Brown Dynamite Posted June 28, 2014 Posted June 28, 2014 (edited) Builds: Agent Avian: Secret Agent Biiird!Deep One in a Battlesuit: You didn't think the Atlanteans had all the technology under da sea did you?Four Armed Alien Swordsman (Aka: Shoon Gladiator): Bet he has to buy his clothing special order, Fungal Totem (Aka Mycanoid Hero): Mushroom Superhero from Maaaars!Heroic Screamer: Just make sure to not get killed off before all the big school defining events.Infernal Acrobat: Daredevil as an actual Devil!Kickboxing Ape: So that's why they called him Mighty Joe! Volcanic Totem: Ta-Gar Lord of the VolcanoesTeleporting Shadowmancer with a Sword: Never had a Bamf sounded so sweet . Fearsome Freshmen: (PL 7 Builds) Heroic Screamer: Banshee if he weren't 10 years the senior of those less cool X-Men Powerhouse PI: The mind may be your strongest muscle, but it doesn't hurt to have actual muscles too.Power Fister: I could have gone with a more mature name, but y'all know what I'm about. Random Archetype Generator Battlesuit: Now you too can be a billionaire playboy philanthropist with a box of scraps.Construct: What measure is a nonhuman? Crime Fighter: Throw out the box of scraps and be a billionaire playboy philanthropist with a fancy car. Setting Elements: Isla de la Reina Venerado: Corrupt island in the Caribbean for all your super drug needs. Setting NPCs:Detective Valerie Archer: Undead Cop in the FensThe Dragon: Kung Fu Killer shrouded in mysteries and kicks. Shitennō: Four Arms (Or rather 12 if you count all of Spider Hunting in the Darkness' arms) are better than 1Woundmaker: (Rebuild) Edited February 20, 2021 by Brown Dynamite Updated name
Brown Dynamite Posted June 28, 2014 Author Posted June 28, 2014 Agent Avian PL: 10 (150) +3 Attack/-3 Damage (Pistols), +3 Defense/-3 Toughness, -1 Attack/ +1 Damage (Talons) "No Bird Soars Too High If He Soars With His Own Wings." Abilities: 8 + 6 + 6 + 4 + 4 + 2 = 30 PP STR 18 (+4) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 12 (+1) Combat: 14 + 16 = 30 PP ATK: +7 (+9 Melee, +13 Pistols ) DEF: +13 (+5 Dodge Bonus, +4 flat-footed) Initiative: +7 (+3 Dex, +4 Improved Initiative) Grapple: +13 Knockback: -3 Saves: 4 + 8 + 4 = 16 PP TOU +3/+7 (+3 Con, +4 Defensive Roll) FORT +7 (+3 Con, + 4) REF +11 (+3 Dex, +8) WILL +6 (+2 Wis, +4) Skills: 80 r=20 PP Acrobatics 12 (+15) Diplomacy 7 (+8) Gather Information 9 (+10) Handle Animal 9 (+10) Intimidate 6 (+7) Knowledge (Civics) 8 (+10) Knowledge (Streetwise) 4 (+6) Language 1 (Avian [Native], English) Notice 9 (+11) Stealth 7 (+10) Survival 8 (+10) Feats: 40 PP Accurate Attack Acrobatic Bluff Animal Empathy Attack Focus (Melee) 2 Attack Specialization (Pistols) 3 Benefit (Security Clearance) Defensive Roll 2 Dodge Focus 5 Elusive Target Endurance Environmental Adaptation (High-Altitude) Evasion Favored Environment (Airborne) Improved Aim Improved Initiative Improved Ranged Disarm Inspire 1 Move-by Action Power Attack Precise Shot 2 Quick Draw [Draw & Load] Rage 2 (+6 STR +3 Fort +3 Will -2 Defense; Increased Duration x5 Rounds) Sneak Attack Teamwork 2 Track Ultimate Effort (Aim) Uncanny Dodge (auditory) Powers: 13 + 6 = 19 PP Avian Physiology 2.6 (13 PP Container, [Passive, Permanent] ) [13PP] Damage 2 ( Feats: Improved Critical, Mighty ) [4PP] (Talons) Flight 3 ( 50 mph, 500 ft./rnd; Drawback: Power Loss [When Wings are Restricted] ) [5PP] (Wings) Immunity 2 ( Cold, Suffocation [Drowning]; Flaw: Limited to Half-Effect ) [1PP] Super-Senses 3 ( Extended 2 [Normal Vision; -1 per 1k ft.], Low-Light Vision ) [3PP] Device 2 (10 PP Container, [Passive, Permanent] ) [6PP] (Pistols) Damage 5 ( Extra: Range [Ranged] ) [10PP] Drawbacks: -3 - 2 = -5 PP Vulnerability ( Bludgeoning Attacks; Very Common, Minor [+1 DC] ) [-3PP] Vulnerability ( Impact Damage; Common, Minor [+1 DC] ) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19/21*/22**/24*** Toughness Damage (Physical) Pistols Ranged DC20/DC22* Toughness Damage (Ballistic) Talons Touch DC21/DC23*/DC24**/DC26*** Toughness Damage (Piercing) *DC with Sneak Attack ** DC with Rage ***DC with Rage & Sneak Attack Abilities (30) + Combat (30) + Saves (16) + Skills (20) + Feats (40) + Powers (19) - Drawbacks (5) = 150 PP ------------ Sample Complications Beserker: The character may be cursed with a stress triggered atavism. Bloodlust and a hair trigger temper are just bubbling beneath the surface. And when sufficiently pushed the character may be prone to losing themselves into a mindless rage. Attacking anything and everything as the flight or fight response checks squarely into the fight column. Allies will find it difficult to reason with or even reign in the character while he is under this state. Exiled: The character may have taken up to a life of Espionage with no other alternatives after being kicked out of Aerie for some great infraction. Fish Out of Water: As tends to be the case with characters from the Hidden Lands, the character could still be going through a cultural adaptation while living with these weirdos whom can't even hunt their own food. It Was Just A Phase: The character may have committed some past misdeeds working under Talona during her more extreme reactions to the any slights committed against their people. Whether living with regret or not, there might still be some dire consequences depending on the actions. Perhaps the agency is keeping them safe from all manner of enemies in exchange for their service. Pride & Prejudice: The character might find themselves superior to the lowly "walkers" he works with. And his pride might even think him superior to non-winged flyers. Constantly berating and/or challenging others might be him in the butt once or twice. Responsibility: Being an Agent of [insert Acronym here] is a heavy burden. One that bears quite a bit of responsibility. Perhaps their real responsibility is some sort of tribal one with his fellow Avian. He might even be a spy to the outside world. Or in more optimistic roles an envoy.. Design Notes: Figured I'd start things off with a nod to the Falcon in a way. AEGIS has an Omegadrone, UNISON has a genie, suffice to say we have plenty of equal opportunity employers. So here's the build for an Avian working for a big spy/law enforcement agency The book template for the Avians is fine, but I just feel that Avians are likely to have somewhat hollow bones. Adding a minor vulnerability to bludgeoning effects to cement this. Could even make the argument for something similar to Bad Back in which they have to lift a reduced load to signify being able to lift less overall. But one could just as easily take less strength for that. His Environmental Adaptation allows him to take advantage of faster flyer's whose lungs aren't quite adapt at avoiding the thin air. And his Favored Environment (Airborne) is quite readily available. Though, the downside of such an environment is falling. As a trained gunman first and foremost, this winged character is rare in the niche in that their ideal distance is at a distance. His priority should be to take full advantage of move-by Action and/or Acrobatic Bluff. The former to keep himself at a distance from those oh so painful punches. The latter, to bring on the hurt with sneak attacks. Keep in mind he's not great at avoiding being feinted himself. Which is more incentive to keep his distance and shoot away, there's nothing requiring you be nearby while feinting. Acrobatic Aerial Maneuvers can get the job done. Also real bullet shooting firearms might be treading a line the refs don't want for heroes. No matter how good a shot he is. Adjusting to another descriptor from ballistic (Or saying the ballistic is for explosive round) is perfectly fine. Energy guns are common fare. Personally I'm fond of the common house rule in which the first rank of Rage is not subject to PL caps. There's enough penalties to balance out the effect until you start tacking on more ranks. We don't use that house rule here, and I'm not going to build what we don't use. So the idea is that he can only hit melee PL caps while raging and catching his opponent flat-footed. Theres a lot of dive bombing going on when not raging if engaged in melee. Possible Variations: There's no reason why you have to be an Avian. He could just as easily be a guy in an Exo Suit and Goggles. Drop Rage, Environmental Adaptation, Immunity, and the Talons. Pick up an Extra Rank of Flight and drop a rank of Extended [Normal Vision] putting them together in a Hard-to-lose Device. If you keep the Power Loss drawback on flight you can still keep the 2nd rank of Extended vision. You'll also have to get rid of the vulnerability drawback of course. This will free you up 6 points. I'd recommend either improving your skills to be a better superspy or the pistols (Possibly adding some effects to simulate trick shooting, or seize initiative to quick draw). 3 more if you choose to drop ranks in Handle Animal and Animal Empathy. Or don't drop the ranks in Handle Animal and Animal Empathy and take on a bird minion. Modified Avian Template (13PP) Abilities Dex 2 (+1) [2PP] Feats Environmental Adaptation (High-Altitude) [1PP] Skills Handle Animal 4, Survival 4 Powers Damage 1 ( Feats: Improved Critical, Mighty ) [3PP] Flight 2 ( 25 mph, 250 ft./rnd; Drawback: Power Loss if Wings are Restricted ) [3PP] Immunity 2 ( Cold, Suffocation[Drowning] ) [1PP] Super-Senses 3 ( Extended 2 [Normal Vision], Low-Light Vision ) [3PP] Drawback Vulnerability ( Bludgeoning Attacks; Very Common, Minor Intensity [+1 DC] ) [-3PP] Vulnerability ( Impact Damage Common, Minor Intensity [+1 DC] ) [-3PP]
Brown Dynamite Posted July 2, 2014 Author Posted July 2, 2014 Deep One in a Battlesuit PL: 10 (150) -2 Attack/+2 Damage (Spear), -4 Attack/+4 Damage (HESH Torpedo), -2 Defense/+2 Toughness "I think anybody with an insecurity, which is everyone, appreciates the fact that it's much easier to be a predator than it is to be prey." Abilities: 8 + 0 + 8 + 0 + 0 + 0 = 16 PP STR 18/30 (+4/+10) DEX 10 (+0) CON 18/30 (+4/+10) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Combat: 12 + 10 = 22 PP ATK: +6 (+8 Melee, +10 Net & Sonic Cannon ) DEF: +8 (+3 Dodge Bonus, +3 flat-footed) Initiative: +0 (+0 Dex,) Grapple: +14 (Outside of Armor)/+23 (Inside of Armor) Knockback: -6 Saves: 1 + 5 + 8= 14 PP TOU +12 (+4 Con, +6 Enhanced Con, +2) FORT +11 (+4 Con, +6 Enhanced Con, + 1) REF +5 (+0 Dex, +5) WILL +8 (+0 Wis, +8) Skills: 24 r=6 PP Intimidate 10 (+10) Notice 2 (+2) Survival 8 (+8) Swim 4 (+14) Feats: 8 PP Attack Focus (Melee) 2 Dodge Focus 3 Endurance Environmental Adaptation (Aquatic) Favored Environment (Underwater) Powers: 14 + 72 = 86 PP Deep One Physiology 2.6 ( 14PP Container ) [12PP] Immunity 3 ( Cold, Drowning, Pressure ) [3PP] Protection 2 [2PP] Super-Senses 2 ( Darkvision ) [2PP] Super Strength 2 ( 40 Effective Strength, Heavy Load=3.2 Tons, Feat: Alternate Power 1 ) [5PP] Leaping 2 ( Jumping Distance x2[Running Jump 100', Standing Jump 50, High Jump 25'] ) + Speed 2 ( 25 mph, 250 ft./rnd ) {4/4} Swimming 2 ( 5 mph, 50 ft./rnd ) [ 2PP] Device 18 ( 90PP Container; Flaw: Hard-to-Lose ) [72PP] Battlesuit Weaponry Array 8 ( 40PP Array; Feats: Alternate Power 4 ) [44PP] BP: Damage 10 ( Extras: Area [General, 50' Burst], Penetrating ) {40/40} (HESH Torpedo Spread) BP: Damage 14 ( Extras: Range [Ranged], Penetrating 10 ) {40/40} (HESH Torpedo ) AP: Damage 2 ( Feats: Extended Reach 2 [10'], Mighty ) {5/40} (Spear) AP: Nauseate 10 ( Feat: Accurate 2; Extra: Range [Ranged] ) {32/40} (Sonic Cannon) AP: Snare 10 ( Feat: Accurate 2 ) {22/40} (Net) Enhanced Constitution 12 [12PP] Enhanced Feats 3 ( Accurate Attack, Power Attack, Precise Shot ) Enhanced Strength 12 [12PP] Feature ( Removes Daylight Weakness by Blinding ) [2PP] Super-Senses 9 ( Sonar [Accurate, Acute, Analytical, Distance Sense, Extended {100'}, Radius, Ultra-Hearing]) [9PP] Super-Strength 3 ( Total=5 [ 55 Effective STR, Heavy Load=25.6]; Feat: Alternate Power 2 ) [8PP] Leaping 2 ( Total=4[Jumping Distance x25; Running Jump 500', Standing Jumping 250', High Jump 125' ) + Speed 4 ( Total=6[500 mph, 5000 ft./rnd] ) {6/6} Swimming 6 ( Total=8[500 mph, 5000 ft./rnd] ) {6/6} Drawbacks: -2 = -2 PPDisabled( Dazzled in Daylight; Common, Minor ) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage (Physical) HESH Torpedo Spread 50’ Burst DC20 Reflex DC25 Toughness Damage (Ballistic) HESH Torpedo Ranged DC29 Toughness Damage (Ballistic) Net Ranged DC20 Reflex Snare Sonic Cannon Ranged DC20 Fortitude Nauseate (Sonic) Spear Touch DC27 Toughness Damage (Piercing) Abilities (16) + Combat (22) + Saves (14) + Skills (6) + Feats (8) + Powers (86) - Drawbacks (2) = 150 PP ------------Sample Complications Big Appetite: The character may have a large appetite and a healthy taste for meat with all those sharp teeth. Requiring an above average level of food consumption and leaving them weakened when they can't properly sustain themselves. Dehydration: Spending extended time away from water causes Deep Ones to dehydrate and weaken, gaining levels of fatigue. Fish Out of Water: As tends to be the case with characters from the Hidden Lands, the character could still be going through a cultural adaptation while living with these weirdos whom can't even hunt their own food. Look at me reusing complications Run Away!: Deep Ones don't exactly have a reputation for being friendly. People may run at the sight of you. Atlanteans will chuck spears at you. And the police may even open fire. Go Heroics. Traitor: The character's allegiances may have gained him more than their fair share of enemies back home. Deep One Cultists could even go as far as labeling them as some sort of heathen to their dark gods. Turn the Volume down: Multiple sources of loud noise and the lie can overload the sonar system. Leaving the character functionally blind at inopportune moments. Which I suppose is really any moment that you're blinded. Auditory Dazzles function the same way. Design Notes: The Scum of the Deep. Everyone knows Deep ones are unwanted by their Atlantean and Serpent People brethren. Worshiping dark gods and overall just causing harm wherever they go. They're essentially the 'always chaotic evil' orcs of the sea. But, there are no real absolutes when it comes to morality. No reason why you couldn't play a heroic Deep One. He could be a champion of 'people thus far misunderstood'. Or perhaps they're just adorable, has been known to happen once or twice. There are four likely choices when it comes to weaponry underwater. Thrusting weapons (Spears, Tridents, etc.), Sonic Weaponry, Explosive Weaponry likely area effects filled with heavy amounts of progression to signify the spread of concussive force, and magical weaponry. This suit was designed with the first three in mind. The technology letting it run around like Daredevil. But there's no reason it couldn't be a magical battlesuit instead. Empowered by dark magicks used for good. You might just as easily want to change the weaponry around. May he only needs an easy to lose spear? That'll free up some points for sure, some that could go into feats and skills. Could always go the full sonic controller route. Auditory Dazzles, Auditory Obscure, etc. Maybe, it's flight capable? Perhaps it doesn't function on a sonar system and just provides a lens that protects from the light.
Brown Dynamite Posted July 5, 2014 Author Posted July 5, 2014 (edited) Official Name: Isla de la Reina Venerado Location: Caribbean (Misteriosa Bank)Population: 123,000 (Estimated, the UN hasn't been officially allowed in to conduct a census in decades)National Language: SpanishCapital: SacramentoType of Government: Military Dictatorship (President Garza calls it a 'divine monarchy')Currency: IRV Peso An island colonized in 1516 by the Spanish, the local natives were farmers whom had created a unique ecology of plant life found nowhere else. The relationship went as could be expected from Spanish colonization. With those whom refused to assimilate into the new burgeoning society wiped out. Over the years the island fell into a sort of autonomy, with the Spanish government only expressing its power in the form of taxation. Occasional slave revolts were quickly silenced and hushed after the fact until the official end of slavery in 1812. One of the territories ceded to the US after the Spanish-American War, la Isla de la Reina Venerado was granted its formal independence in 1906. Geraldo Angelo, a veteran of the Spanish-American war forcibly took power and placed the country in the bloodiest period of the nation's history. With thousands of people executed as potential dissidents over the years. The strict enforcement of the Spanish caste system further pushed racial prejudices to help divide the country's people further. It all came to a head in 1959 when Hector Garza, a graduate of the infamous School of the Americas, led a revolution to end the series of injustices that had plagued his nation for years. Tales of his exploits spread with more and more people joining the revolution. Until the actually outnumbered army was finally ousted from public. With the aged Geraldo Angelo publicly executed after a mock trial. The US in a bid to protect their interest pushed for the installation of a democratic government. With Garza winning an outstanding 98% public support in the first (and only) election cycle. Garza's attempts at a democracy quickly faded after his term in which he declared himself president for life. Comonly known as El Generalissimo. Public support for Garza was deeply rooted in the fact that the regime is widely considered far less oppressive than those that came before. Current Events: Nowadays, Isla de la Reina Venerado is widely known for its illicit drug market which includes many performance enhancers, serums, trigger chemicals, booster drugs, and mutagenic compounds. It is the designer drug island. On the flip side, the strides they have made in medicinal advances are numerous. The people of Isla de la Reina Venerado have access to arguably some of the best medicine on the planet. A lack of extradition treaty has made it a welcome home for villains on the run. As long as they cede to the president's authority. The island remains isolated from the rest of the world with imported goods heavily taxed. The regime faces challenges from the fact that the youths of the population did not live through the previous regime's harsh rule. The only political oppression they have experienced have been through his doing. And their occasional vocal opposition has proven itself more than a mere challenge in silencing. To the older generation, Garza has become a sort of cult of personality. But as the years go by their numbers seem to be thinning. In the modern age, the presidents anti superhuman stance has lost him a lot of international support. Some even accusing him of having ties to the Foundry as it has become readily apparent that the man has not aged in years. In reality, Garza's body is flushed with nanogens however the source of such modification is secret even from the curious eyes of the Foundry. The military junta that serves as parliamentary body underneath the president for life nearly universally supports Garza. That doesn't mean there aren't members whom hadn't tried to assassinate him before. Aided by forces wanting to stake their own claim on the island's bounty. In some ways President Garza is the lesser of two evils when compared to the likes of SHADOW or the Foundry for the people whom have lived their whole lives protected from foreign threats to the man's rule. So after reading the Central American Atlas, I got to thinking about my own addition to the scene. Alright it's more in the Caribbean than in Central America, but hush. In real life, New Utopia had been making a claim for creating an island in the Misteriosa Bank for years. It turned into a big thing when the creator of the New Utopian movement scammed a bunch of people out of their money to try and build it. Spending the rest of his life trying to have his island created. This isn't that island, but it is that real estate. It does take some cues from another island nation in comics. Only this time the government has real power. Clearly a certain tone is meant to be followed here. This isn't a grim 90s site. And as such one shouldn't expect stories that would make Punisher look tame. In many ways Garza is a tribute to Count Nefarious, if Nefarious chose not to waste his time with the Maggia and just started his own country. Replacing Ionic Energy for Nanotechnology. Edited October 22, 2014 by HG Morrison
Brown Dynamite Posted July 6, 2014 Author Posted July 6, 2014 Teleporting Shadowmancer with a Sword! PL: 10 (150) +5 Attack/-5 Damage , +3 Defense/-3 Toughness "Bamf." Abilities: 8 + 0 + 8 + 0 + 0 + 0 = 16 PP STR 14 (+2) DEX 24 (+7) CON 16 (+3) INT 10 (+0) WIS 16 (+3) CHA 18 (+4) Combat: 12 + 10 = 22 PP ATK: +6 (+7 Melee, +15 Swords ) DEF: +13 (+8 Dodge Bonus, +3 flat-footed) Initiative: +7 (+7 Dex,) Grapple: +9 Knockback: -3 Saves: 3 + 4 + 5= 12 PP TOU +7 (+3 Con, +4 Defensive Roll) FORT +6 (+3 Con, +3) REF +11 (+7 Dex, +4) WILL +8 (+3 Wis, +5) Skills: 72 r=18 PP Acrobatics 12 (+19) Bluff 8 (+12) Concentration 4 (+7) Escape Artist 8 (+15) Intimidate 8 (+12) Knowledge (Arcane Lore) 12 (+12) Sense Motive 8 (+11) Stealth 12 (+19) Feats: 21 PP Acrobatic Bluff Attack Focus (Melee) 1 Attack (Specialization) 4 Defensive Roll 2 Dodge Focus 8 Evasion 1 Power Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 2 + 1 + 5 + 17 + 1 + 1 + 12 = 39 PP Additional Limbs ( Feat: Innate ) [2PP] (Prehensile Tail) Concealment 2 ( Sight; Flaws: Blending, Limited to Darkness, Permanent [-0] ) [1PP] Damage 3 ( Feats: Improved Critical, Mighty ) [5PP] (Shadow Swords) Shadow Magic 3.4 ( 15PP Container; Feat: Alternate Power 2 ) [17PP] Insubstantial 3 ( Energy ) {15/15} (Shadow Form) ESP 4 ( Affects Visual and Auditory, 1 Mile; Flaw: Medium [shadows] ) {6/15} (Displaced Senses) Obscure 5 ( Affects Visual Senses; Extra: Independent ) {15/15} (Fog of Darkness) Leaping 2 ( x2 Jumping Distance [Running Jump: 24', Standing Jump: 12', High Jump: 6'] ) [1PP] Super-Senses 2 ( Darkvision; Drawback: Noticeable [Glowing Eyes] ) [1PP] Teleport 4 ( 400' as a Move Action, 1mi as a Full Action; Feats: Change Direction, Change Velocity, Progression, Mass 1 [250 lbs.], Turnabout ) [12PP] Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Shadow Swords Touch DC20 Toughness Damage (Darkness/Shadow) Abilities (38) + Combat (22) + Saves (12) + Skills (18) + Feats (21) + Powers (39) - Drawbacks (0) = 150 PP ------------Sample Complications Fatigue: Teleporting is a tiresome act don't ya know? The character might find himself fatigue or exhausted at the GM's discretion if he has been using the teleport power too often. Monster: The character's likely demonic like appearance doesn't exactly lead to the best first impressions. With locals possibly even firing at the hero Turn Off the Lights! The character might be an actual creature of darkness. With not only his powers negatively impacted in bright lights but his very being! Design Notes: So a rarely mentioned fact is that Nightcrawler was raised by a pretty potent spellcaster. So here I am running with the idea that Kurt wasn't satisfied with just being attuned with magic but actually went as far as training in it! A swashbuckler at heart the magic is actually used enhance applications of his mutant powers. Providing further concealment or even allowing him to see through shadows for prime real estate to teleport into. His prime method of attacking is summoning a shadow sword (or two depending on how you want to fluff it). Teleporting to attack and then using Turnabout to poof away. However, against tougher foes there's nothing wrong with coming in close taking full advantage of Acrobatic Bluff even with a -5 penalty to use it as a move action he has a pretty decent Skill Bonus. Can even use Power Attack to bring himself to +10 damage something save for those tougher to cut foes most likely. He is frail, and if caught flat-footed it'll probably hurt. Of course they have to catch him flat-footed first! While not great at Bluffing or Intimidating he is good enough to cover most of his bases decently enough. And if need be he can even make himself tougher to harm by entering his shadow form. A vulnerability to Light Based effects might be in order. Now could you move his damage power into the Shadow Magic Array and get some more PP out of it while putting some extras on the attack? Sure, by all means go for it. I kept them separate because in my mind he spent a lot of time focusing on that one specific bit to help the Erol Flynn thing. And it allows for keeping him armed while using those other effects without having to switch array slots.
Brown Dynamite Posted August 15, 2014 Author Posted August 15, 2014 Four Armed Alien Swordsman "Four Arms are better than Two." PL: 10 (150) -3 Attack/+3 Damage , -2 Defense/+2 Toughness Abilities: 6 + 6 + 14 + 0 + 4 + 0 = 30 PP STR 16/22/w Growth/30/w Growth & Density (+3/+6/+10) DEX 16 (+3) CON 24/28/w Density (+7/+9) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 16 + 14 = 30 PP ATK: +7 (+8 Base, -1 Size ) DEF: +8 (+2 Dodge Bonus, +3 flat-footed, -1 Size) Initiative: +7 (+3 Dex, +4 Improved Initiative) Grapple: +23 Knockback: -12 (-10 Flat-Footed) Saves: 3 + 4 + 3 = 10 PP TOU +12 (+9 Con, +1 Density, +2 Defensive Roll) FORT +12 (+9 Con, +3) REF +7 (+3 Dex, +4) WILL +5 (+2 Wis, +3) Skills: 44 r=11 PP Intimidate 14 (+16) Knowledge (Galactic Lore) 7 (+7) Notice 5 (+7) Sense Motive 9 (+11) Survival 13 (+15) Feats: 16 PP Accurate Attack Ambidexterity Defensive Roll 1 Dodge Focus 2 Endurance Improved Critical 2 (Swords) Improved Disarm Improved Initiative Move-by Action Startle Takedown Attack Track Uncanny Dodge (Auditory) Weapon Bind Powers: 3 + 10 + 3 + 13 + 15 + 5 + 2 + 2 = 53 PP Additional Limbs 2 ( Feat: Innate ) [3PP] (Extra Arms) Density 3 ( +6 STR, x2 Weight, Immovable 1, Protection 1, Super-Strength 1; Feat: Innate; Flaw: Permanent [-0] ) [10PP] Device 1 ( 5PP Container, Flaw: Easy-to-Lose ) [3PP] Damage 3 ( Feats: Mighty, Split Attack ) [5PP] (Multiple Swords) Growth 4 ( +8 STR, +4 CON, +1 Size; Feat: Innate; Flaw: Permanent [-0] ) [13PP]Immunity 30 ( Fortitude Effects; Flaw: Limited to Half-Effect ) [15PP]Leaping 4 ( x4 Jumping Distance [Running Jump: 500', Standing Jump: 250', High Jump: 125'] ) [4PP] Speed 2 ( 25 mph, 250 ft. rnd ) [2PP] Super-Strength 1 ( Effective STR = 40, Heavy Load= 6.4 Tons ) [2PP] Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage (Physical) Multiple Swords Touch DC28 Toughness Damage (Piercing/Slashing) Abilities (30) + Combat (30) + Saves (10) + Skills (12) + Feats (16) + Powers (53) - Drawbacks (0) = 150 PP------------ Since the Cosmic Handbook came out I saw fit to edit this fluff a little. This guy is an example of the four armed humanoids found in the Khanate known as the Shoon. With their denser musculature and an ability to thrive under even the harshest of environments that Khanate loves. Making a more capable worker. Towering above the average Zultasians, the Shoon average about 9' to 12' in height. Shoon are green skinned humanoids, their males born with tusks of varying length. Even within the Khanate the Shoon's culture is that of a caste society. Shoon warriors often find themselves as slave gladiators within the Khanate game pits. Despite this their builders are actually kept in lower regard than the warriors due to the Khanate's backward notions of survival of the fittest. Shoon priests have to take great care as to not offend the the inner workings of the Khanate, lest they mysteriously disappear. I'm a big fan of the old pulps like John Carter, Green Hornet, et al. And this build is very much in spirit of the Barsoon novels. Originally I was going to use this build as part of a Space thread involving four armed apes. But as no one showed an active interest in such an adventure. I converted the build to something else. It was to be my fourth character. Then, I changed my mind and am now working on one that fits the time displaced Space Ranger archetype. But I couldn't just let the idea not be put down somewhere. This build is that of a Shoon oldier as a PC. Not exactly the finest duelist on two planets so to speak, he supplements his strength in place of skill. A bit different than the typical image of a swordsman. The half immunity to Fort Saves shows just how built for adaptation the species. -------------------
Brown Dynamite Posted August 29, 2014 Author Posted August 29, 2014 Random Generator! I've always felt the best way to work on H-Dial or an Omnitrix would be with some sort of uncontrolled Variable effect in which the player couldn't back out if they didn't like what they got. This is not going to be a build making use of that. No siree. Instead, this is just going to be 3e's Random Archetype table in 2e form. It's kind of simple. You roll d20 and take the result. Rinse, and repeat. Once you get going with knowing how to build things it serves less purpose. But it's quick and kind of neat on its own. Random Archetype Table Archetype Archetype D1 Battlesuit D11 Powerhouse D2 Construct D12 Psychic D3 Crime Fighter D13 Shapeshifter D4 Elemental D14 Speedster D5 Energy Controller D15 Summoner D6 Gadgeteer D16 Supernatural Creature D7 Martial Artist D17 Totem D8 Mimic D18 Warrior D9 Mystic D19 Weapon Master D10 Paragon D20 Weather Controller
Brown Dynamite Posted August 29, 2014 Author Posted August 29, 2014 RNG BATTLESUIT BUILD Battlesuits typically fall into one of three categories: They're either ranged combatants, melee powerhouses, or a mix of the two. No matter what role the Battlesuit fills, the person inside the armor tends to be a fairly normal person, possibly highly trained or highly intelligent, who relies on the armor to provide his or her powers. Site Examples: Cavalier, Dragonfly, Sea Devil Comic Book Examples: Iron Man, Blue Beetle III, X-O ManoWar Base Saves: Fortitude 1, Reflex 3, Will 2 Attributes Roll 1d20 once and record the result. [46PP Worth of Abilities and Combat] 1-12 Genius: You're incredibly intelligent and likely had a hand in creating your battlesuit. Spoiler Abilities STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 26 (+8) WIS 16 (+3) CHA 14 (+2) Combat ATK: +4 Base DEF +4 Base 13-18 Military: You were trained by the military as a soldier or scientist and may have received or stolen your battlesuit from them. Spoiler Abilities STR 16 (+3) DEX 12 (+1) CON 16 (+1) INT 14 (+8) WIS 14 (+2) CHA 14 (+2) Combat ATK: +5 Base DEF: +5 Base 19-20 Accidental: You chanced upon your armor somehow, either the Armor's creation was a one time fluke, it was found by you, or was given to you by an Organization of Alien Spoiler Abilities STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 18 (+4) CHA 14 (+2) Combat ATK: +4 Base DEF +4 Base Feats Roll 1d20 twice (re-roll if you get the same result twice) and record the results. [10PP worth of Feats] 1-4 Combatant: You have natural talent or you've been trained in combat, both in armor and out. Spoiler Feats: (Accurate Attack, All-out Attack, Improved Initiative, Interpose, Move-by Action) 5-8 Inventor: You know your way around technology, have a headquarters, and can build gadgets given time. Spoiler Feats: (Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort: Craft (Mechanical) or Computers, Well-informed) 9-12 Lucky: Things are easy for you. Spoiler Feats: Beginner's Luck, Luck 2, Redirect, Teamwork 13-16 Scientist: You work as a scientist and/or have natural talent in that area. Spoiler Feats: ( Equipment 3 [Headquarters; Size: Large {2}, Toughness: 10 {1}, Features: Communications, Computer, Fire Prevention System], Garage, Hangar, Infirmary, Laboratory, Living Space, Power System, Security System 1 {DC20}, Workshop{12}], Jack-of all Trades, Skill Mastery (Choose 4 Among: Computers, Craft (Chemical, Electronic, Mechanical), Disable Device, and Knowledge (Earth Sciences, Life Sciences, Physical Sciences, Technology) 17-20 Wealthy: Whether you inherited or earned it, you're a part of the upper-crust of society. Spoiler Feats: Attractive, Benefit 2 (Wealthy), Benefit (Status), Connected Skills Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. [12PP worth of Skills] 1-4 People Person: You're good with people and in business. Spoiler Skills: Diplomacy 6, Knowledge (Business) 6, Notice 6, Sense Motive 6 5-16 Sciences: You're well educated. Spoiler Skills: Craft (Pick one from: Chemical, Electronic, or Mechanical) 7, Notice 5, Computers 5, Knowledge (Pick one from: Earth Sciences, Life Sciences, Physical Sciences, Technology) 7 17-20 Student: You're young, but you still know a thing or two. Spoiler Skills: Computers 6, Diplomacy 6, Knowledge (Pick From: Earth Sciences, Life Sciences, Physical Sciences, Technology) 6, Notice 6 Powers Device 19 ( 95PP Container; Flaw: Hard-to-Lose ) [76PP] (Battlesuit) Offensive Powers Weaponry Array 5.6 ( 24PP Array, Feat: Alternate Power 4 ) [28PP] If Genius or Accidental take: Base Power: Damage 10 ( Extra: Range [Ranged]; Feats: Accurate 3, Precise ) [24] (Plasma Blast) If Military Take: Base Power: Damage 11 ( Extra: Range [Ranged]; Feat: Accurate 2 ) [24] (Plasma Blast) Take the Weapon Array and the Plasma Blast (above), plus roll 1d20 four times on the table below (re-roll if you get the same result twice) and add them to the Weapon Array as Alternate Powers. Weaponry APs 1-2 Electrified Shell: Spoiler Damage 6 ( Extras: Duration 2 [sustained], Aura ) {24/24} 3-4 Electro-Stunner: Spoiler Stun 7 ( Feat: Accurate 3 ) {24/24} 5-7 Plasma Bolts: Spoiler Damage 7 ( Extras: Autofire, Range [Ranged]; Feat: Accurate 3 ) {24/24} 8-9 Force Capsule: Spoiler Snare 6 ( Feats: Accurate 3, Subtle ) {24/24} 10-12 Micro Rockets: Spoiler Damage 8 ( Extras: Area [General, 40' Burst], Range [Ranged] ) {24/24} 13-15 Omni-Blaster: Spoiler Damage 10 ( Extras: Area [General, 100' Cone], Penetrating 4 ) {24/24} 16-18 If Genius or Accidental Take, Strength and Accuracy Booster: Spoiler Enhanced Strength 16 + Enhanced Trait 6 ( Attack Focus (Melee) 6 ) + Super-Strength 1 ( +5 STR Carry Capacity ) {24/24} If Military Take, Strength and Accuracy Booster: Spoiler Enhanced Strength 16 + Enhanced Trait 4 ( Attack Focus (Melee) 4 ) + Super-Strength 2 ( +10 STR Carry Capacity ) {24/24} 19-20 Tractor/Presser Beam: Spoiler Move Object 12 ( Heavy Load = 51.2 Tons ) {24/24} Defensive Powers If Genius take: Ability Amplifier: Enhanced Traits 16 ( Defense 1, Dodge Focus 6, Fortitude 2, Reflex 4, Will 4 ) [18PP] Armored Shell: Protection 8 ( Extra: Impervious ) [16PP] Sealed Systems: Immunity 9 ( Life Support ) [9PP] If Military take: Ability Amplifier: Enhanced Traits 16 ( Dodge Focus 4, Fortitude 6, Reflex 4, Will 4 ) [18PP] Armored Shell: Protection 8 ( Extra: Impervious ) [16PP] Sealed Systems: Immunity 9 ( Life Support ) [9PP] If Accidental take: Ability Amplifier: Enhanced Traits 16 ( Dodge Focus 6, Fortitude 4, Reflex 4, Will 4 ) [18PP] Armored Shell: Protection 8 ( Extra: Impervious ) [16PP] Sealed Systems: Immunity 9 ( Life Support ) [9PP] Movement Powers 1-7 Gravity Drivers: Spoiler Flight 7 ( 1000 MPH ), Super-Movement 1 ( Space Travel [interplanetary]), Enhanced Feat ( Environmental Adaptation: Space ) [17PP] 8-10 Locomotion Systems: Spoiler Speed 7 ( 1000 MPH ), Leaping 6 (Jumping Distance x100 ); Super-Movement 2 ( Choose two: Safe Fall, Swinging, Wall-crawling 1, a second rank of Wall-crawling) [17PP] 11-17 Rocket Turbines: Spoiler Flight 8 ( 2500 MPH; Feat: Alternate Power) [17PP] Alternate Power: Aquatic Turbines: Swimming 13 ( 25000 MPH; Feat: Moving Feint ), Enhanced Feats 2 ( Environmental Adaptation: Underwater, Favored Environment: Aquatic ) 18-20 Teleport-Tech: Spoiler Teleport 4 ( 400' Move Action, 1 Mile Full Action; Extra: Accurate, Feats: Change Direction, Change Velocity, Easy, Progression [Carry 250 lbs], Turnabout ) [17PP] Utility Powers Communication Systems: Communication 4 ( Radio, 1 Mile ) [4PP] Sensors: Super-Senses 4 ( Extended [All Vision], Infravision, Radio ) [4PP] Sample Complications/Drawbacks: Normal/Secret Identity: The Battlesuit often has a secret identity he or she tries to protect Responsibility: Whether an inventor of military weapons, a trained soldier, or a random person to whom the battlesuit was given, this archetype often feels he or she has a responsibility to use the battlesuit to do good or overcome past transgressions. At the same time this often comes into conflicts with other professional responsibilities. Relationship: The Battlesuit is often surrounded by friends or loved ones that often become entangled in plots from which only the Battlesuit can save them. Weakness: Some Battlesuits, especially prototypes or of alien origin, often suffer additional damage from electrical or magnetic attacks (or whatever else seems appropriate for your particular concept).
Brown Dynamite Posted October 22, 2014 Author Posted October 22, 2014 RNG Construct Constructs cover a broad range of character types, from robots to golems or animated statues to undead. Really, this includes anything that moves, but doesn't have a physical or mental makeup quite like a human's. Constructs tend to be physically powerful, resilient, and often have some sort of ranged attack that's either a weapon or innate ability granted by their inhuman form. Most Constructs are solid, but it's possible to have a Construct made of fire, water, or just about anything else. Ultimately you end up with some holes in your exotic defenses in this generated build. But keep in mind the immunities. Site Examples: Citizen, Ghost Girl, RevenantComic Book Examples: Red Tornado, Robot, Vision Base Saves: Fortitude -, Reflex 0, Will 0 Roll 1d20 once and record the result. [46PP Worth of Abilities and Combat]1-4 Golem: You were literally assembled in some way. You’re a golem, living statue, some sort of elemental creature, or a human who’s been transformed into a “non-living†but animate form. Spoiler AbilitiesSTR 26 (+8) DEX 10 (+0) CON - (-) INT 10 (0) WIS 18 (+4) CHA 18 (+4) Combat ATK: +6 Base DEF +6 Base 5-12 Technological: You’re a robot, android, or some other sort of technological construct. Spoiler AbilitiesSTR 26 (+8) DEX 10 (+0) CON - (-) INT 18 (+4) WIS 14 (+2) CHA 14 (+2) Combat ATK: +6 Base DEF: +6 Base 13-20 Undead: You died, but you've been brought back to (some semblance of) life as a zombie, ghost, revenant, or another form of undead Spoiler AbilitiesSTR 22 (+6) DEX 16 (+3) CON - (-) INT 12 (+1) WIS 16 (+3) CHA 16 (+3) Combat ATK: +6 Base DEF +6 Base Feats Roll 1d20 once. [2PP worth of Feats]1-10 Brawler: You know how to use your strength to your advantage. Spoiler Feats: (Improved Grapple, Choose One: Accurate Attack or Power Attack) 11-15 Dabbler: You have some magical or technological knowledge and can create useful devices or artifacts. Spoiler Feats: (Choose one set: Artificer, Skill Mastery ([Knowledge: Arcane Lore + 3 others]); or, Inventor, Skill Mastery (Knowledge [Technology + 3 Others]), You can switch out Skill Mastery with Ultimate Effort for the respective knowledge check.) 16-20 Perfect Recall: You have an uncanny memory. Spoiler Feats: Eidetic Memory, Well-informed Skills Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. [12PP worth of Skills]1-5 Brute: You're big and intimidating. Spoiler Skills: Climb 3, Intimidate 6, Swim 3 6-10 Expert: You know a lot about magic or technology Spoiler Skills: Notice 4, Knowledge (Choose One: Arcane Lore or Technology) 6, Choose One: Computers or Knowledge (Theology & Philosophy) 2 11-15 Seeker: You’re looking for clues to your origin or past Spoiler Skills: Choose One: (Investigation, Gather Info, or Search) 5, Notice 3, Diplomacy 4 16-20 Sneak: You’re stealthy Spoiler Skills: Bluff 6, Stealth 6 Primary Powers Find the entry below for the type of Construct that matches what you rolled for your Abilities. [20PP Worth of Powers] Golem 1-5 Blast Spoiler Damage 8 ( Extra: Range [Ranged]; Feats: Accurate 3, Precise ) [20PP] 6-10 Elemental Body ( Alternate Form 4 ) Spoiler Roll 1d20 once: 1-5 Flame Body ​ Damage 8 ( Feat: Accurate 3; Flaw: Action [Full-Round Action] ) (Fist of Firey) [7PP] ​Insubstantial 3 ( Drawback: Vulnerability[Water, Frequency: Common, Intensity: Major] ) [11PP] Super-Senses 2 ( Infravision, Tracking [infravision] ) [2PP] 6-10 Earth Body Add Drawback:Vulnerability ( Air/Wind; Frequency: Common, Intensity: Major ) [-4PP] Burrowing 6 ( 50 mph, 500 ft./rnd ) [6PP] Damage 4 ( Feat: Mighty ) (Fists of Stone) [5PP] Enhanced STR 4 [4PP] Immovable 4 ( Resist Movement +16, Resist Knockback -4 ) [4PP] Super-Strength 2 ( +10 Effective Strength; Feat: Groundstrike ) [5PP] 11-15 Water Body Concealment 4 ( Visual Senses; Flaws: Blending, Limited to Underwater ) [2PP] Damage 2 ( Feats: Accurate 2, Mighty ) [5PP] Elongation 3 ( 25 ft., +3 Escapes & Grapples ) [3PP] Enhanced Trait 1 ( Environmental Adaption: Aquatic ) [1PP] Insubstantial 1 ( Drawback: Vulnerability[Earth; Frequency: Common, Intensity: Major] ) [1PP] Super-Movement 1 ( Slithering ) [2PP] Super-Senses ( Low-Light Vision ) [1PP] Swimming 5 ( 50mph, 500 ft./rnd ) [5PP] 16-20 Air Body ​ Damage 12 ( Feat: Accurate ) (Wind Blade) [13PP] Flight 1 ( 10 Mph, 100 ft./ rnd; Flaw: Levitating ) [1PP] Insubstantial 2 ( Drawback: Vulnerability[Air, Frequency: Common, Intensity: Major] ) [6PP] 11-20 Unstoppable Spoiler Enhanced Strength 8 [8PP] Enhanced Feats 2 ( Attack Focus (Melee) 2 ) [2PP] Regeneration 14 ( Recovery Bonus 2, Injured 6 [No Action], Resurrection 2 [1 Day] ) [10PP] Technological Roll 1d20 once and record the result. 1-4 Blast Spoiler Damage 9 ( Extra: Range [Ranged]; Feats: Accurate 2) [20PP] 5-8 Retractable Claws and Combat Computer Spoiler Damage 2 ( Feat: Mighty; Extra: Penetrating 6 ) [9PP] Enhanced Feats 11 ( All-Out Attack, Attack Focus (Melee) 4, Evasion, Improved Critical 1 (Claws), Improved Initiative 2, Improved Pin, Takedown Attack 1 ) [11PP] 9-12 Jetpack and Blaster Rifle Spoiler Device 1 ( 5PP Container; Flaw: Hard-to Lose ) [4PP] Flight 2 ( 25mph, 250 ft./rnd ) [4PP] Device 5 ( 25PP Container; Feat: Subtle; Flaw: Easy-to Lose ) [16PP] Damage 10 ( Extra: Range [Ranged]; Feats: Accurate 2, Improved Aim, Precise, Precise Shot ) [25PP] 13-16 Juggernaut Spoiler Enhanced Feats 2 ( Attack Focus (Melee) 2 ) [2PP] Enhanced Strength 6 [6PP] Leaping 2 ( Jumping Distance x2; Running Jump 48', Standing Jump 24', High Jump 12' ) [1PP] Regeneration 11 ( Recovery Bonus 8, Ressurection 3 [5 hours] ) [11PP] 17-20 Collapsible Smart Gun Spoiler Device 5 ( 30PP Container; Feats: Restricted [biometric DGR Scan], Subtle; Flaw: Easy-to Lose ) [20PP] Damage 6 ( Feats: Accurate 4, Split Attack 2 [3 Targets] ; Extras: Autofire, Range [Ranged], Penetrating )[30PP] Undead Roll 1d20 once and record the result. 1-7 Bestial Spoiler Enhanced Feat 14 ( Attack Focus (Melee) 8, Blind-Fight, Evasion, Improved Critical [unarmed], Improved Initiative, Takedown Attack, Uncanny Dodge [Auditory] ) [14PP] Leaping 2 ( Jumping Distance x2; Running Jump 80, Standing Jump 40', High Jump 20' ) [2PP] Super-Movement ( Wall-Crawling ) [2PP] Super-Senses 2 ( Low-Light Vision, Scent ) [2PP] 8-14 Unholy Strength & Vitality Spoiler Enhanced Strength 6 [6PP] Enhanced Feat 5 ( Attack Focus (Melee) 5 ) [5PP] Leaping 1 ( Jumping Distance x2; Running Jump 38', Standing Jump 19', High Jump 9' ) [1PP] Regeneration 6 ( Injured 6 [No Action], Recovery Bonus 1; Drawback: Can only Regenerate a condition in 12 Second intervals [iE Regen works Every Other round upon injury] ) [6PP] Speed 2 ( 25 mph, 250 ft./rnd ) [2PP] 15-20 Wraith Spoiler Enhanced Extra 6 ( Extra: Affects Corporeal 6 on Unarmed ) [6PP] Enhanced Feat 4 ( Attack Specialization (Unarmed ) [4PP] Flight 1 ( 10 mph 100 ft./rnd Flaw: Limited to While Insubstantial ) [1PP] Insubstantial 4 ( Affected by Magic; Drawback: Action 3 [Full Rounds]; Flaw: Distracting, Duration [Concentration] ) [9PP] Defensive PowersProtection 8 ( Extra: Impervious ) (Damage Resistance) [16PP] Immunity 32 ( Critical Hits, Fortitude Effects) (Unliving) [32PP] Roll 1d20 once and record the result. [18PP of Defensive Powers] 1-6 Fast and Tough Spoiler Enhanced Defense 4 [8PP] Enhanced Reflex 8 [8PP] Protection 2 [2PP] 7-13 Unnatural Speed Spoiler Enhanced Defense 2 [4PP] Enhanced Reflex 6 [6PP] Immovable 2 ( Resist Movement +8, Resist Knockback -2 ) [2PP] Protection 4 ( Extra: Impervious 2 ) [6PP] 14-20 Unnatural Toughness Spoiler Enhanced Defense 2 [4PP] Enhanced Reflex 6 [6PP] Immovable 2 ( Resist Movement +8, Resist Knockback -2 ) [2PP] Protection 4 ( Extra: Impervious 2 ) [6PP] Secondary Defensive Powers Roll 1d20 once and record the result. 1-12 Inhuman Brain Spoiler Immunity 10 ( Mental Effects ) [10PP] 13-20 Almost Human Spoiler Enhanced Will 5 + Immunity 5 ( Emotion Effects ) [10PP] Sample Complications/Drawbacks: Motivation: Acceptance: The Construct often feels like an outsider, either because it’s not human and wants to be, or used to be human and wants to be again. Regardless, the Construct is a hero because it wants to be accepted by the rest of humanity. Motivation: Doing Good: An artificial intelligence or magically created Construct may have been created to “do good†and pursues that goal to the best of its ability. Motivation: Justice: A revenant or ghost-possessed Construct may recall enough of its former life to be on the prowl for revenge against the specific people that killed it, or against all members of groups with similar motivations. Responsibility: The Construct may feel that its powers and abilities were given to it for a reason, so it has a responsibility to help however it can. Enemy: The Construct could be a rogue android, golem, or summoned elemental hunted by its creator(s) or another person or group who believes the Construct is evil for some reason. Prejudice: Constructs often appear inhuman, which causes others to react poorly to it. Weakness: The Construct suffers additional damage or effect from some form of attack; robots may take extra damage from electrical or magnetic attacks, ghosts or magical creatures from magical or holy attacks, and all Constructs may have a weakness to being mind controlled by appropriate outside sources.
Brown Dynamite Posted March 21, 2015 Author Posted March 21, 2015 Character Name: WoundmakerPower Level: 13 (232PP)Trade-Offs: +2 Defense / -2 Toughness, +2 Attack/ -2 Attack (Base), +4 Attack / -4 Damage (Unarmed) Abilities: 8 + 14 + 8 + 6 + 4 + 10 = 50PP Strength: 18/24 (+4/+7) Dexterity: 24/26 (+7/+8) Constitution: 18/24 (+4/+7) Intelligence: 16/18 (+3/+4) Wisdom: 14/22 (+2/+6) Charisma: 20 (+5)Combat: 30 + 30 = 60PP Initiative: +16 Attack: +15, +17 Unarmed Grapple: +23 Defense: +15 (+15 Base), +8 Flat-Footed Knockback: -7Saving Throws: 1 + 7 + 7 = 15PP Toughness: +11 (+7 Con, +4 Defensive Roll, Impervious [5]) Fortitude: +8 (+7 Con, +1) Reflex: +15 (+8 Dex, +7) Will: +13 (+6 Wis, +7)Skills: 96R = 24PP Acrobatics 9 (+17) Bluff 6 (+11) Concentration 6 (+11) Craft (Chemical) 8 (+12) Diplomacy 4 (+9) Escape Artist 9 (+15) Intimidate 6 (+11) Knowledge (Tactics) 11 (+15) Notice 6 (+12) Search 9 (+13) Sense Motive 6 (+12) Stealth 10 (+18) Survival 6 (+12)Feats: 22PP Accurate Attack Acrobatic Bluff Attack Specialization (Unarmed) Blind-Fight Chokehold Connected Contacts Defensive Attack Defensive Roll 2 Endurance Improved Critical (Unarmed) 2 Improved Disarm Jack-of-All Trades Master Plan Prone Fighting Quick Draw [Draw] Redirect Sneak Attack Takedown Attack Track Powers: 4 + 9 + 14 + 4 + 16 + 9 + 5 = 61PP Device 1 ( 5PP Container; Flaws: Hard-To-Lose; ) [4PP] (Body Armor) Impervious Toughness 5 [5DP] Device 3 ( 15PP Container; Flaws: Easy-to-Lose; ) [9PP] (Power Staff) Damage 2 ( Power Feats: Extended Reach 1, Improved Trip, Mighty; Extras: Autofire 9 ) [14DP] Leaping ( Jumping Distance x2 ) [1DP] Enhanced Physique 2.8 ( 14PP Container ) [14PP] Enhanced Constitution 6 [6PP]Enhanced Strength 6 [6PP]Super-Strength 1 ( +5 Effective STR, Heavy Load: 1.4k lbs. ) [2PP] Enhanced Mind 0.8 ( 4PP Container; ) [4PP] Enhanced Intelligence 2 [2PP]Enhanced Feat ( Eidetic Memory ) [1PP]Quickness 2 ( Performs Routine Tasks at 5x Speed; Flaw: Limited to Mental Tasks ) [1PP] Enhanced Senses 3.2 ( 16PP Container ) [16PP] Enhanced Wisdom 8 [8PP]Super-Senses 8 ( Acute [Normal Olfactory], Danger Sense [Hearing], Darkvision, Extended [Normal Hearing, Normal Sight] Rapid [Normal Hearing, Sight] ) [8PP] Enhanced Agility & Reflexes 1.8 ( 9PP Container ) [9PP] Enhanced Dexterity 2 [2PP]Enhanced Feats 4 ( Evasion 2, Improved Initiative 2 ) [4PP]Quickness ( Performs Routine Tasks at 2x Speed [stacks with Quickness 2, Performs Mental Routine Tasks at 10x Speed] ) [1PP]Speed 2 ( 25 mph, 250 ft./rnd ) [2PP] Healing Factor 1.0 ( 5PP Container ) [5PP] Immunity 3 ( Aging, Disease, Poison ) [3PP]Regeneration 2 ( Resurrection 2 [1 Day] ) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22/24 Toughness Damage (Physical) Power Staff Touch DC24/26* Toughness Damage (Bludgeon) *Sneak Attack Totals: Abilities (50) + Combat (60) + Saving Throws (15) + Skills (24) + Feats (22) + Powers (61) - Drawbacks (0) = 232/232 Power Points So here's a rebuild of Woundmaker. Murder House's favorite Ronin-level assassin. He's pretty much Deathstroke with the serial numbers filed off. If only for the fact that originally speaking he didn't live up to his PL. I took it upon myself to bring him up to caps. Why does an assassin use a bludgeoning weapon? Chances are his preferred methods are poisoning and suffocation. It is heroes who get acquainted with the staff (or whatever other weapon he finds lying around with that Attack Bonus).
Brown Dynamite Posted March 22, 2015 Author Posted March 22, 2015 (edited) Character Name: Liên An Nguyễn Power Level: 15 Trade-Offs: +5 Attack / -5 Damage, +5 Defense / -5 Toughness Hero Machine Portrait created by Smitty309 Abilities: 12 + 12 + 8 + 8 + 14 + 10 = 64PP Strength: 22 (+6) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 24 (+7) Charisma: 20 (+5)Combat: 20 + 22 = 42PP Initiative: +7 Attack: +20 Melee, +7 Ranged Grapple: +26 Defense: +20 (+14 Base, +6 Dodge Focus), +7 Flat-Footed Knockback: -2Saving Throws: 6 + 8 + 5 = 19PP Toughness: +4 (+4 Con) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+6 Dex, +8) Will: +12 (+7 Wis, 5)Skills:128R = 32PP Acrobatics 9 (+15) Climb 7 (+10) Concentration 8 (+15) Diplomacy 8 (+13) Escape Artist 9 (+15) Intimidate 10 (+15) Knowledge (Arcane Lore) 4 (+8) Knowledge (Streetwise) 6 (+10) Knowledge (Theology & Philosophy) 11 (+15) Language 8 (Chinese [Cantonese], Chinese [Mandarin], English, Japanese, Hindi, Korean, Thai, Tibetan, Vietnamese[Native]) Medicine 2 (+9) Notice 11 (+18) Search 6 (+10) Sense Motive 13 (+20) Stealth 9 (+15) Swim 11 (+15) Feats: 62PP Accurate Attack Agonizing Strike All-Out attack Assessment Attack Focus (Melee) 5 Attack Specialization 2 (Unarmed) Blind-Fight Challenge (Improved Feint) Chokehold Crushing Pin [Can Apply Str Damage when pinning an opponent in a Grapple] Cunning Fighter [use Attack Bonus for feinting] Dazzling Attack 3 [Auditory, Olfactory, Vision] Defensive Attack Dodge Focus 6 Elusive Target Endurance Evasion Favored Opponent (Martial Arts Masters) Grappling Finesse Hide in Plain Sight Improved Critical 2 (Unarmed) Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Jack-of-all Trades Move-by action Paralyzing Attack Power Attack Prone Fighting Redirect Reversal [When Escaping from being Grappled may immediately initiate a Grapple Check against an opponent] Set-Up Stunning Attack Sweeping Strike [May Split damage into a Trip attack] Takedown Attack 1 Trance Two-Handed Attack [split Attack applied to Strength] Unbalancing Strike [Forgo damage to make Opponent Flat-Footed next round with a DC10+Damage Bonus Reflex Save] Uncanny Dodge (Auditory) Weapon Bind Weapon BreakPowers: 21 + 11 = 32PP Martial Mastery 4.2 ( 21PP Container ) [20PP] Damage 0 ( Extras: Alternate Save [Fortitude], Insidious; Feats: Alternate Power 1, Mighty ) [14PP] (Dim Mak)AP: Penetrating 8 ( On Unarmed Damage ) {8/12} (Crippling Blow) Enhanced Trait ( Defensive Roll ) [1PP] Immunity 2 ( Disease, Poison; Flaw: Limited to Half-Effect ) [1PP} Leaping 1 (x2; running long jump 28 feet, standing long jump 14 feet, high jump 7 feet) [1PP] Probability Control 1 ( Flaw: Limited 2 [unarmed Attacks] ) [2PP] (Unarmed Supremacy) Speed 1 (10 mph / 100 feet per Move action) [1PP] Swimming 1 ( 2.5 Mph, 25 ft./rnd ) [1PP] Super Movement 4 (Slow Fall, Sure Footed 2,Wall Crawling 1 [Only while Moving]; Feat: Environmental Adaptation [urban] ) [8PP] (Parkour)Super Senses 3 ( Accurate [Hearing], Danger Sense [Auditory]) [3PP] (Sharpened Senses) DC Block ATTACK RANGE SAVE EFFECT Unarmed/Crippling Blow Touch DC22/21 Toughness Damage (Physical) Dim Mak Touch DC16 Fortitude Damage (Chi) -------- Rumors tell of a woman with unparalleled martial arts knowledge. In four decades, she has become a cult of personality for those who woship her fist above all. For the right price, one may even be fortunate to gain her employ as an assassin. But don't ever skimp on the payment, lest you become The Dragon's next victim. Shambala Vale calls her, Liên An Nguyễn , the dark traitor. Ultimately fact and fiction must intertwine for the truth. In her youth, Liên killed her master and fled the hallowed halls of Shambala Vale. Thereby starting a long trail of bloodshed that defines her life to this day. Claiming to boast a mastery of every known martial art, The Dragon focuses solely on perfecting herself as a martial artist. Those who have somehow survived long enough to encounter her in combat on more than one occasion can attest to the fact that her fighting style is never the same in any two confrontations. Essentially I've suped up the Kung Fu Killer villain archetype as a not too subtle nod to Lady Shiva. Despite being a PL15, you'll notice she pretty much subscribes to PL13 caps if one had somehow taken a +8/-8 Tradeoff. Batman, Lady Shiva, Richard Dragon, Shang Chi, Black Panther. What do all these people have in common aside from poor social skills? An impossible mastery of every martial art known to man. Sometimes you have someone claim to have mastered, or simply a proficiency in, an oddly specific 127 styles. But that's still no less impossible. And don't get me started on the insanity that is Shiva's mastery in a year, forget what you don't need, rinse and repeat technique. So obviously The Dragon follows that very same thought process. And is not so subtly named the Dragon. This is a right hand for hire! As such loyalty to her employer is not likely a priority and PCs can consider alternate means of getting her to leave them alone. Edited April 9, 2020 by HGM
Brown Dynamite Posted April 26, 2015 Author Posted April 26, 2015 Infernal Acrobat PL: 10 (150) -3 Attack/+3 Damage (Hellfire Weapons) "I see a World on Fire." Abilities: 10 + 6 + 10 + 0 + 4 + 0 = 30 PP STR 20 (+5) DEX 16 (+3) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 10 + 10 = 20 PP ATK: +5 (+7 Melee,) DEF: +10 (+5 Dodge Bonus, +3 flat-footed) Initiative: +7 (+3 Dex, +4 Improved Initiative) Grapple: +12 Knockback: -5/-10 Saves: 0 + 5 + 8= 14 PP TOU +10 (+5 Con, +5 Protection) FORT +5 (+5 Con) REF +10 (+3 Dex, +7) WILL +9 (+2 Wis, +7) Skills: 56 r=14 PP Acrobatics 12 (+15)Bluff - (+8) Diplomacy 5 (+5)Intimidate - (+15) Knowledge (Civics) 10 (+10) Language 1 ( Braille, English[Native]) Notice 13 (+15) Sense Motive 3(+5/+10) Stealth 12 (+15) Feats: 13 PP Acrobatic Bluff Attack Focus (Melee) 2 Challenge (Improved Acrobatic Feint) Dodge Focus 5FearlessFearsome Presence Improved Initiative Move-by ActionStartle Takedown Attack 2 Powers: 59 PP Mark of the Devil 11.8 ( 59PP Container; All Effects have the Demonic/Hellfire/Infernal Descriptor ) [59PP] Enhanced Feats 12 ( Fearless, Fearsome Presence 10, Startle ) [12PP] Enhanced Skills 7 ( Bluff 8(+8), Intimidate 15 (+15), Sense Motive 5 (+10) ) [7PP] Environmental Control 1 ( 5' Radius; Heat [Extreme] ) [2PP] Hellfire Control Array 6.5 ( 13PP Array; Feats: Alternate Power 1 ) [14PP] BP: Damage 8 ( Feats: Affects Insubstantial 2, Extended Reach, Mighty, Variable Descriptor [Bludgeoning, Piercing, Slashing] ) {13/13} (Hellfire Weapons)AP: Damage 10 ( Extra: Area [General, 100' Cone]; Feat: Affects Insubstantial 2; Flaw: Action [Full-Action] ) {12/13} (Hellfire Blast) Immunity 5 ( Cold, Heat, Sleep, Starvation & Thirst, Vacuum ) [5PP] Impervious Toughness 10 ( Flaw: Limited to vs Foes Suffering Under Fear Effects ) [5PP] Protection 5 [5PP] Regeneration 4 ( Resurrection 4/1 hour; Feat: Regrowth ) [5PP] Super-Sense 4 ( Demonic/Hellfire/Infernal Awareness, Infravision, Tracking 2 [Infravision] ) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage (Physical) Hellfire Blast Ranged DC28 Toughness Damage (Demonic/Hellfire/Infernal Hellfire Weapons Touch+5’ DC25 Toughness Damage (Demonic/Hellfire/Infernal) Abilities (30) + Combat (20) + Saves (14) + Skills (14) + Feats (13) + Powers (59) = 150 PP------------ In the course of saving a blind man from the path of an oncoming truck, Matt Murdock was hit in the face by a radioactive substance that falls from the vehicle. As could be expected when a radioactive substance splashes all over your face, he died. Which really should call into question New Jersey radioactive transport procedures. With his body en route to the hospital, the boy could only look from the distance. A spectre taken before his time. While only the good may die young, the bad know how to make a deal. Matt was just a child. Scared. When the strange blue skinned man in the long suit offered to bring him back from the dead, how could he say no? All he had to do was agree to give up a piece of his soul. Not even the whole thing. Only he came back different. He came back wrong. Now what better way to resume these builds than to take up a challenge by AA. Since he was the one who brought up Daredevil as an actual Devil the other day. For those not in the know. Daredevil comics hit a wall in which Marvel had no idea what to do with him anymore. You can only shatter a guy's life and have him rebuild so many times. So, the powers that be thought up a "great" solution. Aiming to softly reboot the series, they had Daredevil take over the Hand and get possessed by an ancient Demon known as the Beast. Expectedly it was awful and is never talked about anymore. Sounds perfect. He's still a lawyer and a competent gymnast. But he's less of a street crime ninja and more of a human flamethrower. He's incredibly tough to kill. Especially by those who fall under the purview of his fearsome presence. His Impervious lends itself to some interesting set up. For example, If your GM is generous, his Impervious works against foes who are flat-footed due to Startle (though only while they're flat-footed and explicitly not an Acrobatic feint). I considered giving him the Blind Drawback at an Uncommon Frequency. But, I think it works much better as a complication. Sample Complications Blind as a Bat: Bats aren't really Blind and neither is this character. Sure he can't see color. Or read words off a page. In fact he can only "see" heat as it's given off people and objects. He/She Gives Me the Heebie Jeebies: Animals are naturally uncomfortable around him. Dogs may bark when he walks by. Birds may crash near windows he stands near. Heck people tend to naturally distrust him without realizing why. Not great if he's ever in court. Man out of Time: What if this character didn't come back to life on the exact same day he died? Let alone the same decade. Talk about your fish out of water. Reaper of the Damned: Perhaps the deal didn't end at coming back to life. Perhaps the character is now an errand boy for an evil entity. Tasked with returning escaped souls back to a Hell Dimension. Repent: Holy objects and places don't care much for him. No amount of claiming to be a good Catholic boy makes the holy water at Mass sting any less. Heck he's lucky he can even step through the door. Radioactive: The character's powers may be affected oddly around radioactive material. Or perhaps it affects his body strangely. Ranging from "I can see" to "And now there's a tentacle coming out of my mouth." He could even gain advanced stage cancer and die! Yay (Remember that resurrection folks) GMs shouldn't be afraid to suddenly have spontaneous tanks of radioactive material hanging around.
Brown Dynamite Posted May 30, 2015 Author Posted May 30, 2015 Kickboxing Ape PL: 10 (150) -3 Damage/+3 Attack, -1 Toughness/+1 Defense "“Hair on a man's chest is thought to denote strength. The gorilla is the most powerful of bipeds and has hair on every place on his body except for his chest." Abilities: 6 + 6 + 8 + 0 + 4 + 0 = 24 PP STR 16/24 (+3/7) DEX 16 (+3) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 10 + 10 = 20 PP ATK: +5 (+13 Melee,) DEF: +11 (+6 Dodge Bonus, +3 flat-footed) Initiative: +7 (+3 Dex, +4 Improved Initiative) Grapple: +23 Knockback: -6 Saves: 3 + 1 + 11= 15 PP TOU +9 (+4 Con, +3 Density, +3 Protection; 2 Impervious) FORT +7 (+4 Con, 3) REF +4 (+3 Dex, +1) WILL +13 (+2 Wis, +11) Skills: 68 r=17 PP Climb 12 (+15) Craft (Structural) 5 (+5) Handle Animal 10 (+10) Intimidate 15 (+15) Knowledge (Life Sciences) 5 (+5) Language 1 ( English, Thai [Native]) Notice 5 (+7) Stealth 7 (+10) Survival 8 (+10) Feats: 31 PP All-Out Attack Animal Empathy Attack Focus (Melee) 8 Chokehold Dodge Focus 6 Fearsome Pressence 5 Improved Block Improved Critical (Unarmed) 1 Improved Initiative 1 Improved Pin Power Attack Startle Takedown Attack 1 Uncanny Dodge (Olfactory) Powers: 2+4+3+13+3+2+3+2+4+7=43PP Additional Limbs 2 [2PP] (Prehensile Feet) Comprehend 2 ( Animals [Speak to, Understandt] ) [4PP] Damage 0 ( Feat: Mighty; Extra: Penetrating 2 ) [3PP] (Gorilla Bite) Density 4 ( Feast: Innate; Flaw: Permanent [-0] ) [13PP] (Dense Skin) Device 1 ( 5PP Container; Flaw: Easy-to-Lose ) [3PP] (Grapnel Gun) Super-Movement 2 ( Slow Fall, Swinging; Extra: Linked to Speed [+0] ) + Speed 1 ( 10 mph, 100 ft./rnd ) [4+1=5/5DP] Leaping 2 ( Jumping Distance x5: Running Jump [85'], Standing Jump [42'], High Jump [21'] ) [2PP] Protection 3 [3PP] Speed 2 ( 25mph, 25 ft./rnd ) [2PP] (Run on All Fours) Super-Strength 2 ( Effective Strength 39 [Heavy Load=2.8 Tons] ) [4PP] Super-Senses 7 ( Olfactory [Acute, Accurate, Extended, Tracking 2], Low-Light Vision ) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness Damage (Physical) Gorilla Bite Touch DC22 Toughness Damage (Piercing) Abilities (24) + Combat (20) + Saves (15) + Skills (17) + Feats (31) + Powers (43) = 150 PP------------ Have you ever created a build just based on a picture? This is exactly what happened to me here. Just picture an Ape Man on the K-1 circuit getting down with his Wu Kong self. Sure the picture's not of a Gorrilla, but pretty much all of this guy's traits are straight up Gorilla in influence. With a slightly better nose (as in olfactory senses you specist). I imagine a K-1 Fighter's brain was placed inside of an Ape. Maybe there's an evil scientist with a strange brain rearranging fetish? Perhaps it was an emergency procedure to save his life. Or, heck Dr. Simian just uplifted a disappointingly simple minded ape. Whatever the reason just know that he has a Grapnel gun to swing through the city. Don't want to play an intelligent but not super intelligent ape man? Well, you're probably crazy. But, that aside this could easily be a build for an Ape Totem. Get rid of the Super-Senses, Comprehend, and Prehensile Feet and you got a Luke Cagesque science experiment in the making with enough points left over to buy more Super-Strength or even Impervious. He's got all the makings for your standard martial artist. But, is also pretty freaking tough. Beware water though as that muscle density comes with a whole lot of drowning. Sample Complications (Assuming Uplifted Ape) Fish out of Water: From the Jungle to city living there's a big old adjustment period Primate society doesn't play by the same rules as human society. And that cute cashier just doesn't understand why you keep grunting and beating your chest to show you now own that McDonald's Prejudice: Aside from the fact that intelligent apes tend to be villains, people just may not take trust a 500 pound murder machine outright. They're weird like that Refugee: Perhaps your Gorilla Guevara is a freedom fighter from an Alt Earth hiding out from his cruel oppressors. Even better if his reputation is less than stellar due to his enemy controlling the story Temper: As with all things feral being a bit temperamental can be expected. Now your character doesn't need to be screeching like a chimp when angered. But, he totally should.
Brown Dynamite Posted June 25, 2015 Author Posted June 25, 2015 Heroic Screamer (PL7 Version) PL7 105/105 -5 Damage/+5 Attack (Unarmed), +3 Damage/-3 Attack (Battlecry), -5 Toughness/+5 Defense “I am my own tornado. Instead of panicking, I run in circles and scream.” Abilities: 4 + 0 + 4 + 2 + 20+ 4 = 14 PP STR 14 (+2) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 14 (+2) Combat: 8 + 8 = 16 PP ATK: +4 (+12 Unarmed) DEF: +12 (+8 Dodge Bonus, +2 flat-footed) Initiative: +1 (+0 Dex) Grapple: +6 Knockback: -1 Saves: 1 + 7 +5= 13 PP TOU +9 (+2 Con, ) FORT +3 (+2 Con, 1) REF +7 (+0 Dex, +7) WILL +5 (+0 Wis, +5) Skills: 40r=10 PP Bluff 12 (+14) Craft (Mechanicall) 4 (+5) Diplomacy 12 (+14) Knowledge (Civics) 4 (+5) Perform (Singing) 8 (+10) Feats: 15PP Attack Specialization 4 Benefit 2 (Wealth 2) Dodge Focus 8 Leadership Powers: 30 +1 +6 =37PP Confuse 10 ( Extras: Area [Targeted, 5x250' Line], Linked to Damage; Flaw: Range [Touch] ) + Damage 10 ( Extras: Area [Targeted, 5x250' Line], Linked to Confuse ) [10+20=30PP] (Battlecry) Feature ( Vocal Mimicry ) Flight 6 ( 500mph, 5000 ft./rnd; Flaw: Distracting ) [6PP] (Sonic Flight) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Battlecry 250' Line DC25 Toughness Damage (Sonic) ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Bludgeoning) Battlecry 250' Line DC25 Toughness (Staged) Damage (Sonic) Confusion (Sonic) Abilities (14) + Combat (16) + Saves (13) + Skills (10) + Feats (15) + Powers (37) = 105PP So Claremont is frequently one of our most popular role playing sources. And for some reason people seem to feel as if PL7 builds are notably difficult. So I figured I'd start statting out some "Fearsome Freshmen" PL7 builds for the grabbing. Though I'll pair them with PL10 versions of the same builds. So here's a PL7 Battlecry inspired build. Battlecry was a student in the Hero High Supplements. A privileged heir to a vast fortune with the power to scream and shout. His heroic m.o was passing the buck to others to do the heavy lifting. Despite the image chosen, I dove into the Banshee well instead of the Black Canary one. Because why settle for third best screamer in the biz (Banshee's probably the most versatile sonic scream based hero, but Black Bolt still has an orbital cannon in his mouth). His "Battlecry" disorients foes while damaging them. Making it possible to actually have an enemy attack his allies if the luck swings in your favor. With the right stunt you can get away with all sorts of sonic control highjinks. Including a sonar or a perception area dazzle. (Though not sense dependent because a sense dependent dazzle relying on the same sense you're taking out is hinky.) Now the "Battlecry" is pretty inaccurate, and can't crit due to being a targetted area effect. But, if not using it on swathes of minons, don't hesitate to set oneself up with a Feint. Flight 3 is the most common flight speed both in the written material and through the PCs. It's pretty much all the flight one really needs to impressively get around the city without a vehicle. I went higher is due to the nature of his sonic based powers I want him to be able to float around at the speed of sound. But, you might want to buy it down to a slower flight speed. Perhaps even dropping the distracting flaw. The fact that flight's distracting means that it isn't ideal for this character to use said power in combat, but I think it's pretty fitting for someone who is flying by screaming down at the ground. -------------------------------------- Sample Complications Power Loss: If this character is muted or her throat is damage in some way she cannot use any of her powers. A GM is also free to toy around with throat based sicknesses affecting his powers in a funky way.
Brown Dynamite Posted June 25, 2015 Author Posted June 25, 2015 Heroic Screamer (PL10 Version) PL10 150/150 +2 Damage/-2 Attack, -2 Toughness/+2 Defense “I am my own tornado. Instead of panicking, I run in circles and scream.” Abilities: 4 + 0 + 4 + 2 + 20+ 4 = 14 PP STR 14 (+2) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 14 (+2) Combat: 16 + 8 = 24 PP ATK: +8 (+12 Unarmed) DEF: +12 (+8 Dodge Bonus, +2 flat-footed) Initiative: +1 (+0 Dex) Grapple: +6 Knockback: -1/-4 Saves: 6 + 12 +10= 28 PP TOU +8 (+2 Con, +6 Costume) FORT +8 (+2 Con, +6) REF +12 (+0 Dex, +12) WILL +10 (+0 Wis, +10) Skills: 52r=13 PP Bluff 13 (+15) Craft (Mechanicall) 4 (+5) Diplomacy 13 (+15) Gather Information 3 (+5) Intimidate 3 (+5) Knowledge (Civics) 4 (+5) Knowldege (Popular Culture) 4 (+5) Perform (Singing) 8 (+10) Feats: 14PP Attack Specialization (Unarmed) 2 Benefit 2 (Wealth 2) Challenge (Improved Feint) Dodge Focus 8 Leadership Powers: 38 +12 +1 +6 =57PP Confuse 12 ( Extras: Area [Targeted, 5x300' Line], Linked to Damage; Flaw: Range [Touch]; Feat: Alternate Power 2 ) + Damage 12 ( Extras: Area [Targeted, 5x300' Line], Linked to Confuse ) [10+20=30PP] (Battlecry) Nauseate 12 ( Extra: Area [5x300' Line, Targetted] ) {36/36} (Vertigo Cry)Stun 12 ( Extra: Area [5x300' Line, Targetted] ) {36/36} (Disorienting Cry) Device 3 ( 15PP Container; Flaw: Hard-to-Lose ) [12PP] (Flight Suit) Features 6 ( Remove Distracting Flaw from Flight ) [6DP]Immunity 2 ( Cold, Heat ) [2DP]Protection 6 ( Feat: Subtle ) [6DP] Feature ( Vocal Mimicry ) Flight 6 ( 500mph, 5000 ft./rnd; Flaw: Distracting ) [6PP] (Sonic Flight) DC Block DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Battlecry 300' Line DC27 Toughness Damage (Sonic) DC22 Fortitude Disorienting Cry 300' Line DC22 Fortitude Stun (Sonic) Vertigo Cry 300' Line DC22 Fortitude Nauseate (Sonic) Abilities (14) + Combat (16) + Saves (13) + Skills (13) + Feats (14) + Powers (57) = 150PP Not a big change from the PL7 version. He has an actual sonic array. And a fancy Flight Suit to get around his Flight's flaw. But, overall everything noted in the PL7 version still applies. In fact outside of the suit he's still PL7 Offensively and Defensively Unarmed. -------------------------------------- Sample Complications Power Loss: If this character is muted or her throat is damage in some way she cannot use any of her powers. A GM is also free to toy around with throat based sicknesses affecting his powers in a funky way.
Brown Dynamite Posted December 8, 2015 Author Posted December 8, 2015 Fungal Totem PL10 150/150 +5 Damage/-5 Attack (Paralytic Claws), -1 Damage/-1 Attack (Decomposition Ray), +2 Toughness/-2 Defense "I'm like a fungus; you can't get rid of me." Abilities: 4 - 2 + 4 + 10 + 4 + 0 = 20 PP STR 14 (+2) DEX 8 (-1) CON 14 (+2) INT 20 (+5) WIS 14 (+2) CHA 10 (+0) Combat: 10 + 8 = 18 PP ATK: +5 (+11 Decomposition Ray) DEF: +8 (+4 Dodge Bonus, +2 flat-footed) Initiative: +3 (-1 Dex, +4 Improved Initiative) Grapple: +7 Knockback: -6 Saves: 0 + 8 + 7 = 15 PP TOU +12 (+2 Con, 10 Protection) FORT Immune REF +7 (-1 Dex, +9) WILL +9 (+2 Wis, +7) Skills: 56r=14 PP Concentration 7 (+9) Craft (Chemical) 2 (+7) Knowledge (Galactic Lore) 5 (+10) Knowledge (Life Sciences) 5 (+10) Medicine 13 (+15) Notice 13 (+15) Pilot 11 (+10) Feats: 6PP Dodge Focus 4 Eidetic Memory Improved Initiative Powers: 1 + 5 +10 + 30 + 32 + 10 + 8 =86PP Feature 1 ( Glows in the Dark ) [1PP] Immunity 10 ( Plant Effects; Flaw: Limited to Half-Effect ) [5PP] Immunity 30 ( Fortitude Saves ) Paralyze 15 ( Feat: Alternate Power 2 ) [32PP] (Paralytic Claws) Damage 9 ( Extras: Linked [to Drain], Range [Ranged]; Feat: Accurate 3; Flaw: Action[Full] ) + Drain Toughness ( Extras: Affects Objects, Linked [to Damage], Range [Ranged]; Flaw: Distracting ) {30/30} (Decomposition Ray)Illusion 10 ( All Sense Types; Extra: Area 2 [50' Cloud, General]; Flaws: Phantasms, Range 2 [Touch] ) {20/30} (Hallucinogens) Protection 10 [10PP] (Chitin Skin) Super-Movement ( Slow-Fall, Wall-Crawling 3 ) [8PP] Drawbacks: -2 - 7 = -9PP Vulnerable ( Fire; Common, Minor ) [-2PP] Weakness ( Exposure to sunlight, destroyed in 10 rounds; uncommon, moderate ) [-7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Decomposition Ray Ranged DC24 Toughness Damage (Sonic) DC20 Fortitude Drain Toughness Hallucinogens 50' Cloud DC20 Will Illusions (All Senses) Paralytic Claws Touch DC25 Will Nauseate (Sonic) Abilities (20) + Combat (18) + Saves (15) + Skills (14) + Feats (6) + Powers (86) - Drawbacks (-9) = 150PP In the Golden Age the Liberty League found themselves frequently at odds with an alien invasion in the form of the Mushroom Men from Venus! The so called “Mushroom Men” were not actually from Venus, or even Earth’s solar system. The Mycanoids (the scientific name applied to them; their actual name is unpronounceable by humans) are a form of humanoid fungal life. They propagate using spores spread on the solar winds, infesting suitable planets and eventually consuming all life there. Mycanoids rely on their numbers, their fungal physiology (granting them great resistance to injury), and their biological ability to produce various spore-clouds to deal with any native life that may threaten their colonization. A Mycanoid colony from Venus infested Earth for a time before the Liberty League managed to eradicate them. But who is to say that all the members of that Venusian colony were truly wiped out? What if a specimen was kept in an underground research facility. Convinced to fight for humanity's sake rather than against it. Or maybe this is a hero empowered by some sort of fungal god rather than a Mycanoid. Maybe your character injected him/herself with some sort of fungal super serum. Or maybe you were bitten by a radioactive mushroom...that had teeth. Look, you might want to seek a therapist if your concept involves being empowered by a phallic shaped object with teeth but that's between you and your doctor. But, since fungi are closer to animals than they are to people you can probably work any Totem twist. Just remember Mushroom heroes are not that strange a concept in comics For this build I went with the Mycanoid example. He's chitin skin is very tough, can produce a paralytic effect not unlike some mushrooms, or a hallucinogenic effect like some others. It was tough to decide between having glow in the dark as a feature or just getting a single rank of touch ranged light control. But, I went with the latter. There's actually points left over in the Illusion slot in the array if you want to add something there. -------------------------------------- Sample Complications Prejudice: His appearance is sure to draw looks of fear and doubt from the public. Whether they know of his Mycanoid heritage or think it's just some crazy mushroom monster. Cold and Unfeeling Monster: It's possible that this character has an "alien" outlook on life compared to the more emotional residents of Earth. Perhaps this rapidly reproducing through spores creature has a lower regard for the value of life or is a logical by the numbers type. Putting him at odds with his fellow heroes. Slow Starter: Fungi aren't exactly known for their rapid movements. Or movements at all really. A predisposition favoring inaction can end up leading to problems for this character. Or the GM can choose to have the PC autofail certain effects that favor lazing about such as distractions or sleep effects. Allergy: Contact with copper may react with this character's physiology unfavorably. The GM is free to think up creative ways to make their life difficult if they ever pick up a penny off the ground.
Brown Dynamite Posted February 3, 2016 Author Posted February 3, 2016 RNG Crime Fighter Crime Fighters are normal men or women who’ve trained for years to become physically and mentally prepared to be heroes. They tend to have a couple of different areas of expertise in addition to equipment or gadgets with which they pursue their goals. Because they tend to not be as physically powerful as other types of heroes, they always look for other means to defeat their foes, such as through intimidation, psychology, or trickery. Site Examples: Comic Book Examples: Exotic Saves: Fortitude 4, Reflex 7, Will 8 [19PP] Abilities Roll 1d20 once and record the result. [84PP Worth of Abilities and Combat] 1-8 Dark Avenger: Your life changed in a single, horrifying moment. Since then you’ve trained your body and mind to become an instrument of vengeance. Spoiler Abilities STR 20 (+5) DEX 20 (+5) CON 18 (+4) INT 18 (+4) WIS 14 (+2) CHA 22 (+6) Combat ATK: +10 Base DEF +6 Base 9-15 Detective: Physically you’re a match for most men, but mentally you’re a giant, able to ferret out clues and interpret their meaning faster than a team of other detectives. Spoiler Abilities STR 20 (+5) DEX 18 (+4) CON 16 (+3) INT 20 (+5) WIS 18 (+4) CHA 20 (+5) Combat ATK: +10 Base DEF: +6 Base 16-20 Inventor: You fight crime using gadgets that you’ve created or modified. Spoiler Abilities STR 20 (+5) DEX 20 (+5) CON 16 (+3) INT 24 (+7) WIS 14 (+2) CHA 18 (+4) Combat ATK: +10 Base DEF +6Base Feats Attack Focus (Ranged 5), Defensive Roll 2, Improved Initiative, Jack-of-All Trades, Power Attack, Well Informed. If you rolled Detective or Inventor also take Dodge Focus 7, if you rolled Dark Avenger take Dodge Focus 6 and Endurance instead. Take the feats listed above, then roll on the Background, Mental, and Physical Feat tables below. Background Roll 1d20 once and record the result. If you rolled the Dark Avenger for your Abilities, take Incredible Presence instead of rolling on this table. [4PP worth of Feats] 1-8 Incredible Presence: You are physically impressive or otherwise intimidating. You also a natural leader Spoiler Feats: (Distract (Intimidate), Leadership, Skill Mastery (Intimidate + 3 Others), Startle) 9-15 Wealthy Socialite: You are wealthy and know a lot of people. Spoiler Feats: (Benefit 3 (Wealth 3), Connected) 16-20 World Traveler: You have traveled the world, met people everywhere, and learned a number of languages. Spoiler Feats: Contacts; Skills: 3PP worth of Languages for 12 languages Mental Roll 1d20 twice (re-roll if you get the same result twice) and record the results. If you rolled the Detective for your Abilities, take Sleuth and only roll once, re-roll if you get Sleuth again. If you rolled Inventor for your Abilities, take Scientist and only roll once, re-roll if you get Scientist again. [4PP] 1-10 Criminologist: You study your enemies and know how they think and behave. Spoiler Feats: Assessment, Skills: Gather Information 4 11-15 Scientist: You are a trained scientist and capable of inventing gadgets of your own Spoiler Feats: Inventor, Skills: Craft (Pick one of Chemical, Electronic, or Mechanical) 4 16-20 Sleuth: You’re a student of observation. Spoiler Feats: Track, Skills: Survival 4 Physical Roll 1d20 once and record the result [3PP] 1-10 Acrobat: You’re a trained acrobat, capable of incredible feats of agility. Spoiler Feats: Acrobatic Bluff, Evasion, Fast Task: Acrobatic Feint 11-15 Martial Artist: You’re a trained fighter. Spoiler Feats: Defensive Attack, Elusive Target, Uncanny Dodge (Pick a Sense) 16-20 Thief: You’re a trained thief, able to disappear with a moment’s notice. Spoiler Feats: Blind-Fight, Challenge: Fask Task (Pick one of Concealment, Planting, or Thievery), Hide in Plain Sight Skills If you rolled Dark Avenger for your Abilities, take Avenger and roll once, re-roll if you get Avenger again. If you rolled the Detective for your Abilities, take Investigator and roll once, re-roll if you get Investigator again. If you rolled Inventor for your Abilities, take Expert and roll once, re-roll if you get Expert again. [10PP worth of Skills] 1-4 Athlete: You’re physically capable and impressive. Spoiler Skills: Acrobatics 6, Climb 8, Intimidate 6 5-8 Avenger: You’ve trained yourself in a number of useful skills. Spoiler Skills: Drive 6, Intimidate 8, Knowledge (Streetwise) 6 9-12 Expert: You know a lot about some subjects. Spoiler Skills: Knowledge (Technology) 8, Notice 6, Medicine 6 13-16 Investigator: You’ve studied investigation and other forms of observation. Spoiler Skills: Investigate 6, Knowledge (Streetwise) 4, Notice 5, Sense Motive 5 17-20 Sneak: You’re stealthy. Spoiler Skills: Bluff 6, Sleight of Hand 6, Stealth 8 Powers/Equipment Roll 1d20 once and record the result. If you rolled the Inventor set of Abilities, take Gadgets instead of rolling [10 PP] 1-4 Contemporary Weapons and Equipment Spoiler Feats: Equipment 10 (Equipment listed immediately below)Headquarters—Size: Huge [3], Toughness: 25 [4];Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System 3[10] • 17 EPVehicle(Motorcycle)—Size: Medium; Str 20 [2]; Speed 5 [5]; Defense +0;Toughness 8 [3]• 9 EP Features: Alarm 3, Hidden Compartments, Navigation System • 15 EP Baton: Damage 1( Mighty, Improved Critical )• 2 EP Masterwork Handcuffs • 1 EP Masterwork Multi-Tool• 1 EP Mini-Tracer • 1 EP Utility Belt (8PP Array; 2 Alternate Powers) • 2 EP Bolas: Snare 5 • {8/8} EP Smoke Pellets: Obscure 4 ( Visual Senses ) • {8/8} EP Throwing Discs: Damage 5 ( Range, Reduced Range 2 ) • {8/8} EP Rebreather • 1 EP 5-10 Gadgets: Spoiler Feats: Equipment 2 (Equipment listed immediately below)Headquarters—Size: Large [2], Toughness: 10 [1];Features: Communications, Concealed, Gym, Laboratory, Living Space, Power System [7] • 10 EP Powers: 1-5 Combat Suit Device 2 ( 10 Device Points; Flaw: Hard-to-Lose ) [8PP]Damage 1 ( Feats: Accurate 2, Mighty ) • 4 DPLeaping 1 ( Jumping Distance x 2 ) • 1 DPSuper-Movement 1 ( Wall-Crawling [Half-Speed] ) • 2 DPSuper-Senses ( Infravision ) • 1 DPSuper-Strength • 2 DP 6-10 Flight Suit Device 2 ( 10 Device Points; Flaw: Hard-to-Lose ) [8PP]Damage 1 ( Feats: Accurate 2, Mighty ) • 4 DPFlight 3 ( 50 mph; Drawback: Power Loss [Bound Wings] ) • 5 DPSuper-Senses ( Ultravision) • 1 DP 11-15 Gimmick Gadgets Device 2 ( 10 Device Points; Flaw: Hard-to-Lose ) [8PP]Damage 0 ( Extra: Range; Feat: Alternate Power 2, Homing 2 [2 Attempts], Mighty , Split Attack, Sublte; Drawback: Reduced Range 2 ) • 10 DP (Homing Discs)AP: Stun 4 ( Extra: Area [Cloud]; Flaw: Action ) • {8/8} DP (Sleep Pellets)AP: Super-Movement 4 ( Slow Fall, Swinging, Wall Crawling 2 ) • {8/8} DP (Swing Line) 16-20 Stealth Suit Device 2 ( 10 Device Points; Flaw: Hard-to-Lose ) [8PP]Concealment 4 ( All Visual Senses; Feats: Close Range, Selective; Flaw: Passive ) • 6 DPEnhanced Feat 4 ( Sneak Attack 4 ) • 4 DP 11-20 High Tech Gear: Spoiler Feats: Equipment 10 (Equipment listed immediately below)Headquarters—Size: Huge [3], Toughness: 10 [1];Features: Communications, Computer, Concealed, Garage, Gym, Laboratory, Living Space, Power System, Security System 1, Workshop [10] • 14 EPVehicle(Motorcycle)—Size: Medium; Str 15 [1]; Speed 5 [5]; Defense +0;Toughness 8 [3]• 9 EP Features: Body Armor: Impervious Toughness 3 ( Flaw: Fadesl )• 2 EP Mini-Tracer Utility Belt (20PP Array; 4 Alternate Powers) • 24 EP Bolas: Snare 5 • {10/20} EP Collapsible Truncheon: Damage 2 ( Mighty, Subtle ) • {4/20} EP Throwing Discs: Damage 0 ( MightyRanged) • {6/20} EP Stun Gun: Stun 7 • {14/20} EP Tear Gas Pellets: Dazzle 5 ( Affects Visual; Linked to Stun ) + Stun 5 ( Ranged; Flaw: Limited to Daze ) • {20/20} EP Sample Complications/Drawbacks: Enemy: The Crime Fighter usually has at least one villain central to his or her existence who plagues the hero consistently. Normal/Secret Identity: The Crime Fighter often has a secret identity he or she tries to protect Responsibility: Whether an inventor of military weapons, a trained soldier, or a random person to whom the battlesuit was given, this archetype often feels he or she has a responsibility to use the battlesuit to do good or overcome past transgressions. At the same time this often comes into conflicts with other professional responsibilities. Heroic Legacy Crime Fighters with this motivation are usually trying to live up to an example set by someone else, possibly the previous wearer of the mantle this hero has taken up.: Patriotism: You strongly believe in the ideals your country was founded on and fight to uphold them... especially from those who would twist them to their own purposes. Patriotic Crime Fighters often have a military background, but they don’t have to. Phobia: Often times a Crime Fighter is a product of lasting trauma. The scars of that day could still haunt them and affect them when it counts most Thrillseeker: You don’t have any powers, per se, but why should that stop you from having fun and making questionable choices?
Brown Dynamite Posted April 17, 2016 Author Posted April 17, 2016 PI Powerhouse PL7 105/105 +5 Damage/-5 Attack, +3 Toughness/-3 Defense “I am my own tornado. Instead of panicking, I run in circles and scream.” Abilities: 2 + 2 + 4 + 8 + 6 + 2 = 24 PP STR 12 (+1) DEX 12 (+1) CON 14 (+2) INT 18 (+4) WIS 16 (+3) CHA 12 (+1) Combat: 4 + 4 = 8 PP ATK: +2 DEF: +4 (+3 Dodge Bonus, +1 flat-footed) Initiative: +1 Grapple: +15 Knockback: -5 Saves: 1 + 0 + 4 = 5 PP TOU +10 (+6 Con, 4 Defensive Roll) FORT +7 (+6 Con, +1) REF +1 (+1 Dex, +0) WILL +7 (+3 Wis, +4) Skills: 40r=10 PP Bluff 4 (+5) Diplomacy 9 (+10) Gather Information 9 (+10 Intimidate 4 (+5) Investigate 9 (+13/+15) Knowledge (Streetwise) 6 (+10) Notice 10 (+13) Search 7 (+10) Sense Motive 7 (+10) Sleight of Hand 4 (+5) Stealth 4 (+5) Feats: 11PP Benefit (PI's License) Connected Contacts Defensive Roll 2 Dodge Focus 2 Eidetic Memory Equipment 2 Well-Informed Equipment: 2PP = 10EP Binoculars [1EP]Cell Phone [1EP] Concealable Microphone [1EP]Digital Audio Recorder [1EP]Digital Camera [1EP]Handcuffs[1EP]Masterwork Forensics Kit (+2 Investigate) [1EP]Mini-Tracer [1EP]Multitool [1EP] (Masterwork)Parabolic Microphone [1EP] Powers: 8 + 22 + 2 + 4 + 2 + 2 = 40 PP Enhanced Constitution 8 [8PP] Enhanced Strength 22 [22PP] Immunity 2 ( Mind Control ) [2PP] Leaping 4 ( Jumping Distance x25: Running 550', Standing 275', High 137' ) [4PP] Speed 2 ( 25 mph, 250' per round ) [2PP] Super-Strength 1 ( Heavy Load: 2.8 Tons ) [2PP] Drawbacks: -1PP Impoverished [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness Damage (Physical) Abilities (24) + Combat (0) + Saves (5) + Skills (18) + Feats (11) + Powers (40) - Drawbacks (1) = 105PP Now as the image may have hinted, this build is definitely based off the MCU's version of Jessica Jones. But, Like all my PL7 builds it's also meant to be part of my "Fearsome Freshman" collection as such, don't hesitate to drop the PI License benefit and probably the Impoverished Drawback. Heck, if you drop the Impoverished drawback you'd be able to turn quite a few of those bits of Equipment into 0 cost items. Unless you go with it as a complication (same with struggling). Stronger than than ten men! This character isn't exactly a trained fighter. Sure they can take 10 against a mugger, but they're pretty much going to be swinging wide against anyone else more often than not. That said as their defense score and the fact that they use defensive roll show, they've been in enough scraps to now how to protect themselves a little. Some suggestions for personal adjustment. Maybe this is a former cop? I'd raise the attack bonus and lower the strength. If you raise one just by Attack Focus, you'd even have more PP to spread around. Perhaps more leaping? Or skills, this is definitely a build meant for street adventures, as such skills are important. Now, I didn't take Power Attack, because not every strong character needs Power Attack, this is already someone swinging for the fences as it were, but this doesn't mean you can't go about it a different way. One thing to consider PI heroes with an actual PI License are going to have Public IDs. Background checks and fingerprint submissions are part of the license getting process. (They're also going to be 25 if working under their own license). Sample Complications: Addiction: Maybe your character gets their power from a chemical source. Repeated use could have addictive qualities. Making you dance that Hourman dance with the knowledge that the thing that allows you to help others isn't good for you. Could be that you're just covering up the pain with a liquid band aid. Enemy: Taking pictures of cheating exes and bringing down corrupt politicians tends to mean you prove unpopular with all sorts of people with deep pockets. Impoverished or Struggling: Perhaps you didn't want to take Impoverished as a Drawback. But, you still want your characters lack of funds to be a running problem for a GM to take advantage of? Temper: Strength plus a ticking time bomb temperament are a classic combination in comics. There's just something about seeing red when you have prodigious strength that resonates with people.
Brown Dynamite Posted February 7, 2017 Author Posted February 7, 2017 (edited) The Shitennō or the Four Heavenly Kings are the four lieutenants serving directly under Toshino Ragana. The Katanarchist turn to their leadership when their leader is not in control of his vessel. Steel Shogun: Some Yakuza groups are cult like organizations that attract and indoctrinate the youth among their ranks. Based in Emerald City, the Takazumi-gumi is one such Yakuza clan. When Takazumi Kaneda was educated by his uncle in Japan in preparation for the day he would become head of Takazumi-Gumi, the youth was turned into a loyal katanarchist. Even in his role as head of the yakuza he was still merely a foot sodlier, as far as the Crimson Katana was concerned. At least until the day a warehouse explosion gifted Kaneda with the ability to transform into "organic" steel. In charge of the finances for the Takazumi-Gumi, the yakuza's legal and illegal gains often find themselves funneled into funding Katanachist activity all over the world. Silver Katana: Matsumoto Oyuki witnessed the second Crimson Katana (while possessing his daughter) mow down a group of yakuza who were planning on selling her on the black market. This experience during her formative years cemented a desire to become an assassin. Somehow, she uncovered the Katanachist all on her own and was trained in the ways of the sword. Silver Katana views the Crimson Katana as a sort of father figure, despite the fact that he merely views her as a weapon to her knowledge. She will do anything for the true Crimson Katana and views Kimiyo Ranaga as foul abomination for refusing to give in to her father's will. Even willing to become a vessel for his soul. Unfortunately, the ritual that allows him to possess his bloodline does not extend to her. She has used a few different means over the years to give Toshiro possession of her body, but none has ever stuck long term. When the Toshiro is out of commission, the Silver Katana is the de facto leader of the Katanarchist. Otherwise, she works as a sort of internal affairs for the organization. Weeding out potential threats to Crimson Katana and the Katanarchist. Spitting Cobra: Spitting Cobra was one of the 14 Katanarchist that survived the attack by Russian mafiya after they failed in their mission. But, when the rest of the Katanarchist were rebuilding their forces. Spitting Cobra was rebuilding himself. Improving his body with cybernetic enhancements as the years went by, Spitting Cobra became a deadly cyborg with little remaining humanity. He is in charge of training all the ninja who joined the ranks of the Katanarchist. If a high profile target, such as a superhero needs assassinating either Spitting Cobra or the Silver Katana are the ones who oversee the assassination. Nominally, he also negotiates contracts for villains to hire out Katanarchists to act as ninja for hire. Wearing generic clothing to avoid ties to their original organization they often report back to Spitting Cobra as to the infrastructure of the organizations hiring them. Serving as first line information as Dr. Sin and Crimson Katana continue to vie over territory in the Eastern Hemisphere. Spider Hunting in Darkness: A Jorōgumo is a demonic yokai who gains magic powers after 400 years of life. Nephila is over one thousand years of age for a frame of reference. Owing her life to Asano Ragana she taught both the man and his son various means of sorcery. Essentially becoming the first Katanarchist, Nephila has stuck around since then. The spider demon uses the cult as a means to an end, an easy source of food. Consequently, the Spider Hunting in Darkness is the least loyal member of the Katanachist while afforded the most freedom to operate. Her role in the cult is as the head of the mystical sect of Katarnachist, Nephila has personally trained every sorceror the Katanarchist have within their ranks. And has personally eaten, those who have failed to complete her training. How to Use The Shitennō in Play Much like Marvel's the Hand the Katanarchist are supposed to be the elite frightening ninja of the world, who amount to faceless mooks that anyone and their mom can beat. The Shitennō are the big guns. Individuals who can give a martial artist a moment of pause, or worse if the dice go their way. Ultimately, they don't come out in the open and chances are you're only going to see all four in big resurrecting Crimson Katana II esque threads. But, they are varied enough in their goals that you can reliably toss in one anytime you need your heroes to beat up someone at the end of a long road of punching ninjas. I do have builds for them all, at PL 12 200PP each. And will put them up later, but I accidentally messed up while uploading them here. So I figure, why not just leave the fluff. Edited March 28, 2020 by HGM
Brown Dynamite Posted March 1, 2018 Author Posted March 1, 2018 Volcano Totem https://youtu.be/9VylZhputrkPL10 150/150 +2 Damage/-2 Attack, +3 Toughness/-3 Defense “I have roamed the galaxy in search of battle.” Abilities: 10 + 2 + 14 + 4 + 4 + 6 = 40 PP STR 20 (+5) DEX 12 (+1) CON 24 (+7) INT 14 (+2) WIS 14 (+2) CHA 16 (+3) Combat: 8 + 8 = 16 PP ATK: +12 (+4 Base, +8 Ranged) DEF: +7 (+5 Dodge Bonus, +2 flat-footed) Initiative: +1 Grapple: +9 Knockback: -6 Saves: 8+ 0 + 6 = 14 PP TOU +13 (+7 Con, 6 Protection) FORT +15 (+7 Con, +8) REF +1 (+1 Dex, +0) WILL +8 (+2 Wis, +6) Skills: 32r=8 PP Intimidate 10 (+13) Knowledge (Earth Sciences) 8 (+10) Notice 8 (+10) Search 3 (+5) Survival 3 (+5) Feats: 14PP Attack Focus (Ranged) 8 Dodge Focus 3 Endurance Precise Shot 2 Powers: 4 + 16 + 21 + 13 + 6 + 2 = 62 PP Burrowing 4 ( 10 mph/ 100' per round ) [4PP] Damage 4 ( Extras: Aura, Duration 2 [Sustained] ) [16PP] Damage 8 ( Feats: Alternate Power 4, Indirect; Extra: Range [Ranged] ) [21PP] Dazzle 8 ( Extra: Area [Perception]; Flaw: Action [Full-Round] ) {16/17{ Drain Toughness 8 ( Extras: Affects Objects Only, Range [Ranged] ) {16/17} Environmental Control 8 ( Extreme Heate ) {16/17} Trip 8 ( Extra: Area [80' General Explosion ) {16/17} Immunity 13 ( Fire Effects, High-Pressure, Suffocation [All] ) [13PP] Protection 6 [6PP] Super-Movement 1 ( Sure Footed 1 [25% Penalty Reduction] ) [2PP] Drawbacks: -4PP Vulnerable ( Cold; Frequency [Common], Intensity [Major] ) [-4PP] DC Block Abilities (40) + Combat (16) + Saves (14) + Skills (8) + Feats (14) + Powers (62) - Drawbacks (4) = 105PP So Pro Wrestling and Superhero comics have some pretty shared roots. There's the classic good vs evil paradigm. There's the colorful costumes both inspired by circus roots. Yep, underwear on the outside Supes is a straight up Strongman costume. There's even a shared sales ideology with a weekly/monthly story being told in which you have to digest multiple issues/matches to get a full story. Let's not even get into the behavior at respective fan conventions! So clearly, a pro-wrestling gimmick would be an easy inspiration for a superhero. Especially with the to the wall insanity that can only come from Memphis. So this here Volcano Totem is inspired by the Lord of Volcanoes himself the much maligned Ta Gar! If you want to be a special snowflake, perhaps he is the totem of a cryovolcano like those found on Saturn's Moons. You'll have to change some descriptors for icy results. Rather than some sort of galaxy-spanning boisterous bruiser perhaps you want to be the avatar or sire of a volcano god much like Alderwitch's own Volcanic ? There's potentially rife complications to be played being the child of Sutr or hey Hephaestus. Rather than being bitten by a radioactive volcano or the baby mama drama of real gods. Personally, I would go with an Earth Mage using one of the settings original Patrons from the Book of Magic if I were to make a Volcanic empowered individual. Specifically, Ghorummaz the Dragon Within the Earth, the Lord of Storms, the Earth-Binder. But, that's neither here nor there. So this character is built as a fairly standard blaster, with a few tricks up their sleeves. Sample Complications: About to Explode: This PC's powers may be tied to their emotions. Anger or fear causing unintentional consequences such as random earthquakes, boiling nearby water, melting pipes, etc. Hot Blooded: This PC's normal human body temperature hovers well above 100 degrees Fahrenheit, so they show up on thermal scans easily. Power Loss: Whether cryovolcanoes, regular volcanoes, or underwater supervolcanoes volcanoes tend to be part of the ground itself. As such perhaps this character could lose their powers when off the ground. As in riding a plane rather than being on the top of Pyramid plaza.
Brown Dynamite Posted March 29, 2020 Author Posted March 29, 2020 (edited) Power Fister -3 Damage/+3 Attack (Unarmed), -3 Toughness/+3 Defense "I am the Iron Fist. Protector of K'un-Lun. Sworn enemy of the Hand." Abilities: 10 + 8 + 8 + 0 + 4 + 0 = 30 PP STR 20 (+5) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Combat: 8 + 8 = 16 PP ATK: +4 Melee (+7 Melee, +9 Unarmed) DEF: +10 (+8 Dodge Bonus, +2 flat-footed) Initiative: +4 (+4 Dex) Grapple: +12 Knockback: -2 Saves: 0 + 3 + 2 = 5 PP TOU +4 (+4 Con) FORT +4 (+4 Con) REF +7 (+4 Dex, +3) WILL +4 (+2 Wis, +2) Skills: 48r=12 PP Acrobatics 11 (+15) Concentration 8 (+10) Knowledge (Arcane Lore) 10 (+10) Notice 8 (+10) Sense Motive 8 (+10) Survival 3 (+5) Feats: 22PP Acrobatic Bluff Attack Focus 3 (Melee) Attack Specialization (Unarmed) Challenge (Improved Feint) Dodge Focus 6 Elusive Target Improved Disarm Improved Grab Improved Pin Improved Sunder Improved Trip Luck Power Attack Stunning Attack Takedown Attack 1 Powers: 10 + 2 + 2 + 2 + 2 + 2 =20PP Damage 7 ( Extra: Penetrating 7; Flaw: Action [Full-Round ]; Feats: Alternate Power 3, Improved Critical 2 ) (Chi Strike) [10PP] Emotion Control 7 ( Flaw: Range 2 [Touch] ) {4/7} (Empathy) Healing 7 ( Flaw: Distracting ) {7/7} (Chi Healing)Trip 7 ( Extra: Area [35' Burst, General], Knockback; Flaws: Limited to targets on the ground, Range [Touch] ) {7/7} (Shockwave) Leaping 2 ( Jumping Distance x5; Running [75'], Standing [37'], High [18'] ) [2PP] Speed 2 ( 25 mph, 250'/rnd ) [2PP] Super-Movement 2 ( Wall Crawling; Flaw: Limited to While Moving ) [2PP] Super-Senses 2 ( Chi Awareness [Vision], Extended [Awareness] ) [2PP] Swimming 2 ( 5 mph, 50'/rnd ) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Chi Strike Touch DC22 Toughness Damage (Chi) Empathy Touch DC17 Will Emotion Control (Chi) Shockwave 35’ Burst DC17 Reflex Trip (Air/Wind) Abilities (30) + Combat (16) + Saves (5) + Skills (12) + Feats (22) + Powers (20) - Drawbacks (0) = 105PP Time for another "Fearsome Freshman" build. Really another build in general and since PL 7's are so easy to pop out real quick let's do one of those. The concept is based the critically hated, audience liked Iron Fist series. Figured why not. Now your chi using martial artists are different than your traditional ones in a few ways. For starters they're probably going to have more powers. Those powers you buy for training, they're likely going to go to a higher rank. Why not run as fast as a car? In growth, they're more likely to have less skills picked up to keep the same pace as far as combat feats and powers go in comparison to a Martial Artist the skills they tend to get are more selective. But, that doesn't mean you can't do your own thing. Be a back alley doctor/martial artists. Whatever you want. Considerations for changing things up. No reason not to channel your inner Dim Mak and go for an Alternate Save Insidious Damage Effect instead of the one I went with. The reasoning behind not putting Mighty on the Damage Effect is that it's pure energy being shoved in your face. But, that doesn't mean you can't put mighty. Heck you can get rid of the Full-Round Action and even toss in autofire on that bad body. I haven't discussed this before. But, I'll mention it here since on a character like this I would stick to a Street Level Abilities range with PP purchases. So I tend to cap my PC Ability scores in a range. Street Level Heroes scores cap out to an average of exactly 20. Teen Heroes I try to go for 15. And while my current mindset is those physically above street should average out to 24, I'm leaning to going to 25 just to have consistency. So in a lot of these builds you're going to see stuffy like me never spending more than 30PP on abilities enhanced or otherwise on the PL7's, Not spending more than 60PP on Abilities for those who I think could handle street crime without using their powers. And a currently revolving most likely cap of 90 for those decidedly physically super types. By no means do you have to follow this as you do your PP advancements. Now let's talk about the elephant in the room. Martial Arts have successfully been globally integrated. Your character can be any from any ethnic origin and be skilled in any martial art and it would be fine. In fact the concept of manipulating a life force to do fantastical things has existed in multiple cultures. In a comic book world, fantasy would become reality. No one wants to read the Mighty Whitey Champion of the hidden land who is leaps and bound better than all the other students that he never had competition growing up/nowadays. That doesn't mean your character can't be and outsider bearing of some sort of mystical power from a Hidden Land by any means. But, your Danny Rand expy more than likely learned from Master Lee in his dojo across the street from a laundromat than he did going to Shangri-la without some effort to reconcile the past. I'm just personally asking that you take some care! That said don't listen to anyone that tells you The Last Dragon wasn't the perfect movie. Sample Complications: Power Loss: This PC's powers may be tied to their control of their emotions. A slip up thereabout and a GM could do something as insidious as making the damage on their Chi Strike's DC drop to the level of unarmed just as they land a hit on an Impervious opponent!Enemy: The PC may be hunted by an outside group with a similar power set. Coming prepared with means to deal with them ahead of time or even interrupting threads they weren't otherwise a part of.Honor Code: This type of PC has an honor code. So of course we can count on less honorable foes trying to take advantage of their code.Tiring: Repeated use of their powers may leave the PC picking up Fatigued conditions and moving on down towards exhaustion Edited March 14, 2021 by Brown Dynamite
Brown Dynamite Posted April 9, 2020 Author Posted April 9, 2020 Detective Valerie Archer PL: 6 (90) +2 Attack/-2 Damage "I'm not against the police. I'm just afraid of them." Abilities: 4 + 2 - 10 + 2 + 2 + 0 = 0 PP STR 14 (+2 DEX 12 (+1) CON - (-) INT 12 (+1) WIS 12 (+1) CHA 10 (+0) Combat: 12 + 6 = 18 PP ATK: +6 (+6 Base, +8 Ranged ) DEF: +8 (+2 Dodge Bonus, +3 flat-footed, -1 Size) Initiative: +1 (+1 Dex) Grapple: +8 Knockback: -3 (-3 Flat-Footed) Saves: 0 + 3 + 3 = 6 PP TOU +6 (+6 Protection) FORT - REF +4 (+1 Dex, +3) WILL +4 (+1 Wis, +3) Skills: 44 r=11 PP Diplomacy 5 (+5) Drive 4 (+5) Intimidate 5 (+5) Investigate 4 (+5) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+5) Search 4 (+5) Sense Motive 4 (+5) Stealth 4 (+5) Survival 2 (+2)Feats: 7 PP Attack Focus Ranged 2 Dodge Focus 3 Equipment 2Powers: 30 + 6 + 12 = 12 PP Immunity 30 ( Fortitude Saves ) [30PP] (Undead Constitution) Protection 6 [6PP] Regeneration 12 ( Recovery Bonus 9, Resurrection 3 [5 Hours] ) [12PP] - Detective Valerie Archer served her country proudly. During her time as a FET, Valerie earned a Navy Cross defending an Afghanistan village and her squad mates from an ambush. After she earned her honorable discharge, Valerie graduated at the top of her FCPD class. Having grown up in the Fens, then officer Archer was hopeful of turning the borough around for the better. Hardworking and ever ambitious after five years on the beat, Archer became a detective for the Major Crimes unit of the FCPD. Where she discovered a group of dirty cops in the Fens who were dealing Zombie Powder through Baltic connections. This discovery cost her life, as the officers shot her. However, their habit of using gunpowder laced with Zombie Powder proved to be their undoing as somehow the combination seeped into her blood stream and Detective Archer rose from the dead. The superhero known as Nevermore, as he was then known, was able to prove Detective Archer's innocence. Keeping her less than living state a secret from her peers Detective Archer continues to be a stalwart presence in the Fens. So yeah, if I've ran a thread in the Fens with your character there's probably a 3/4 chance that I've had Detective Archer show up. Her campaign use is usually to give heroes a bit of exposition. Or even someone sympathetic to save when she's in trouble. Stern voiced but ultimately fair, Detective Archer is a trustworthy figure in the Fens who won't give the PCs the runaround as they stomp around her cases.
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