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Lee's Character Corner


Almilee

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Posted (edited)

I figured, since I keep making characters, it'd be a good idea to start a thread for them, rather than keep making new ones.

First up!

Khanate Battlesuit Pilot - Deserter

Abilities: 10 + 10 + 8 + 10 + 0 + 0 = 38PP
Strength: 20 (+5) (35 (+12) [Battlesuit])
Dexterity: 20 (+5)
Constitution: 18 (+4) (21 (+5) [Battlesuit])
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 16 + 12 = 28PP
Initiative: +8
Attack: +8 Melee, +8 Ranged (+10 Weapons Array)
Grapple: +18
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -2/-10

Saving Throws: 0 + 1 + 4 = 5PP
Toughness: +4/10 (+4Con, +6 [Battlesuit])
Fortitude: +4/8 (+4 Con, +0, +4 [Battlesuit])
Reflex: +6 (+5 Dex, +1)
Will: +4 (+0 Wis, +4)

Skills: 28R = 7PP

Knowledge (Galactic Lore) 4 (+9)
Computers 4 (+9)

Disable Device 4 (+9)

Knowledge (Technology) 4 (+9)

Medicine 5 (+5)

Language 1 (GalStandard; Native: Khanate)

Pilot 2 (+7)

Craft (Electronic) 4 (+9)

Craft (Mechanical) 4 (+9)

Feats: 8PP

Benefit (Native: Stellar Khanate)

Dodge Focus 4

Ambidextrity

Takedown Attack 2
 

Powers: 64 = 64PP

Device Rank 16 (Khanate Military Battlesuit; 85PP Container; Flaws: Hard-To-Lose) [68PP]

  • Protection 5 (Armor) [5PP]

  • Communication 8 (Combat Radio; Feats: Subtle) [9PP]

  • Enhanced Strength 9 (Servos) [9PP]

  • Enhanced Fortitude 3 (Life Support Systems) [3PP]

  • Immunity 10 (Life Support, Falling Damage) [10PP]

  • Immovable 5 (Inertia Dampers; Extras: Unstoppable[10PP]

  • Super-Senses 5 (Darkvision, Tracking Infravision, Extended Vision) [5PP]

  • Growth 3 (Mech-Suit; Feats: Innate; Extras: Duration (Continuous); Flaws: Permanent) [10PP]

  • Array 10.5 (Weapons Array; 21PP Array; Feats: Alternate Power 3) [24PP]

    Base: Blast 10 (Plasma Cannon; Feats: Accurate) {21/21}

    AP: Blast 6 (Plasma Barrage; Extras: Area (Explosion); Feats: Progression 3 (Range; 6000ft)) {21/1}

    AP: Blast 6 (Plasma Burst; Extras: Area (Cone); Feats: Incurable) {19/1}

    AP: Strike 10 (Plasma Blade; Extras: Penetrating 8; Feats: Affects Insubstantial 2, Accurate{21/1}


Drawbacks: (-4) = -4PP

Normal Identity (Needs Devices; Frequency: Common; Intensity: Major) [-4PP]


DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 20/25 Toughness Damage 5/10(Physical)

Plasma Cannon Ranged DC 25 Toughness Damage 10(Energy)

Plasma Barrage Ranged DC 21 Toughness Damage 6(Energy) Explosion

Plasma Burst Ranged DC 21 Toughness Damage 6(Energy) Cone

Plasma Blade Touch DC 25 Toughness Damage 10(Energy)

 

Totals: Abilities (38) + Combat (28) + Saving Throws (5) + Skills (7) + Feats (8) + Powers (68) - Drawbacks (-4) = 150 PP

 

 

 

Edited by Almilee
Posted

Mimic

Abilities: 10 + 10 + 10 + 10 + 10 + 10 = 60PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 20 (+5)


Combat: 20 + 12 = 32PP
Initiative: +5
Attack: +10 Melee, +10 Ranged
Grapple: +15
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -2/4


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +5/8 (+5 Con, +3 [Jumpsuit])
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+5 Dex, +2)
Will: +7 (+5 Wis, +2)


Skills: 20R = 5PP
Bluff 4 (+9)

Computers 4 (+9)

Disguise 2 (+7)

Notice 4 (+9)

Sense Motive 4 (+9)

Stealth 2 (+7)

Feats: 7PP
Dodge Focus 4
Jack of All Trades
Equipment 2 [10PP]

 

Equipment: 2PP = 10EP

  • Armored Jumpsuit (Toughness +3) [3EP]

  • Utility Belt (5EP Max) [7EP]

    • Power Knuckles (Strike 4; Feats: Mighty) {5/5}

    • HUD/Earpiece (Communication 3, Datalink 2) {5/1}

    • Smoke Pellets {4/1}


Powers: 40 = 40PP

Mimic 13 (65PP; All Powers (4PP/r); Extras: Duration (Cont); Flaws: Tainted, Saving Throw; Feats: Innate) [40PP]

Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK          RANGE    SAVE               EFFECT
Unarmed         
Touch    DC 20 Toughness    Damage 5(Physical)

Power Knuckles  Touch    DC 24 Toughness    Damage 9(Physical)


 

Totals: Abilities (60) + Combat (32) + Saving Throws (6) + Skills (5) + Feats (7) + Powers (40) - Drawbacks (0) = 150/150 PP

Posted (edited)

Giant Bug

Abilities: 16 + 20 + 16 + 0 + 4 + 0 = 56PP
Strength: 26 (+8)

Dexterity: 30 (+10)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 10 + 8 = 18PP
Initiative: +10

Attack: +6 Melee, +4 Ranged

Grapple: +18

Defense: +10 (+4 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -0

Saving Throws: 0 + 0 + 4 = 4PP
Toughness: +10 (+8 Con, +2 [Carapace])

Fortitude: +8 (+8 Con, +0)

Reflex: +10 (+10 Dex, +0)

Will: +6 (+2 Wis, +4)

Skills: 48R = 12PP
Acrobatics 5 (+15)

Climb 4 (+12)

Intimidate 15 (+15)

Notice 8 (+10)

Sense Motive 8 (+10)

Survival 3 (+5)

Stealth 5 (+15)

Feats: 19PP

Attack Specialization 2 (Claws)

Dodge Focus 6

Evasion

Fearless

Hide in Plain Sight

Uncanny Dodge (Olfactory)

Startle

Takedown Attack 2

Fearsome Presence

Favored Environment (Arboreal)

Move-By-Action

Elusive Target


 

Powers: 20 + 3 + 2 + 6 + 5 + 5 + 3 + 8 = 52PP

Blast 8 (Spike Launcher; Feats: Accurate 3, Ricochet) [20PP]

Leaping 3 (Strong Legs and Weak Wings; x10) [3PP]

Speed 2 (Strong Legs; 25MpH) [2PP]

Super-Senses 6 (Accurate Acute Tracking [Quarter-speed] Olfactory, Darkvision) [6PP]\

Regeneration 5 (+2 Con, Rate 3) [5PP]

Protection 2 (Carapace; Extras: Impervious, Reflective 2; Flaws: Limited (Physical), Drawbacks: Noticeable) [5PP]

Concealment 6 (Cloaking; All Visual/Auditory Senses; Flaws: Passive, Blending) [3PP]

Strike 2 (Claws; Extras: Penetrating, Autofire; Feats: Mighty, Affects Insubstantial) [8PP]

 


Drawbacks: (-4) + (-5) + (-2)= -11PP

Vulnerable (Fire; Frequency: Common; Intensity: Major)[-4PP]

Disability (Claws instead of Hands; Frequency: Very Common; Intensity: Major) [-5PP]

Weakness (DEET; Frequency: Uncommon; Intensity: Moderate) [-2PP]


 



DC Block

ATTACK              RANGE          SAVE                       EFFECT
Claws                  Touch              DC 25 Toughness    Damage 10(Physical), Penetrating, Affects Insubstantial, Autofire
Spike Launcher     Ranged           DC 23 Toughness     Damage 8(Physical)


 

Totals: Abilities (56) + Combat (18) + Saving Throws (4) + Skills (12) + Feats (19) + Powers (52) - Drawbacks (11) = 150 PP

Edited by Almilee
  • 4 weeks later...
Posted

Iron Shadow

Power Level: 12 (180 PP)

Trade-Offs: None
 

Abilities: 18 + 14 + 14 + 10 + 6 + 0 = 62 PP

Strength 28 (+9)

Dexterity 24 (+7)

Constitution 24 (+7)

Intelligence 20 (+5)

Wisdom 16 (+3)

Charisma 10 (+0)
 

Combat: 18 + 16 = 34 PP

Attack: +10 (+12 Melee, +7 Ranged)

Defense: +12 (+8 Base, +4 Dodge Focus), +4/6 Flat-Footed

Initiative: +10

Grapple: +19

Knockback: -8

 

Saving Throws: 3 + 3 + 7 = 13 PP

Toughness: +7/12 (+7 CON, +5 [Armor (Impervious)])

Fortitude: +10 (+7 CON, +3)

Reflex: +10 (+7 DEX, +3)

Will: +10/11 (+3 WIS, +7, +1 [Sword])
 

Skills: 60r = 15 PP

Acrobatics 5 (+12)

Climb 1 (+10)

Disable Device 6 (+11)

Escape Artist 2 (+9)

Gather Information 6 (+6)

Intimidate 7 (+7)

Knowledge (current events) 4 (+9)

Knowledge (tactics) 5 (+10)

Notice 7 (+10)

Sense Motive 6 (+9)

Stealth 5 (+12)

Survival 6 (+9)

 

Feats: 19 PP

Attack Focus (Melee) 2

Benefit (use Knowledge [tactics] for Initiative)

Dodge Focus 4

Elusive Target

Evasion 2

Move-By Action

Uncanny Dodge (auditory)

Well-Informed

Equipment 5

Master Plan
 

Equipment: 5PP = 25AP

Utility Belt (18AP Max) [25AP]

  • Tear Gas Pellets (Dazzle 4 + Nauseate Explosion 4) {18}

  • Sleep Gas Pellets (Fatigue Explosion 4) {1}

  • Smoke Pellets (Obscure (Visual)) {1}

  • Throwing Knives (Blast 2; Feats: Mighty) {1}

  • Cell Phone {1}

  • Multitool {1}

  • GPS Receiver {1}

  • Handcuffs {1}

 

Powers: 3 + 20 + 4 + 8 + 6 = 41 PP

Device 1 (Sword; 5PP Device, Easy-to-Lose) [3PP]

  • Strike 3 (Sword; Feats: Mighty) [4PP]

  • Enhanced Will 1 (Reassuring Item) [1PP]

Device 5 (Armor; 25PP Device, Hard-to-Lose) [20PP]

  • Protection 5 (Armor; Extras: Impervious) [10PP]

  • Super-Senses 5 (Helmet Package; Darkvision, Tracking Infravision, Distance Sense) [5PP]

  • Immunity 6 (Integrated Gas Mask; Can Breathe Underwater, Immune to Gas Effects) [6PP]

  • Super-Movement 2 (Wall-Cling Pads; Wall-Crawling 2) [4PP]

Super-Senses 4 (Detect Weakness) [4PP]

Super-Movement 4 (Trackless, Slow Fall, Sure-Footed 2) [8PP]

Regeneration 5 (+2 to Recovery Checks, Recovery Rate 3; Feats: Diehard) [6PP]

 

Drawbacks: (-4) = -4PP

Disability (One Eye; Frequency: Common; Intensity: Moderate) [-4PP]

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