Aoiroo Posted January 30, 2014 Posted January 30, 2014 (edited) Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes. Aquatic Badass Badass Martial Artist Boomerang WerewolfBow UserDeathproof BrawlerDual Wielder Etain Maher The Full Body Prosthesis Half Ghost High Flyer Iron Chef Junk Man Lucky Charm Magic Gadgeteer Master of Disguise Mini Paragon The Puppeteer River Tam The Rock Shapeshifting Mentalist Shocky Spider Smart Speedster Sneaky Acrobat Tranquilizer Edited December 27, 2015 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Master of DiguisePower Level: (7) (105/105PP)Trade-Offs: Unarmed +5 Attack / -5 Damage, Throwing Knives +1 Attack / -1 Damage, +4 Defense / -4 ToughnessAbilities: 4 + 4 + 4 + 4 + 6 + 10 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5)Combat: 16 + 8 = 22PP Initiative: +6 Attack: +12 Unarmed, +8 Ranged Grapple: +14 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 3 + 3 + 2 = 8PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +2)Skills: 112R = 28PP Bluff 10 (+15)* Diplomacy 10 (+15)* Disguise 10 (+15)* Drive 4 (+9) Escape Artist 8 (+10) Gather Information 10 Language 6 (Base: English, French, Italian, German, Japanese, Manderin, Spanish) Notice 12 (+15)* Sense Motive 12 (+15) Search 12 (+15) Sleight of Hand 10 (+15) Stealth 8 (+10) *Skill MasteryFeats: 25PP Ambidexterity Attack Specialization (Unarmed) Defensive Roll Dodge Focus 6 Equipment 3 Improved Initiative Jack Of All Trades Luck 2 Power Attack Quick Change 2 Skill Mastery (Bluff, Diplomacy, Disguise, Notice) Throwing Mastery 2 Uncanny Dodge (Hearing) Well Informed Equipment 15EP Concealable Microphone 1EP Disguise Kit 1EP Mini Tracer 1EP Motor Cycle 9EP Strength 15 Speed 5 (250 MPH) Defense 10 Toughness 8 Size Medium Throwing Knives (Blast 2, Subtle) 3EP Powers: 0 + 0 + 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Knives Range (20ft) DC21 Toughness (Staged) Damage (Physical) Totals: Abilities (22) + Combat (22) + Saving Throws (8) + Skills (28) + Feats (25) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points The Master of Disguise, not usually a heroic character, but it has been done, like Black Orchid for example. This character is a non-powered infiltration specialist. They can and will adopt as many faces as they like, and scrap there way out if they get caught. They have throwing knives as a base weapon, but if disarmed can use other things as weapons with throwing mastery. Who are they? They could be a former thief gone straight, an ex government agent who's working the streets, a stage magician who decided to use some tricks on the bad guys or maybe a ninja or some other shadowy person who decided to mend their ways. Either way, they're VERY good at what they do, and in a team setting they're an excellent scout or someone more suited to lead more subtle operations. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Bow UserPower Level: (7) (105/105PP)Trade-Offs: Melee +3 Attack / -3 Damage, +2 Defense / -2 Toughness Abilities: 8 + 6 + 6 + 6 + 6 + 6 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3)Combat: 14 + 8 = 22PP Initiative: +7 Attack: +7 Range, +10 Melee Grapple: +14 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -3Saving Throws: 2 + 2 + 2 = 6PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +5 (+3 Wis, +2)Skills: 48R = 12PP Acrobatics 7 (+10) Bluff 7 (+10) Language 2 (Native: English, Vietnamese, French) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 7 (+10) Stealth 7 (+10) Survival 2 (+5) Feats: 27PP All-Out Attack Accurate Attack Ambidextrious Attack Focus (Melee) 3 Defensive Attack Defensive Roll Dodge Focus 5 Equipment 2 Improved Critical 2 (Bows) Improved Initiative Improved Grapple Jack Of All Trades Luck 2 Power Attack Precise Shot Ricochet Skill Mastery (Acrobatics, Bluff, Search, Notice) Takedown Attack Uncanny Dodge (Hearing) Equipment 10EP Binoculars 1EP Crossbow (Blast 3, Range 40ft) 7EP Flashlight 1EP Master Work Tools First Aid (+4 First Aid Skill) 1EP Powers: 10 = 10PP Device 3 (Compound Bow, Feats: Subtle Flaws: Easy-To-Lose) 10PP Bow Array (11PP, x4 Alternate Powers) Base Power: Blast 3 (Feats: Mighty, Improved Range 4 (50ft Range Increments)) 11PP Alternate Power: Blast 3 (Extra: Area:Burst, Feats: Improved Range 2 (25ft Range Increments) 11PP Alternate Power: Obscure 5 (Visual Obscure (Smoke), 100ft Radius, Feats: Improved Range (10ft Range Increments)) 11PP Alternate Power: Stun 3 (Extra: Range, Feats: Improved Range 2 (25ft Range Increments)) 11PP Drawbacks: (0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Blast Range DC22 Toughness (Staged) Damage (Physical) Blast Area:Burst DC18 Toughness (Staged) Damage (Physical) Stun Range DC13 Fortitude (Staged) Stun (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (38) + Combat (22) + Saving Throws (6) + Skills (12) + Feats (27) + Powers (10) - Drawbacks (0) = 105/105 Power Points Bows are in universe a popular staple around superheroes since it's a reasonable ranged alternative to guntotting (which is pretty much a nono in our setting). Of course standard rangers specialize in keeping a distance, this build is someone trained to hold their own with bows and with their fists if someone manages to close the distance. Artemis is a good example of this type of ranger. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Smart SpeedsterPower Level: (7) (105/105PP)Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness Abilities: 0 + 6 + 4 + 10 + 0 + 0 = 20PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +20 Attack: +4 Ranged, +10 Strike Grapple: +0 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 2 + 8 + 4 = 14PP Toughness: +2 (+0 Con, +2 Costume) Fortitude: +2 (+0 Con, +2) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4)Skills: 48R = 12PP Acrobatics 5 (+9) Computers 5 (+10) Gather Information 5 (+5) Knowledge (Earth Sciences) 3 (+8) Knowledge (Life Sciences) 3 (+8) Knowledge (Physical Sciences) 5 (+10) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 5 (+10) Notice 5 (+5) Search 5 (+5) Stealth 5 (+9)Feats: 22PP All-Out Attack Dodge Focus 8 Elusive Target Equipment Evasion Improved Iniative 4 Inventor Move-By Action Power Attack Quick Change Takedown Attack Uncanny Dodge (Hearing) Equipment 5EP Binoculars 1EP Goggles (Immunity Visual Dazzle (Dust)) 1EP Padded Costume (Protection 2) 2EP Multi-Tool 1EP Powers: 1 + 14 + 2 + 3 = 19PP Regeneration 1 (Recovery Rate) 1PP Speed 7 (1000 MPH, Extras: Linked Feats: Alternate Power) + Quickness 6 (x100) 14PP AP: Strike 4 (Extras: Autofire, Feats: Accurate 3) 12PP Super-Movement (Wall Crawling, Water Walking Flaw: Only When Moving) 2PP Drawbacks: (0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Strike* Touch DC19 Toughness (Staged) Damage (Physical) Autofire Additional 2 Points for Every 2 above hit, capped at half total damage) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (22) + Powers (19) - Drawbacks (0) = 105/105 Power Points Of course another comic book staple is the speedster. This speedster isn't as fast as most are being based on Kid Flash (even if 1000MPH is pretty impressive) but he plenty competitant. He's a scientific prodigy, and very VERY hard to hit. Mind you, if someone gets a hit in, he'll go down, but won't stay down for too long (regeneration and all). Power attack helps you up the damage to full +10, which if you hit accurately enough with autofire can go up to +15. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Shapeshifting Mentalist Power Level: (7) (105/105PP)Trade-Offs: +1 Attack / -1 Damage, -3 Defense / +3 Toughness Abilities: 2 + 0 + 0 + 0 + 8 + 0 = 10PP Strength: 12/22 (+1/+6) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 10 (+0)Combat: 8 + 5 = 13PP Initiative: +0 Attack: +8 Melee, +4 Ranged Grapple: +12 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: +5Saving Throws: 2 + 4 + 6 = 12PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +2 (+0 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +10 (+4 Wis, +6)Skills: 24R = 6PP Concentration 11 (+15) Pop Culture 6 (+6) Notice 4 (+8) Search 3 (+7) Feats: 0PP Ambidexterity Attack Specialization (Unarmed) 2 Dodge Focus 3Powers: 2 + 10 + 4 + 12 + 24 + 10 = 62PPComprehend 2 (Any Sentient Language) 2PP Enhanced Strength 10 10PP Flight 2 (25 MPH) 4PP Martian Shapeshifting Array (9PP, x3 Alternate Powers) 12PP Base Power: Morph 5 (Humanoids, Flaw: Female-Only) 9PP Alternate Power: Additional Limbs 3 (Extras: Duration (Substained), Feats: Split Attack) + Elongation 3 (25 ft) 7PP Alternate Power: Concealment 4 (All Visible Senses, Feats: Close Range, Flaws: Blending) 8PP Alternate Power: Regeneration 5 (1 Recovery Rate, 2 Ability Damage, 2 Recovery Bonus, Feats: Diehard, Persistant, Regrowth) 8PP Martian Mental Powers Array (21 PP, x3 Alternate Powers) 24 PP Base Power: Move Object 7 (Extras: Damaging) 21PPAlternate Power: ESP 7 (Mental Sense, Extras: Simultanious) 14PP Alternate Power: Mind Reading 7 (Extras: Area: Burst, Feats: Improved Range 5 (100ft), Selective) 20 PP Alternate Power: Mind Control 7 14PP Protection 10 10 PP Drawbacks: (-4) = -4PPVulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Move Object Perception DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (13) + Saving Throws (12) + Skills (6) + Feats (6) + Powers (62) - Drawbacks (4) = 105/105 Power Points And here's the Miss Martian build. There's a pattern here if you can tell. Of course this is a VERY power heavy build, drawing on two seperate arrays for it. The first array covering unarmed attack and the extension of limbs, M'gann can knock a fool's block off from 7 yards away. The second array is all perception range abilities so capped at PL7, mind you, you can do a LOT with what's there, especially move object which is a very versatile power. Of course the rest of the build is pretty feat and skills light, but you can build on that however you like while the powers themselves can help you muscle throw threads. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Aquatic BadassPower Level: (7) (105/105PP)Trade-Offs: Blast +2 Attack -2 Damage Abilities: 14 + 6 + 14 + 4 + 4 + 0 = 42PP Strength: 24/34 (+7/+12*) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) *Carrying Capacity OnlyCombat: 14 + 8 = 22PP Initiative: +7 Attack: +7 (+9 Blast) Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 0 + 2 + 1 = 3PP Toughness: +7 (+7 Con, +0) Fortitude: +7 (+7 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +3 (+2 Wis, +1)Skills: 36R = 9PP Acrobatics 3 (+6) Bluff 6 (+6) Knowledge (Arcane Lore) 4 (+6) Knowledge (Atlantian History) 4 (+6) Languages 1 (Native: Alantean, English) Notice 8 (+10) Search 8 (+10) Stealth 2 (+5)Feats: 10 PP Accurate Attack All-Out Attack Defensive Attack Dodge Focus 3 Power Attack Stunning Attack Teamwork Uncanny Dodge (Hearing)Powers: 9 + 1 + 4 + 6 = 19 PPDevice 3 (Water-Bearers, Flaws: Easy-To-Lose, Requires Medium: Liquid, Feats: Restricted: Atlantean Magic User) 9PP Water-Bearers Array (13 PP, x2 Alternate Powers) 15 PP Base Power: Blast 5 (Feats: Accurate, Improved Range 2) Alternate Power: Move Object 6 (Extras: Tether) 12 PP Alternate Power: Strike 0 (Feats: Extended Reach 6, Indirect, Mighty, Precise, Split Attack, Takedown Attack 2, Variable Descriptors: (Crush, Stab, Slash)) 13 PP Immunity 1 (Drowning) 1PP Super-Strength 2 (+10 Carrying Capacity) 4PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Drawbacks: (0) = 0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Blast Range DC 20 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (42) + Combat (22) + Saving Throws (3) + Skills (9) + Feats (10) + Powers (19) - Drawbacks (0) = 105/105 Okay, so Kaldur, yeah, freaking loved him in this show. He's a pretty straight forward even steven no trade off builds, but he is so badass. He's got damage wise peak human strength, but that Atlantean super strength will get you some millage in picking up and throwing stuff. Then there's the water bearers, pretty awesome device there, with some move object, blast, and the little swish army knife of weapons it presents in the form of variable descriptor. He's the most balanced I think just in terms of power, skills and overall feats on the team, and a great combat generalist. Edited March 21, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Mini Paragon (Superboy)Power Level: (7) (105/105PP)Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness Abilities: 0 + 10 + 0 + 0 + 0 - 2 = 8PP Strength: 10/30/50 (+0/+10/+20*) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) *Carrying Capacity OnlyCombat: 4 + 4 = 8PP Initiative: +13 Attack: +2, +4 Unarmed Grapple: +18 Defense: +2 (+0 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -3Saving Throws: 11 + 1 + 4 = 15PP Toughness: +12 (+0 Con, +12, +7 Impervious Toughness) Fortitude: +11 (+0 Con, +11) Reflex: +6 (+5 Dex, +1) Will: +4 (+0 Wis, +4)Skills: 28R = 7PP Knowledge 4 (Political Science) (+4) Knowledge 4 (History) (+4) Intimidate 5 (+4/+8 Attractive) Notice 5 (+5) Search 5 (+5) Stealth 5 (+10) Feats: 11PP Accurate Attack All-Out Attack Attack Specialization (Unarmed) Attractive Defensive Attack Improved Critical (Unarmed) 2 Improved Initiative 2 Interpose Takedown Attack Powers: 2 + 21 + 4 + 19 + 4 + 8 = 59PP Comprehend 1 (Language) 2PPEnhanced Strength 20 (Feats: Innate) 21PP Leaping 4 (Running Jump 500ft, Standing 250ft, High 125ft) 4 PP Protection 12 (+7 Impervious Toughness) 19 PP Super-Sense (Hearing, Accute, Extended 3) 4 PP Super-Strength 4 (+20 Carrying Capacity, Light Load 4 Tons, Medium Load 8 Tons, Heavy 12 Tons, Max 24 Ton, Push/Drag 60 Tons, +4 to Grapple, +4 Breaking) 8PPDrawbacks: (-3) = -3PPDrawback (Kryptonite; Frequency: Uncommon; Intensity: [Major]) [-3PP]DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (6) + Combat (8) + Saving Throws (15) + Skills (7) + Feats (13) + Powers (61) - Drawbacks (3) = 105/105 (or 150/150) Power Points Superboy! Is only slightly beat out by M'gann by sheer power point spendage, but only barely. He's tough as hell, can dish out the pain, and if you don't mind losing some damage with accurate attack, or just taking the hit with All-Out Attack (which he can probably take with the +7 Impervious toughness) you'll actually hit something. He loses some points for charisma, but it adds some flavor since clones don't socialize well. Great character for interposing and tanking. He's a wall, and if you want to play with the PL10s, he'll be able to run with them without being knocked out too soon. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: The Full Body ProsthesisPower Level: (7) (105/105PP)Trade-Offs: None Abilities: 4 + 6 + 10 + 0 + 0 + 0 = 20PP Strength: 14/24/44 (+2/+7/+12*) Dexterity: 14/24 (+2/+7) Constitution: 16 (+3) Intelligence: 20 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) *Carrying Capacity OnlyCombat: 6 + 8 = 14PP Initiative: +7 Attack: +7 Melee, +3 Ranged Grapple: +20 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 2 + 0 + 4 = 6PP Toughness: +7 (+3 Con, +4 Defensive Roll (+3 Flat-Footed) Fortitude: +5 (+3 Con, +2) Reflex: +7 (+7 Dex, +0) Will: +4 (+0 Wis, +4)Skills: 84R = 21PP Acrobatics 3 (+10) Climb 3 (+10) Computers 5 (+10) Craft (Electrical) 10 (+15) Knowledge (Tactics) 10 (+15) Knowledge (Technology) 10 (+15) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) Survival 10 (+10) Stealth 3 (+10)Feats: 13PP Accurate Attack All-Out Attack Assessment Attack Focus (Melee) 4 Defensive Roll 2* Dodge Focus 3* Inventor Interpose Improved Grapple Power attack Stunning Attack Takedown Attack *Only With Device Powers: 35 = 35PPDevice 8 (40PP, Flaws: Hard-To-Lose, Feats: Subtle, Restricted 2 (Only Him)) 35PP Feature (Allows Movement of Paralyzed Legs) 1PP Enhanced Feats (Defensive Roll 2, Dodge Focus 3) 5PP Enhanced Strength 10 10PP Enhanced Dexterity 10 10PP Leaping 4 (425ft Running Jump, 212ft Standing Jump, 106ft High Jump) 4PP Speed 2 (25 MPH) 2PPSuper-Strength 4 (Light Load 1 Ton, Medium Load 2 Tons, Heavy Load 3 Tons, Max Load 6 Tons, Push Drag 12 Tons) 8PPDrawbacks: (-4) = -4PPDrawback (Paraplegic; Frequency: [Common]; Intensity: [Major]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (14) + Saving Throws (6) + Skills (21) + Feats (13) + Powers (35) - Drawbacks (4) = 105/105 (or 150/150) Power Points Right this concept is inspired by the character Mecha Maid by Spinnerette (this build isn't though, actually her) that is, a budget power suit. In this case, it is in fact a prosthesis created by someone disabled to help them move normally again. This build I'm thinking a soldier (who actually knows how to fight) paralyzed in duty who went on to become an Engineer. This is a little strange because it doesn't have the Normal Identity drawback, the reason, well this suit isn't a suit at all, it's an exoskeleton that's subtle enough to be worn under clothes, so unless physically removed there's no reason why a person wouldn't be able to wear this normally, if only to be able to walk again. It also doesn't actually have any built in weapons, it just increases strength, and dexterity, making the user much stronger and faster then normal. It increases reflexes which is show in the enhanced feats of dodge focus and defensive roll (which it has in lue of say protection for the simple fact that this isn't a suit so it doesn't have protective plating). Whether this person wears a costume or not is up to you, but if they did it wouldn't be immediately obvious that this is in fact a power suit user which could be an advantage to some of the tactics used for them (like say, EMPs). Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Dual WielderPower Level: (7) (105/105PP)Trade-Offs: +1 Attack / -1 Damage, +3 Defense / -3 Toughness Abilities: 4 + 8 + 8 + 0 + 0 + 0 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 8 + 12 = 20PP Initiative: +12 Attack: +8 Swords, +4 Ranged Grapple: +8 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: +2Saving Throws: 0 + 3 + 4 = 7PP Toughness: +4 (+4 Con, +0 [Other]) Fortitude: +4 (+4 Con, +0) Reflex: +7 (+4 Dex, +3) Will: +4 (+0 Wis, +4)Skills: 72R = 18PP Acrobatics 11 (+15)* Climb 9 (+10)* Escape Artist 11 (+15) Notice 10 (+10) Seach 10 (+10) Sense Motive 10 (+10)* Stealth 11 (+15)* *Skill Mastery Feats: 39PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Assessment Attack Specialization (Swords) 2 Dazzling Attack Defensive Attack Distract Dodge Focus 4 Elusive Target Evasion 2 Equipment 3 Fast Task (Acrobatic Bluff) Improved Critical 2 (18-19, Swords) Improved Initiative 2 Grappling Finesse Luck 2 Move By Action Ninja Run Power Attack Skill Mastery (Acrobatics, Climb, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Throwing Mastery 2 Weapon Bind Uncanny Dodge (Hearing) Equipment 15EP Dual Swords (Strike 4, Extra: Autofire, Feats: Extended Reach, Mighty, Split Attack) 11EP* Throwing Knives (Strike 2 Feats: Mighty, Subtle) 4EP Powers: 1 = 1PPSpeed 1 (Training Descriptor, 10MPH, 40ft Per Move Action) 1PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dual Swords Touch DC 21* Toughness (Staged) Damage (Physical) Knives Range DC 19 Toughness (Staged) Damage (Physical) *Autofire (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (20) + Saving Throws (7) + Skills (18) + Feats (39) + Powers (1) - Drawbacks (0) = 105/105 Power Point Guess who loves Sword Art Online! Anyway, this build isn't Kirito, but this is a similar concept, basically the dual sword wielder. A quick note is this build isn't very physically strong, but then again, it doesn't have to be, because it's SUPER fast. Well not speedster fast, but generally high initiative, high defense and lots of dexterity for acrobatics abound. Of course the story for this is this is a trained warrior, somebody used to fighting who uses dual swords as a specialty. This swords are either thinner or lighter then the normal +3 attack swords in the book (being +2 damage each), but of course that's why you're able to dual wield them at all. They come with autofire because of the fact of multiple hits in a round, and split attack for double stabby action. Having the speed power at rank 1 with the training descriptor is something you can do, you can do the same with leaping and swimming as well as long as you don't go above one or two ranks. We also have ninja run, so le parkor! Anyway, this is very featy, and very similar to another hero Jack of All Blades, mind you, Jack has actual powers, this build doesn't. Which is of course why it can afford 39 PP worth of feats as well as Luck 2. *Note: Now you may want to spend some points to make the dual swords a device as opposed to equipment, or when you get more points later, give them better made swords with more feats and such as a full on device. You should be warned, equipment can break in the heat of battle, that's after all, why they're so cheap. Edited February 7, 2014 by Aoiroo
Aoiroo Posted January 30, 2014 Author Posted January 30, 2014 (edited) Character Name: Sneaky AcrobatPower Level: (7) (105/105PP)Trade-Offs: Melee +1 Attack / -1 Damage, +5 Defense / -5 Toughness Abilities: 1 + 10 + 4 + 6 + 0 + 0 = 21PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 6 + 8 = 14PP Initiative: +5 Attack: Range +3, Melee +8, Baterangs +7 Grapple: +13 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 2 + 2 + 4 = 10PP Toughness: +2 (+2 Con, +0) Fortitude: +4 (+2 Con, +2) Reflex: +7 (+5 Dex, +2) Will: +4 (+0 Wis, +4)Skills: 116R = 29PP Acrobatics 10 (+15)* Computers 12 (+15)* Disable Device 12 (+15)* Escape Artist 10 (+15) Gather Information 8 (+10) Investigation 10 (+15)* Knowledge (Technology) 12 (+15)* Knowledge (Tactics) 12 (+15)* Language 6 (Native: English, French, Spanish, Italian, German, Manderin, Japanese) Notice 8 (+10)* Search 8 (+10) Sense Motive 8 (+10) Stealth 10 (+15)* *Skill MasteryFeats: 31 Acrobatic Bluff Assessment Attack Focus (Melee) 5 Attack Specialization (Baterang) 2 Dodge Focus 8 Equipment 5 Fast Task (Acrobatic Bluff) Grappling Finesse Hide In Plain Sight Power Attack Skill Mastery (Acrobatics, Computers, Disable Device, Investigation, Knowledge (Tactics)) Sneak Attack Throwing Mastery Well Informed Uncanny Dodge (Hearing) Equipment 20EP Eskimo Sticks (Strike 3, Feats: Mighty, Subtle) 5EP Binoculars 1EP Handcuffs 1EP Mini Tracer 1EP Multi-Tool 1EP Rebreather 1EP Utility Belt Array (10EP, x3 Alternate Powers) 15EP Base: Exploding Baterang (Blast Explosion 4, Area: Burst, 10ft) 10EP AP: Smoke Bomb (Obscure 5, Area: 50ft, Visual) 10EP AP: Baterang (Blast 3, Feats: Mighty, Subtle) 5EP AP: Snare 5 10EP Powers: 0 = 0PP Drawbacks: (0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18* Toughness (Staged) Damage (Physical) Blast Range DC21* Toughness (Staged) Damage (Physical) Blast Area:Burst DC22* Toughness (Staged) Damage (Physical) Sticks Touch DC21* Tougness (Staged) Damage (Physical) Snare Range DC15 Reflex (Staged) Snare *With Sneak Attack Totals: Abilities (21) + Combat (14) + Saving Throws (10) + Skills (29) + Feats (31) + Powers (0) - Drawbacks (0) = 105/105 Power Points This is Robin, he was hard. Note that most of his damage is only fully shifted with Sneak Attack, which basically means, you have to be concealed to deal the max amount of damage. This would be a problem if Robin wasn't one sneaky little bugger. Hide In Plain Sight definitely helps with that. Robin also has a ultility belt array you can stunt off of, and escrima sticks (yes I took these from Midnight II's build, but they're tots canon especially since Midnight II is essentually like Nightwing with minor obscure powers). He is also a total SKILL MONKEY. That's just where you fall if more then twenty five points are allocated to skills alone. Skill mastery too, and acrobatic bluff. He's got a couple of options for disabling someone, but he's really great for overall coordination and for feinting an opponent with Acrobatic Bluff while you have a heavy hitter (like Superboy) knock they're block off while they're flat-footed. Edited February 7, 2014 by Aoiroo
Aoiroo Posted February 1, 2014 Author Posted February 1, 2014 (edited) Character Name: The PuppeteerPower Level: (7) (105/105PP)Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness (or "None") Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 24PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3)Combat: 4 + 8 = 12PP Initiative: +8 Attack: +2 Melee, +2 Ranged, +6 Strings Grapple: +2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 3 + 3 + 1 = 7PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+4 Wis, +1)Skills: 44R = 11PP Bluff 7 (+10) Craft (Carpentry) 8 (+10) Concentration 11 (+15) Diplomacy 7 (+10) Language 1 (Base: Manderin, English) Perform (Puppetry) 7 (+10) Notice 1 (+5) Search 1 (+5) Sense Motive 1 (+5) Feats: 13PP Accurate Attack All-Out Attack Attack Specialization (String) 2 Dodge Focus 6 Defensive Roll Improved Initiative 2 Power Attack Uncanny Dodge (Hearing)Powers: 32 + 6 = 38PPString Array (30PP, Feats: Alternate Powers x2) 32PP Base Power: Snare 8 ( Extras: Constricting Feats: Chokehold, Improved Range 3 (x50 ft), Subtle, Tether) 30PP Alternate Power: Mind Control 7 ( Extras: Alternate Save: Reflex, Area: Burst, Conscious Feats: Improved Area (10ft), Subtle) 30PP Alternate Power: Move Object 8 ( Extras: Damaging Feats: Improved Range 3 (x50 ft), Precise, Tether) 29PP Super-Movement 2 (Slow Fall, Swinging, Extras: Affects Others) 6PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mind Control Perception DC 17 Reflex (Staged) Mind Control Move Object Range DC23 Toughness (Staged) Damage Snare Range DC18 Reflex (Staged) Entangle/Bound Totals: Abilities (24) + Combat (12) + Saving Throws (7) + Skills (11) + Feats (13) + Powers (38) - Drawbacks (0) = 105/105 Power Points The Puppeteer, isn't exactly a common power in comic books, but it's not unheard of. In this case, this is someone who can control string, and can use the string to control other people, like puppets. Mind you, they can also tie people up with the string (snare), or simply pick them up and throw them in the wall. At this level, there are no minions involved, but this is a great build to add minions too later in the form of combat puppets, but this build isn't so weak that it can't simply fight on it's own. The main story is, this is a Chinese puppeteer, how they got control over string, well they may of been blessed by some deity of the celestial court that enjoyed their show, or they could be a metahuman. If you want some extra points, you could toss the powers in a device and say it's just the string that's special, not the person wielding it. This build is pretty power heavy, but you can get a lot of milage out of it, and even without them the character isn't totally helpless as to not be able to avoid attacks. Also, the are control of the people would certainly help, why fight the mobs when you can make them fight each other. Should be noted, if you want to make this build at PL 10, you can fairly easily just bump up the accuracy and dump the rest of the points into a decent minion. Edited February 7, 2014 by Aoiroo
Aoiroo Posted February 1, 2014 Author Posted February 1, 2014 (edited) Character Name: The RockPower Level: (7 ) (105/105PP)Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 ToughnessAbilities: 0 + 4 + 0 + 6 + 0 + 4 = 14PP Strength: 10/30/45 (+0/+10/+17*) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 14 (+2) *Carrying Capacity Only Combat: 4 + 4 = 8PP Initiative: +10 Attack: +2 Melee, +2 Ranged Grapple: +15 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -12Saving Throws: 8 + 2 + 4 = 16PP Toughness: +10 (+0 Con, +10 Protection (+5 Impervious Toughness)) Fortitude: +8 (+0 Con, +8) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4)Skills: 56R = 14PP Intimidation 8 (+10)* Knowledge (Life Sciences) 12 (+15)* Medicine 10 (+10)* Notice 10 (+10)* Languages 1 (Base: English, Latin) Search 5 (+5) Sense Motive 10 (+10) *Skill Mastery Feats: 8 PP Accurate Attack Assessment Fearless Improved Initiative 2 Interpose Teamwork Skill Mastery (Intimidation, Knowledge (Life Sciences), Medicine, Notice)Powers: 50 = 0PPAlternate Form 10 50PP Density 10 (+20 Strength, +5 Impervious Toughness, +3 Super-Strength (Carrying Capacity, 2 Tons Light Load, 4 Tons Medium Load, 6 Tons Heavy Load, 12 Tons Maximum Load, 30 Tons Push/Drag) 30PP Immunity 5 (Piercing Damage, Flaws: Half) 5PP Immunity 10 (Fire) 10PP Protection 5 5PP Drawbacks: (-3) = -3PPDrawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP] (Please note that you can only have a number of drawbacks equal to your PL, not including power drawbacks. Also, power drawbacks, such as Full Power or Power Loss, should be listed on the power, not here.)DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (14) + Combat (8) + Saving Throws (14) + Skills (14) + Feats (8) + Powers (50) - Drawbacks (3) = 105/105 Power Points We will, we will, ROCK YOU! Du du du. Anyway, first alternate form, and this is one tough bugger, when he's in his alternate form that is. He gets a full rock overcoat that's immune to blades, fire, and at Impervious toughness 5 guns as well. This one actually has the normal form drawback, no rock, no powers. He's strong as heck in his alternate form, and has accurate attack if you so wish to have him actually hit something, or you could team him up cause what do you know, he has teamwork feat great for switching in the attack after a faster more agile alley feints the baddie. This is based on the Thing, but of course different fluff because one, the form isn't permenant, two, this persons a smarty in a different way (the Thing's an Engineer I believe in canon), he's a full on medical doctor, so he can bring the hurt and fix it as well. Edited February 2, 2014 by Aoiroo
Aoiroo Posted February 2, 2014 Author Posted February 2, 2014 (edited) Character Name: Etain MaherPower Level: (7) (105/105PP)Trade-Offs: None Melee, Range -3 Attack / +3 Damage, +5 Defense / -5 ToughnessAbilities: 4 + 0 + 4 + 0 + 8 + 4 = 20PP Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+4)Combat: 8 + 8 = 16PP Initiative: +0 Attack: +7 Melee, +4 Ranged Grapple: +9 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 2 + 4 + 3 = 9PP Toughness: +2 (+2 Con, +0 [Other]) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +7 (+4 Wis, +3)Skills: 28R = 7PP Bluff 6 (+8/+12*) Knowledge (Arcane Lore) 8 (+8) Language 1 (Base: Latin, English) Notice 4 (+8) Search 4 (+8) Sense Motive 5 (+9) *Attractive Feats: 13PP Attack Focus (Melee) 3 Attractive Equipment Dodge Focus 8 Uncanny Dodge (Visual) Equipment 5EP Swordbrella (Strike 3, Feats: Might, Subtle) 5EP Powers: 40 + 4 = 44PP Glamour Array (36PP, Feats: Alternate Powers x4) 40PP Base Power: Illusion 6 (All Senses, Extras: Area (Cylinder), Selective Feats: Reversible, Improved Area 5 (x100 ft around, 50ft Tall), Flaws: Phantasm) 36PP Alternate Power: Blast 10 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Improved Range 2 (25ft), Variable Descriptor (Burn, Lightning, Ice)) 34PP Alternate Power: Concealment 10 (Extras: Affects Others, Area: Cylinder, Feats: Close Range, Improved Area 2 (25ft Radius, 12 Feet Tall), Selective, Flaws: Phantasm) 34PP Alternate Power: Paralyze 7 (Extras: Area: Cylinder, Selective Feats: Affects Insubstancial 2, Improved Range 2 (25ft Radius, 12 Feet Tall), Reversible) 33PP Alternate Power: Strike 7 + Drain (Will) 7 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Extended Reach 3 (25ft), Incurable, Slow Fade, Variable Descriptors (Bludgeoning, Piercing, Slashing) 29PP Super-Sense 4 ( Detect Magic, Visual, Analytical) 4PPDrawbacks: (-5) = -5PPWeakness (Ferrous Metals, Frequency: Very Common, Intensity: Major [Make Fortitude DC15 Against Paralysis]) [-5PP]DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Blast Range DC25 Will (Staged) Damage (Physical) Paralyze Range DC17 Will (Staged) Paralyze Illusion Area DC16 Will (Staged) Illusion Strike/Drain Touch DC22 Will/Will (Staged) Damage/Drain(Will) Swordbrella Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (9) + Skills (8) + Feats (10) + Powers (47) - Drawbacks (5) = 105/105 Power Points Right for people who are newish, this is a PL 7 build of my now retired PC, Changeling, or Etain Maher. Some explanation for this build, Etain is a human taken by fae, she has glamour as a result, said glamour allows her to inflict onto other people anything she herself has experienced. The notch with this, is that Etain was trained in combat by immortals who think nothing of chopping off limbs, electricuting, burning or freezing in combat. As long as they didn't kill her they could heal the damage but Etain has very vivid memories of all of that which she can inflict on others. Usually these illusions come in the form of her looking like she's wielding various weapons or shooting these from her hands. She can also remove her presence and the presence of others completely by the illusion that there is simply nothing there. The catch of course is two found, first off, she can't lie, not that she won't lie, she can't lie, at least not directly. The second is her powers don't work on non-sentient beings or anything that doesn't have a will save. Because truthfully nothing she does to you is real, so if you can't perceive it, it's not happening. She can also identify magic on sight. Basically as a build, Etain is a glass cannon. She attacks the least focused on save in the game, the will save, and has a power that simultaniously drains and attacks that save, and when it's drained it stays drained for six rounds. The thing is, while she's really hard to hit, she's physically very fragile and very slow (initiative wise), she has no travel powers, and her body is basically human, not even an exceptionally well trained human. But if she can get a hit in, it's usually pretty devastating you've got a pretty good chance. There's also the weakness to ferrious (anything containing iron) if it touches her, this has to be skin to metal contact, she has to roll a save for paralysis every round it's in contact with her, which isn't real great if she gets lets say, shot. But that's one of the prices she has for using fae magic. Edited March 21, 2014 by Aoiroo
Aoiroo Posted February 2, 2014 Author Posted February 2, 2014 (edited) Character Name: River TamPower Level: (7) (105/105PP)Trade-Offs: +2 Attack / -2 Damage +5 Defense / -5 Toughness Abilities: 4 + 10 + 0 + 14 + 0 + 6 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 16 (+3)Combat: 8 + 8 = 16PP Initiative: +10 Attack: +9 Melee, +4 Ranged Grapple: +11 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: +4Saving Throws: 3 + 5 + 3 = 11PP Toughness: +2 (+0 Con, +2 Defensive Roll) Fortitude: +3 (+0 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +3 (+0 Wis, +3)Skills: 12R = 3PP Acrobatics 5 (+10) Perform Dance 7 (+10) Feats: 24PP Acrobatic Bluff All-Out Attack Accurate Attack Ambidexterity Attack Focus (Melee) 5 Defensive Attack Defensive Roll Eidectic Memory Elusive Target Equipment Evasion 2 Fast Task (Acrobatic Bluff) Improved Initiative 2 Jack of All Trades Power Attack Takedown Attack 2 Uncanny Dodge (Mental) Equipment 5EP Battle Axe (Strike 3, Feats: Mighty) 4EP Multitool 1EPPowers: 21 = 21PPMind Reading 7 (Extras: Action (Continuous), Area: Burst, Flaws: Permenant) 21PPDrawbacks: (-4) = -4PPDrawback (Nightmares; Frequency: [Very Common]; Intensity: [Moderate], Roll Will DC 15, Or Become Fatigued) [-4PP]DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Battle Axe Touch DC20 Toughness (Staged) Damage (Physical) Mind Reading Area DC17 Will Mind Reading (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (34) + Combat (16) + Saving Throws (11) + Skills (3) + Feats (24) + Powers (21) - Drawbacks (4) = 105/105 Power Points River Tam from Firefly, is pretty badass I must say, but I can't see her as being very well, physically strong. She's only like 90 pounds, no what she is is always mentally aware of everyone elses thoughts in the room and really fast about it too. Lots of reflex, lots of fighty fighty feats, and high intelligence with the Eidectic Memory and Jack of All Trade feats. Of course she has the nightmare drawback, and the drawback on her mind reading being both continuous and permenant. She's fast, but she's frail, and a good shot should take her out. I'd imagine that Reavers are all damage shifted so that's why she could take them. Edited February 7, 2014 by Aoiroo
Aoiroo Posted February 7, 2014 Author Posted February 7, 2014 (edited) Character Name: Half GhostPower Level: (7 ) (105/105PP)Trade-Offs: NoneAbilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/25/35* (+0/+7/+12*) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) *Carrying Capacity OnlyCombat: 6 + 8 = 14PP Initiative: +0 Attack: +3 Melee, +3 Ranged, +7 Blast, +7 Unarmed Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: +3Saving Throws: 4 + 8 + 4 = 16PP Toughness: +7 (+0 Con, +7 Protection +3 Impervious Toughness) Fortitude: +4 (+0 Con, +4) Reflex: +8 (+0 Dex, +8) Will: +4 (+0 Wis, +4)Skills: 32R = 8PP Bluff 7 (+7) Knowledge (Arcane Lore) 5 (+5) Knowledge (Popular Culture) 5 (+5) Notice 5 (+5) Search 5 (+5) Sense Motive 5 (+5) Feats: 8PP Accurate Attack Attack Specialization (Unarmed) 2 Dodge Focus 3 Power Attack Uncanny Dodge (Hearing)Powers: 60 + 3 + 2 = 65PPAlternate Form 12 60PP Concealment 4 (All Visible Senses, Extras: Affects Others) 12PP Flight 4 (100MPH) 4PPImmunity 4 (All Suffocation Effects, Disease, Starvation/Thirst) 4PP Ghost Power Array (28PP, x2 Alternate Powers) 30PP Base Power: Insubstantial 4 (Extras: Affects Others, Feats: Selective) 28PP Alternate Power: Blast 7 (Feats: Accurate 2, Affects Insubstantial 2, Improved Range 3 (25ft), Precise) 22PP Alternate Power: Enhanced Strength 15 + Super-Strength 2 (Light Load 1056 lbs, Medium Load 1 ton, Heavy Load 1.5 Tons, Maximum Load 3 Tons, Push/Drag 7.5 Tons) 19PP Protection 7 (Impervious Toughness 3) 10PP Device 1 (Fenton Thermos Flaws: Easy-to-Lose) 3PP Dimensional Pocket 2 (Extras: Range, Flaws: Only Ghosts, Feats: Progression Capacity (500lbs)) 5PP Super-Sense 2 (Detect Ghosts, Mental) 2PP Drawbacks: (-3) + (-3) = -6PPDrawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP] Drawback (Ecto Energy; Frequencey: [Very Uncommon]; Intensity: [Major] (Damage x2)) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range DC22 Toughness (Staged) Damage Unarmed Touch DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (0) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (8) + Powers (65) - Drawbacks (6) = 105/105 Power Points Dododododo, another cartoon favorite Danny Phantom. Near the beginning of the series mostly, like after Desiree, but not too far in. Anyway, pretty interesting power set of course, like for example the impervious toughness in his ghost form coupled with his weakness for ectoenergy, honestly this goes for the fact that he only ever gets hurt by A: Other ghosts, B: Ghost hunters who power they're weapons with ecto energy. Course, he's not full ghost, so he doesn't get the whole full fortitude immunity, he gets some, disease, starvation/thirst, suffocation, but the series does show, he's effected by hot and cold, and all the other stuff. He's like at the beginning completely average, and very reliant on his powers. Some skills for basic things, you know, bluff and such. He has unarmed combat as a specialization cause he does favor it in character and the enhanced strength to back it up, but he's not a bad shot with his blasts so just accurate there. Also Intangibility and Concealment aren't arrayed together cause he can and has used them both at the same time. Oh and he can fly, pretty fast. Only power not in the alt form is the ghost sense, I'm saying mental, I'm not exactly sure what seeing your breath counts as (visual, not sure really). Anyway, fun build, very power dependent, but great for building skills and maybe more powers later. Edited February 27, 2014 by Aoiroo
Aoiroo Posted February 13, 2014 Author Posted February 13, 2014 (edited) Character Name: Boomerang WerewolfPower Level: (7) (105/105PP)Trade-Offs: Human Form +3 Attack / -3 Damage, +1 Defense / -1 ToughnessWerewolf Form -1 Attack / +1 Damage Complications:Is That Grr Yes or Grr No: Can't speak as a werewolf.Full Moon: Required To Transform on Nights of the Full MoonNo Thumbs: Can't use most normal EquipmentTorn to Shreds: Clothing (like the bulletproof vest) often does not survive the transformation, and weapons and equipment can't be used at all. Abilities: 0 + 0 + 4 + 2 + 4 + 0 = 10PPStrength: 10/22/27 (+0/+6/+8*)Dexterity: 10 (+0)Constitution: 14 (+2)Intelligence: 12 (+1)Wisdom: 14 (+2)Charisma: 10 (+0)*Carrying CapacityCombat: 6 + 8 = 14PPInitiative: +4Attack: +3 Melee, +6 Claws (-1 Growth), Range +6, +10 BoomerangGrapple: +12/+16Defense: +8/+7 Alternate Form (+4 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -0Saving Throws: 2 + 3 + 2 =7PPToughness: +6/+7 Alternate Form (+2 Con, Tactical Vest +4, +5 Protection (2 Impervious Toughness))Fortitude: +4 (+2 Con, +2)Reflex: +6 (+5 Dex, +1)Will: +4 (+2 Wis, +2)Skills: 48PP = 12PPAcrobatics 10 (+10)Investigate 4 (+6)Intimidate 5 (+8/+10)Notice 8 (+10)Search 8 (+10)Sense Motive 8 (+10)Stealth 5 (+5)Feats: 23PPAccurate AttackAcrobatic BluffAll Out AttackAttack Focus (Range) 3Attack Specialization (Claws) 2Dodge Focus 4Elusive TargetEquipmentEvasion 2Fearsome Presence*Power AttackRedirectSet-UpTakedown AttackThrowing Mastery 2Uncanny Dodge (Hearing) *Alternate Form EquipmentTactical Vest (4 Protection) 4EPPowers: 35 + 3 + 1 + 1 + 4 + 1 = 45PPAlternate Form 7 35PPEnhanced Feat (Fearsome Presence) 1PPEnhance Strength 12 12PPGrowth 4 (+5 Strength (Carrying Capacity), +5 Grapple, -4 Stealth, 8ft Tall, -1 Defense, -1 Attack) 12PPStrike 2 (Claws, Extras: Autofire Feats: Mighty) 3PPProtection 5 (Impervious Toughness 2) 7PP Device 1 (Boomerang, Flaws: Easy-To-Lose, Restricted) 3PPBlast 2 (Feats: Ricochet, Accurate 2) 5PPLeaping 1 (x2, Running Jump 20ft, 10ft Standing, 5 ft High) 1PPSpeed 1 (100ft Per Move Action, 10MPH) 1PPSuper-Sense 4 (Smell, Accurate, Acute, Extended, Tracking) 4PPSuper-Sense 1 (Hearing, Extended) 1PP Drawbacks: (-3) + (-3) = -6PPDrawback (Normal Form; Frequency: [Very Common]; Intensity: [Moderate]) [-3PP]Drawback (Silver; Frequency: [Common]; Intensity: [Major] x2 Damage [-3PP] DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC15 Toughness (Staged) Damage (Physical)Boomerang Range DC19 Toughness (Staged) Damage (Physical)Claws Touch DC 23 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (14) + Saving Throws (7) + Skills (12) + Feats (23) + Powers (45) - Drawbacks (6) = 105/105 Power Points You know, there are I think four types of builds when you get down to it, those that rely wholy on their superpowers, those who have while having some superpowers supplement them with training, those who have no powers at all and are very skilled and featy, and the last is a mix of all three. This is my remix. This is a dual capability build, basically a werewolf who while able to become a wolf, doesn't need the wolf powers to hit caps. Though there are powers that don't come with the alternate form in the form of super senses, the speed and leaping are both regular training and the device the nifty little boomerang. I like boomerangs, we need more PCs with boomerangs. Of course to keep this build reasonable, there are built in complications that justify the cap changes between transformation, mainly the caps for the normal identity is supplemented by a device and some equipment, the changed identity, can't use either, one cause the device requires thumbs, and two because the equipment won't fit. I've always been one for low power high skill builds myself, or mixed builds with various powers and skills. The only build wholy reliant on powers I use actively is G-Force. Anyway, backstory, this is a soldier, or at least someone who's pretty good at scrapping turned werewolf. They have the drawbacks, and the weakness to silver (it doesn't have to be pure or inherited so it's common as opposed to uncommon) in both forms. Which can be waved away as a silver allergy in character. Now this character can fight either way, the quick question would be why would they want too. Well first off, Werewolves are SCARY, this isn't great when dealing with civilians. The claws also get in the way a lot, and transformed you can't speak normally which is always a bother. Edited May 12, 2015 by Aoiroo
Aoiroo Posted February 14, 2014 Author Posted February 14, 2014 Character Name: Badass Martial ArtistPower Level: (7) (105/105PP)Trade-Offs: +4 Attack / -4 Damage, +1 Defense / -1 Toughness Abilities: 6 + 14 + 8 + 0 + 6 + 0 = 34PP Strength: 16 (+3) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 6 + 8 = 14PP Initiative: +11 Attack: +11 Unarmed, +3 Ranged Grapple: +18 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -0Saving Throws: 0 + 0 + 2 = 2PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +4 (+4 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +5 (+3 Wis, +2)Skills: 80R = 20PP Acrobatics 8 (+15) Climb 7 (+10) Diplomacy 10 (+10) Escape Artist 8 (+15) Gather Information 10 (+10) Medicine 6 (+9) Notice 12 (+15) Search 7 (+10) Sense Motive 12 (+15)Feats: 33PP Acrobatic Bluff All-Out Attack Attack Specialization (Unarmed) 4 Chokehold Defensive Roll Dodge Focus 4 Elusive Target Evasion 2 Fearless Grappling Finesse Improved Disarm 2 Improved Initiative Improved Grab Improved Pin Improved Throw Luck 2 Paralyzing Attack Power Attack Redirect Set Up Stunning Attack Takedown Attack 2 Weapon Bind Uncanny Dodge (Auditory)Powers:1 + 0 + 0 = 1PPSpeed 1 (Training Descriptor, 100ft Per Move Action, 10MPH) 1PP Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (34) + Combat (14) + Saving Throws (2) + Skills (20) + Feats (34) + Powers (1) - Drawbacks (0) = 105/105 (or 150/150) Power Points Dodododo, completely non-powered build. This time however, no gadgets, no devices just equipment, cause he is a living frakking weapon without any need of superpowers. That is, the martial artist. Now this is built a little differently then most martial artists, he's not terribly strong, what he is is fast and dexterious. Up to the limit. The reason, this character is made for grappling. Lets explain some not so quite used often feat combos here. Grappling Finesse means that super high dex scores him a +7 to his grappling instead of the +3 his strength would get him, Improved Grab means he can initiate a grapple as a free action, Improved Pin means that once you got someone grappled, they take a -4 to get out of said grapple, and Improved Grapple means you can do said grapple one handed, which is useful for doing other things. This is a street level hero like most PL 7, like say Iron Fist, but of course Omi's the example cause he's much more agile then strong. Great for groups, and decent at patch up too (martial artists can learn a lot about how to fix up getting hurt).
Aoiroo Posted February 27, 2014 Author Posted February 27, 2014 (edited) Character Name: Deathproof BrawlerPower Level: (7) (105/105PP)Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness Abilities: 6 + 0 + 6 + 6 + 10 + 0 = 28PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 10 (+0)Combat: 8 + 12 = 20PP Initiative: +8 Attack: +10 Mr. Bat, +4 Attack Grapple: +7 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -2Saving Throws: 3 + 6 + 1 = 10PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +6 (+0 Dex, +6) Will: +6 (+5 Wis, +1)Skills: 60R = 15PP Acrobatics 5 (+5) Climb 7 (+10) Craft (Mechanical) 5 (+8) Gather Information 8 (+8) Knowledge (Physical Sciences) 5 (+8) Knowledge (Electronics) 5 (+8) Knowledge (Tactics) 5 (+8) Notice 5 (+10) Search 5 (+10) Sense Motive 5 (+10) Stealth 5 (+5) Feats: 18PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Specialization (Bats) 3 Defensive Roll Dodge Focus 3 Improved Iniative Interpose Luck Power Attack Set-Up Teamwork Uncanny Dodge (Hearing) Well Informed Powers: 3 + 11 = 14PPDevice 1 (Mr. Bat, Easy-to-Lose) 3PP Strike 2 (Feats: Mighty, Takedown Attack 2) 5PP Regeneration 10 (Recovery Rate 5 (Bruised No Action, Injured Standard Action, Disabled 1 Round) Resurrection 5 (20 Minutes, Non Resurrection Condition: Total Bodily Destruction (Cremation/Disintigration), Feats: Regrowth) 11PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Mr. Bat Touch DC21 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (28) + Combat (20) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (14) - Drawbacks (0) = 105/105 Power Points This is undisguised build of Sidekick Girl, or Val as she's usually called. Only superpower, she CAN'T die. This is in play set as some pretty high regeneration. Otherwise though, she's not much more then a rather skilled human. She's not that strong or that tough, more attack and defense focus with a device to make up the difference in damage. Great for interposing though, good on teams, and has tactical knowledge, practical knowledge and just a large heaping of good old common sense as a back up (as shown by the 20 wisdom). Not to say that if you knocked her out she wouldn't stay knocked out, but if you don't put her down and put her down hard, she'll miss a turn and promptly get right back up, if you don't do more then a bruise, it won't even take that long. Like Wolverine without the claws and the body odor. Edited March 21, 2014 by Aoiroo
Aoiroo Posted March 6, 2014 Author Posted March 6, 2014 (edited) Character Name: Magic GadgeteerPower Level: (7) (105/105PP)Trade-Offs: -1 Attack / +1 Damage, -2 Defense / +2 Toughness Abilities: 0 + 0 + 4 + 6 + 6 + 0 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 8 + 4 = 12PP Initiative: +8 Attack: +6 Melee, +4 Ranged, +6 Blast Grapple: +6 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -2Saving Throws: 4 + 4 + 1 = 9PP Toughness: +9 (+2 Con, +7 Forcefield, +2 Impervious Toughness) Fortitude: +4 (+2 Con, +1) Reflex: +4 (+0 Dex, +4) Will: +7 (+3 Wis, +4)Skills: 68R = 17PP Acrobatics 12 (+12)** Craft (Artistic) 7 (+10) Drive 8 (+8) Gather Information 10 (+10) Knowledge (Arcane Lore) 7 (+10)* Knowledge (Life Sciences) 2 (+5) Knowledge (Physical Sciences) 5 (+8) Knowledge (Streetwise) 5 (+8) Language 2 (Base: English, Latin, Manderin) Notice 7 (+10)* Search 7 (+10)* Sense Motive 7 (+10)* *Skill Mastery **With Bounce Boots Feats: 15PP Acrobatic Bluff* Accurate Attack Attack Focus (Melee) 2 Artificier Dodge Focus 3 Improved Iniative 2* Equipment 4 Luck Power Attack Skill Mastery (Knowledge (Arcane Lore), Notice, Search, Sense Motive) Well Informed Uncanny Dodge (Hearing) *With Bounce Boots Equipment 20EP Handcuffs 1EP Magic Workshop 8EP Communications 1EP Diminitive (Apartment) 2EP Fire Prevention System 1EP Library 1EP Living Space 1EP Power System 1EP Workshop 1EP Mini Tracer 1EP Motorcycle 9EP Strength 10 Speed 5 (250MPH) Defense 10 Toughness 8 Size Medium Multitool 1EP Powers: 8 + 16 + 12 = 36PP Device 2 (Belt Bucklet Sheild, Hard-To-Lose) 8PP Protection 7 (Extras: Forcefield, Feats: Imprevious Toughness 2, Subtle) 10PP Device 4 (Blast Gloves, Hard-To-Lose) 16PP Array (18PP Array, Alternate Powers x2) Base Power: Strike 8 (Extras: Alternate Save: Fortitude, Feats: Accurate, Variable Descriptor (Lightning, Ice, Fire)) 18PP/18PP Alternate Power: Blast 8 (Feats: Improved Range 1 (25ft), Variable Descriptor (Lightning, Ice, Fire)) 18PP Alternate Power: Paralyze 8 (Extras: Alternate Save: Fortitude Feats: Variable Descriptors (Lightning, Ice, Fire)) 18PP Device 3 (Bounce Boots, Hard-To-Lose) 12PP Enhanced Skills (Acrobatics 12) 3PP Enhanced Feats (Acrobatic Bluff, Improved Initiative 2) 3PP Leaping 4 (250ft Running Jump, 125ft Standing Jump, 62ft High Jump) 4PP Immunity (Falling Damage) 5PP Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Range DC23 Toughness (Staged) Damage (Physical) Paralyze Touch DC23 Fortitude (Staged) Paralyze Strike Touch DC23 Fortitude (Staged) Damage (Physical) Totals: Abilities (16) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (15) + Powers (36) - Drawbacks (0) = 105/105 Power Points Okay, disclaimer, this isn't Asami, but I pictured a biker chick for that, and it's REALLY hard to find tasteful pictures of biker chicks. Anyway, this is my magic gadgeteer, or street mage. This isn't someone who's got super heavy magic powers, but she has a knack for making magical items which she wears as normal everyday accessories. In this case, it's a belt buckle for a shielding amulet which will flat out stop bullets from small caliber pistols and lighten the damage on anything heavier, a pair of leather gloves for elemental blasts and close range shocking (and heating, and icing) as well as paralysis for non-lethal options, and boots that let her leap tall buildings in a single bound. This is a civvy spandex magic hero, so much so that it'd be pretty hard to figure out she's actually using magic unless you actually have some lore. She also has an HQ (her appartment) which is well stocked to make said magicky things. Regardless of her looks, and her motorcycle she knows her stuff, and can easily make more super nifty magical items, not to mention a good foundation in basic sciences, streetwise, and good at getting information on people (with the well informed feat allowing for her to know things about people she just meets with these nifty skills). She doesn't look it, but with some time, she could be a pretty dang powerful mage, or at least make the things nessicary to make up the difference. Edited March 6, 2014 by Aoiroo
Aoiroo Posted March 10, 2014 Author Posted March 10, 2014 (edited) Character Name: Shocking SpiderPower Level: (7) (105/105PP)Trade-Offs: Snare +2 Attack / -2 Damage, +2 Defense / -2 Toughness Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/24 (+0/7) Dexterity: 10/24 (+0/7) Constitution: 10/20 (+0/5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 6 + 8 = 14PP Initiative: +7 Attack: +7 Melee, +3 Ranged, +9 Snare Grapple: +14 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: +3Saving Throws: 0 + 0 + 2 = 2PP Toughness: +5 (+5 Con, +0 [Other]) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +2 (+0 Wis, +2)Skills: 24R = 6PP Acrobatics 3 (+10) Climb 3 (+10) Notice 5 (+5) Search 5 (+5) Sense Motive 5 (+5) Stealth 3 (+10)Feats: 14PP Acrobatic Bluff Accurate Attack Attack Focuse (Melee) 5 Dodge Focuse 5 Power Attack Uncanny Dodge (Mental)Powers: 1 + 10 + 14 + 14 + 14 + 1 + 2 + 1 + 12 = 69PP Concealment 2 (Normal Vision, Flaws: Blending) 1PP Enhanced Constitution 10 10PPEnhanced Dexterity 14 14PP Enhanced Strength 14 14PP Paralyze 7 (Extras: Alternate Save: Fortitude) 14PP Leaping 1 (x2, 34ft Running Jump, 17ft Long Jump, 8ft Standing Jump) 1PP Super-Movement 1 (Wall-Crawling) 2PP Super-Sense 1 (Mental, Danger Sense) 1PP Device 3 (Web Shooters, Hard-To-Lose) 12PP Snare 5 (Feats: Accurate, Progression (Range (10ft), Tether) 13PP Super-Movement 1 (Swinging) 2PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Paralyze Touch DC 17 Fortitude (Staged) Paralyze Snare Range DC 15 Reflex Entangle, Snare Totals: Abilities (0) + Combat (14) + Saving Throws (2) + Skills (6) + Feats (14) + Powers (69) - Drawbacks (0) = 105/105 Power Points Miles Morales! That's who this is, or the new spiderman in Ultimate verse. Anyway, I don't think I could of stat normal spidey at PL 7, to many stats, but Miles is a bit more. I have to say, I didn't expect this, but is the most power heavy build to date. Most of it isn't even damage! No, the full on upgrade to his stats is what's the real point sink in this, enhanced strength, dex and con seem to fit the point I think. Pretty stripped down on everything else, but the most basic of basic feats are there, also web shooters, cause it's not spidey without webshooters. While pretty strong in regular hand to hand, he's pretty fast, acrobatic little spider and of course has the shocky shocky to help out. Paralyze is a pretty nifty power. I haven't read much of Miles myself, but this build's pretty good to build on. Edited March 14, 2014 by Aoiroo
Aoiroo Posted March 21, 2014 Author Posted March 21, 2014 (edited) Character Name: TranquilizerPower Level: (7) (105/105PP)Trade-Offs: Range: -3 Attack / +3 Damage, +2 Defense / -2 ToughnessAbilities: 0 + 0 + 6 + 4 + 6 + 0 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0)Combat: 8 + 8 = 16PP Initiative: +0 Attack: +7 Melee, +4 Ranged Grapple: +7 Defense: +9 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 2 + 6 + 2 = 10PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+0 Dex, +6) Will: +5 (+3 Wis, +2)Skills: 64R = 16PP Computers 4 (+6) Knowledge (Current Events) 8 (+10) Knowledge (Life Sciences) 8 (+10) Knowledge (Technology) 6 (+8) Medicine 12 (+15) Notice 7 (+10) Search 7 (+10) Sense Motive 12 (+15)Feats: 11PP Accurate Attack Assessment Attack Focus 3 (Melee) Dodge Focus 3 Power Attack Uncanny Dodge (Hearing) Well Informed Powers: 34 + 2 = 36PP Tranq Array (31 PP Array, Alternate Powers x3) 34PP Base Power: Stun 10 (Extras: Range (Range), Sleep, Feats: Reversible) 31PP Alternate Power: Blast 10 (Extras: Duration (Can Be Removed With Water)) 30PP Alternate Power: Fatigue 7 (Feats: Reversible) + Nausueate 7 (Feats: Reversible) 30PP Alternate Power: Stun 7 (Extras: Sleep, Feats: Reversible) + Drain 7 (All Exotic Saves, Feats: Slow Fade) 30PP Immunity 2 (Disease, Poison) 2PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Range DC25 Toughness (Staged) Damage (Physical) Fati/Naus Touch DC17/DC17 Fortitude Fatigue/Nauseate Stun/Drain Touch DC17/17 Fortitude Stun/Drain (AllExoticSaves) Stun Range DC 20 Fortitude Stun (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (16) + Combat (16) + Saving Throws (10) + Skills (16) + Feats (11) + Powers (36) - Drawbacks (0) = 105/105 Power Points The Tranquilizer, or Tranq for short! This character is based on someone who, can create drugs or sedatives from their own body and use it in combat. They can throw some over a distance, like a tranq dart, or if they get up close they can do some real nasty stuff to you. This build is set up that this is someone in the medical industry. Maybe it's a nurse or doctor who got there powers and chose this profession, maybe it's a pharmacist who got empowered from a lab accident. Either way, this person can do a number on people. The set up here is one of my favorite ones, exotic save based! Of course exotic saves are often ignored in favor of more direct damage, but you can do some nasty nasty stuff to people in battle. Stun is a great power for just quick take out, fluffed with sleep to say put it as a sleeping sedative. Then we have the stun drain combo (if you haven't noticed, I do have this pattern with linking drain to other powers), this drain doesn't just do fortitude it does ALL exotic saves, which means toughness, will, fort and reflex, why, because it's drug, it's slowing down everything about you. Then there's the fatigue/nauseate combo, if those guys fail that, even a little bit, they're taking lots of hits on their roll bonuses later in the round. Now of course, most of these effects wouldn't work on someone who has full fortitude immunity (like say, a robot), but there's one alt power built in to fix that. That's the blast with the very rarely used duration extra. Pretty much, it's fluffed as an acidy thing, the thing about duration though, is that it doesn't go away. It needs to be washed off, otherwise it'll keep doing damage to the person it's on until it is. Anyway, this is a great player for teams, or someone as a technical pacifist. They have high bits in life sciences and medicine, because it's good to have characters who know what they're powers are doing to people. Edited March 21, 2014 by Aoiroo
Aoiroo Posted March 21, 2014 Author Posted March 21, 2014 (edited) Character Name: Junk ManPower Level: (7) (105/105PP or 150/150PP)Trade-Offs: -3 Attack / +3 Damage, +1 Defense / -1 ToughnessAbilities: 0 + 4 + 8 + 8 + 4 + 4 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2)Combat: 4 + 8 = 12PP Initiative: +6 Attack: +2 Melee, +4 Ranged Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 1 + 1 + 3 = 5PP Toughness: +6 (+4 Con, +2 Undercover Shirt) Fortitude: +5 (+4 Con, +1) Reflex: +5 (+4 Dex, +1) Will: +5 (+2 Wis, +3)Skills: 72R = 18PP Bluff 8 (+10) Diplomacy 8 (+10) Craft (Electrical) 6 (+10) Craft (Mechanical) 11 (+15) Gather Information 6 (+8) Knowledge (Technology) 8 (+10) Language (Base: English, Spanish) 1 Notice 8 (+10) Search 8 (+10) Sense Motive 8 (+10) Feats: 19PP Accurate Attack Attack Focus (Range) 2 Dodge Focus 4 Equipment 4 Luck 2 Grappling Finese Jack Of All Trades Improved Iniative Power Attack Uncanny Dodge (Hearing) Well Informed Equipment 20EP Motorcyle 9EP Strength 15 Speed 5 (250MPH) Defense 10 Toughness 8 Size Medium Pocket Dimensional HQ 8EP Size Small Fire Prevention System Garage Holding Cells Living Space Infirmary Isolated Power System Workshop Undercover Shirt (Protection 2, Subtle) 3EP Powers: 23 = 23PPDimensional Pocket Array (21PP Array, x2 Alternate Powers) 23PP Base Power: Dimensional Pocket 10 (500,000 lbs, Feats: Progression (Capacity) 1) 21PP Alterate Power: Blast 10 (Junk Dump, Extras: Progression (Range) 1 (25ft)) 21PP Alterante Power: Damage 7 (Mass Dump, Extras: Area (Cylinder), Selective) 21PPDrawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Range DC25 Tougness (Staged) Damage (Physical) Damage Area DC22 Reflex/Tougness (Staged) Damage (Physical) Dimensional Pocket Touch DC 20 Reflex Pocketed Totals: Abilities (28) + Combat (12) + Saving Throws (5) + Skills (18) + Feats (19) + Powers (23) - Drawbacks (0) = 105/105 Power Points JUNK MAN! I don't use many man things, but I think the name fits. This is a dimensional pocket user who only has the ability of using a dimensional pocket, mind you, the dimensional pocket is HUGE! So much so that they have a full HQ in said dimensional pocket. Of course regardless of their occupation, the term Junk Man comes from how they use they're powers, basically, they open their dimensional pocket and DROP heavy things on people. Because of it's capacity this could be things like toasters and rocks, to planes and cars. Where do these things come from? Junk yards, just pocket them and use them later. This person is also a decent craftsman, and one who is NEVER without tools for the job, they can literately just pop into their pocket and go to their workshop whenever. The picture is Joshua who has a similiar attack style. Edited March 21, 2014 by Aoiroo
Aoiroo Posted March 21, 2014 Author Posted March 21, 2014 Character Name: Lucky CharmPower Level: (7) (105/105PP)Trade-Offs: NoneAbilities: 0 + 6 + 6 + 4 + 0 + 6 = 22PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 16 (+3)Combat: 8 + 8 = 16PP Initiative: +11 Attack: +4 Melee, +7 Ranged Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -2Saving Throws: 1 + 5 + 3 = 9PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +4 (+3 Con, +1) Reflex: +8 (+3 Dex, +5) Will: +3 (+0 Wis, +3)Skills: 72R = 18PP Bluff 12 (+15)* Craft (Artistic) 8 (+10) Diplomacy 7 (+10)* Gather Information 7 (+10)* Intimidate 7 (+10) Knowledge (Pop Culture) 5 (+7) Knowledge (Physical Sciences) 5 (+7) Notice 5 (+5)* Search 5 (+5) Sense Motive 8 (+8) Stealth 3 (+6) *Skill MasteryFeats: 8PP Accurate Attack Attack Focus (Range) 3 All Out Attack Defensive Roll 2* Dodge Focus 3* Equipment 2 Evasion 2* Grappling Finesse Improved Iniative 2* Luck 3* Power Attack Skill Mastery (Bluff, Diplomacy, Gather Information, Notice) Uncanny Dodge (Hearing) *Enhanced Feats Powers: 9 + 18 + 5 = 32PP Enhanced Feats (Dodge Focus 3, Defensive Roll 2, Evasion 2, Improved Iniative 2) 9PPLuck Array (15PP Array, x3 Alternate Powers) 18PP Base Power: Luck Control 4 ( Spend HP on Someone's Behalf, Give Hero Points to Other players, Negate GM fiat or other peoples hero points, Force someone to Reroll, Feats: Luck 3, Subtle) 15PP Alternate Power: Blast 7 (Feats: Progression (Range) 1 (25ft)) 15PP Alternate Power: Damage 7 (Jynx, Extras: Area: Burst, Feats: Progression (Area) 2 (25ft)) Alternate Power: Healing 7 14PP Immunity 5 (Critical Hits) 5PP Drawbacks: (-0) + (-0) = -0PPDC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Range DC22 Toughness (Staged) Damage (Physical) Damage Area DC22 Reflex/Toughness Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (22) + Combat (16) + Saving Throws (9) + Skills (18) + Feats (8) + Powers (32) - Drawbacks (0) = 105/105 Power Points No this isn't Vriska (she's from Homestuck if you didn't know) but it's hard to find decent examples of luck controllers. Anyway, yeah, luck control is a pretty expensive skill, mind you, you cap out at 4 because past that it's useless. Basically it's a mechanically someone who's great for teams, why? Because if you miss, they can just say, nope, reroll cause you didn't. They can also do the same for villains who crit and can actively defy the GM. Off the luck is some basic blasty blasty powers and an area damage. Caution though, the area bad luck isn't selective. Anyway, this character's got fairly good stats, also, enhanced feats, being lucky is what makes this character able to avoid being hurt, not to mention that they are immune to critical hits naturally they dodge the fatal blow. Anyway, great for building upon later. Also, they can heal. You'd be surprised how rare that is (which is one reason why I build lots of characters with medicine skill), so yeah, great for a party, no trade offs, so pretty decent overall. Also they're fast, not speedster fast, but initiative orders gonna have them high up. Anyway, this is for someone with a pretty good grasp on hero point mechanics (which aren't really that hard honestly).
Aoiroo Posted March 27, 2014 Author Posted March 27, 2014 (edited) Character Name: High Flyer Power Level: (7) (105/105PP)Trade-Offs: +4 Attack / -4 Damage, +3 Defense / -3 Toughness Abilities: 6 + 10 + 0 + 4 + 0 + 0 = 20PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 10 + 12 = 22PP Initiative: +11 Attack: +5 Attack, +11 Unarmed Grapple: +16 Defense: +10 (+6 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3Saving Throws: 3 + 5 + 3 = 11PP Toughness: +4 (+0 Con, +4 Defensive Roll) +0 Flat-Footed Fortitude: +3 (+0 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +3 (+0 Wis, +3)Skills: 20R = 5PP Acrobatics 7 (+10) Knowledge (Aviation) 8 (+10) Notice 5 (+5) Feats: 20PP Acrobatic Bluff Attack Specialization (Unarmed) 3 Dazzling Attack Defensive Roll 2 Dodge Focus 4 Elusive Target Evasion 2 Paralyzing Attack Grappling Finesse Improved Initiative 2 Well Informed Uncanny Dodge (Hearing)Powers: 4 + 5 + 18 = 27PP Device 1 (Goggles) (Hard-To-Lose) 4PP Immunity 5 (Dazzle Effects) 5PP Immunity 5 (Falling Damage) 5PPFlight 8 (2,500 MPH, Feats: Maneuverability, Subtle) 18PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (22) + Saving Throws (11) + Skills (5) + Feats (20) + Powers (27) - Drawbacks (0) = 105/105 Power Points Picture pending. Anyway, this is the second time I've taken a character from a comic book comic as opposed to a tv show, in this case he's based on Windstar. This is the high flier, this isn't paragon, this is someone who's ONLY power is flight. They aren't super strong, super tough, they're a bit above strong. But they can fly, and they can fly FAST. They have a pair of nifty goggles to get rid of the wind or the dust in his eye and dazzle to ears as well. They're more accurate then strong, and they're really tough to hit. This is just someone who's great for high speed travel. Edited March 27, 2014 by Aoiroo
Aoiroo Posted May 20, 2014 Author Posted May 20, 2014 (edited) Character Name: Iron ChefPower Level: (7) (105/105PP)Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 ToughnessAbilities: 0 + 10 - 10 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: - Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0)Combat: 8 + 4 = 12PP Initiative: +5 Attack: +4 Grapple: +4 Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -0Saving Throws: 0 + 4 + 5 = 9PP Toughness: +10 (+0 Con, +10 Protection, +4 Impervious Toughness) Fortitude: - Reflex: +9 (+5 Dex, +4) Will: +5 (+0 Wis, +5)Skills: 32R = 8PP Craft (Cooking) 10 (+15) Knowledge (Culinary) 10 (+10) Notice 6 (+5) Search 6 (+5)Feats: 8PP Accurate Attack Dodge Focus 2 Interpose Power Attack Skill Mastery (Cooking, Knowledge (Culinary), Notice, Search) Uncanny Dodge (Visual)Powers: 4 + 24 + 30 + 14 + 1 = 73PP Comprehend 2 (Speaks and Reads All Languages) 4PPIron Chef Arsenal Array (21PP Array, x3 Alternate Powers) 24PP Base Power: Blast 7 (Kitchen Knife Barrage, Extras: Area: Burst) 21/21PP Alternate Power: Blast 10 (Flambe, Feats: Progression (Range) 25ft) 21/21PP Alternate Power: Dazzle 10 (Dash of Pepper, Sight, Smell, Flaws: Touch Range) 20PP Alternate Power: Stun 10 (Well Seasoned) 20PP Immunity 30 (All Fortitude Saves) 30PP Protection 10 (Impervious Toughness 4) 14PP Super-Sense 1 (Visual, Sight Thermeter (Infared)) 1PP Drawbacks: (-5) = -5PPDrawback (EMP; Frequency: [Very Uncommon]; Intensity: [Major] (Complete Shutdown, Requires Manual Reboot) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Knife Barrage Area DC22 Reflex/Toughness Damage (Physical) Flambe Range DC25 Toughness Damage (Fire) Stun Touch DC20 Fortitude Daze/Stun/Unconcious Dazzle Touch DC20 Fortitude Blinded/Smell Messed Up Totals: Abilities (0) + Combat (12) + Saving Throws (9) + Skills (8) + Feats (9) + Powers (73) - Drawbacks (5) = 105/105 Power Points Iron Chef, Iron Chef, does whatever an Iron Chef does. Anyway, ROBOT! First I've made. Fairly simple design, the short version is that this is an artificial intelligence from the future that somehow (maybe he worked on a luxury ship or something) got warped to the past. Or he's from the present, whatever the case, he isn't nessicarily designed for combat, no he is a cooking robot. But despite this, some of the features he has would be useful in regular combat, like an unending array of knives, a personal spice rack, the ability to detect changes in temperatures, and oh, he's bullet proof. He's also incredibly dexterious (as cooking is based on dexterity). Because he's a robot, he doesn't need to breath or anything like that so he has full on fort immunity, but also because he's a robot he is not immune to electromagnetic pulses, and would likely lose a fight with a large magnet. Now he could fight because he has a base protocol to protect humans, or because he himself doesn't like it when people fight (a good meal is a much better alternative) he's not the most accurate person, but he is pretty darn tough, and he comes with a flame thrower (for hibachi). Edited May 20, 2014 by Aoiroo
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