focus 2

 

Totals: Abilities (14) + Combat (8) + Saving Throws (14) + Skills (6) + Feats (3) + Powers (0) - Drawbacks (0) = 45 Power Points

 

Student Gestalt Component

Abilities: 3 + 8 + 4 + 0 + 0 + 0 = 15PP
Strength: 13 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 6 + 2 = 8PP
Initiative: +4
Attack: +3 Base
Grapple: +4
Defense: +3 (+1 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -1


Saving Throws: 4 + 4 + 5 = 13PP
Toughness: +1 (+0 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4)
Reflex: +8 (+4 Dex, +4)
Will: +5 (+0 Wis, +5)


Skills: 24R = 6PP
Intimidate 8  (+8)

Knowledge(Physical Sciences) 8 (+8)

Notice 8 (+8)

 

Feats: 3PP

Dodge Focus 2

Power Attack

 

Totals: Abilities (15) + Combat (8) + Saving Throws (13) + Skills (6) + Feats (3) + Powers (0) - Drawbacks (0) = 45 Power Points

Edited by HG Morrison
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