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Exaccus

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Posted (edited)

Foreword

 

With all the guidebook stuff and other fairly intresting things happening around me, i began to feel a bit like a useless eustace and began thinking to myself, "What can i do to help this fine site?" and the answer was nothing practically useful with the setting development, I am Simply too disorganized and scatterbrained for anything like that.

 

So with this in mind I made the decision to as many have before me here, on roninarmy and the atomicthinktank before it have and made tmade this (second and hopefully better organized) build thread with the express intention of filling it with Example characters much like those provided already by AvengersAssembled in the guide book for comparison, contrast and possible use, be it as NPCs or PCs.

 

And now standard Disclaimer: The views represented here within are soley those of Exaccus (me!) and not in anyway representative of those of Freedom City play by post and the builds are not guaranteed approval though they meet the houserules of our site, a lot of it comes down to the concept you attach and of course the moderators discretion.

 

So with that said, lets get started!

 

Note: I will be converting each character to the sites formatting eventually but untill then it will be a direct output from herolab

 

PL 10 Archetypes

Energy Projector 1

Energy Absorber

Paragon

Automaton

 

PL7 Archetypes

Edited by Exaccus
Posted (edited)

PL 10 Energy Projector
 

Power Level: 10; Power Points Spent: 150/150

 

Abilitiy Scores 8+4+8+4+4+8=36pp

STR: 18 (+4)

DEX: 14 (+2) 

CON: 18 (18)

INT: 14(+2)

WIS: 14 (+2)

CHA: 18 (+4)
 

Combat 12+12 = 24PP

Attack +6 (+10 ranged +10 Unarmed +6 Melee)

Grapple: +10 (+6 Melee Attack, +4 strength)

Defense +10 (+6 base +4 Dodge focus)

 +3 Flat footed

Initiative: +2

 

Saves 4+6+8 = 18pp

Tough: +4/+10 (+4 con, +4 Defensive roll  +2 protection from costume)

Fort: +8,(+4 CON +4)

Ref: +8 (+2 Dex +6

Will: +10(+2 WIS +8)

Skills 15pp

Acrobatics 8 (+10),

Bluff 4 (+8),

Diplomacy 8 (+12),

Intimidate 6 (+10),

Knowledge (physical sciences) 6 (+8),

Knowledge (tactics) 8 (+10),

Language 4 ( Base: English, French, German, Korean, Latin),

Notice 8 (+10),

Sense Motive 8 (+10)

Feats: 18pp

All-Out Attack,

Attack Focus (ranged) 4

Attack Specialization 2 (Unarmed Attack)

Defensive Roll 4

Dodge Focus 4

Improved Ranged Disarm

Luck

Power Attack,

Precise Shot 2

Uncanny Dodge (Hearing)

Powers 4 + 35 =39pp
Armoured Costume (Device 1) (Hard to lose, 5 DP Pool)
   Immunity 3 (environmental condition: Radiation, environmental condition: Cold, environmental condition: Heat)[3DP]
   Protection 2 (+2 Toughness)[2DP](4pp)
 

Energy Blasts (Array 15) (default power: blast, PF: Alternate Power 5) (35pp)
   Blast 10 (Default; DC 25; Autofire (interval 2, max +5))
   Blast 10 (Array; DC 25; Burst Area (50 ft. radius - Targeted))
   Blast 10 (Array; DC 25, Feats: Improved Ranged Disarm, Precise Shot 2; Penetrating [5 ranks only]; Ricochet 2 (2 bounces))
   Damage 10 (Array; DC 25; Cone Area (100 ft. cone - General))
   Deflect 10 (Array; deflects: energy + slow; Ranged (Range: 1000 ft.))
   Drain 10 (Array; drains: single trait - toughness, DC 20; Affects Objects, Range (ranged))

 

Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 18 + Powers 39 + Combat 24 + Saves 18 + Drawbacks 0 = 150

 

Notes: First up we have an Energy Projector in the style of the X-men's Cyclops, possibly the least popular of them all but i feel he's a solid concept for a energy projector slightly crossed Badass Normal, he only has one power, the ability to project an energy of your choosing but he's learned it practically inside out, able to fire them very precisely (a trait of himself rather than the powers.) and several neat tricks, such as shooting down slow moving projectiles and intercepting other energy projectors or controllers attacks not only on himself but for his allies (which he has the potential to be the leader of if you desire, just shuffle the feats a little to get  what you feel he needs.) Blast/Bash/Melt/Ionize his way through nearly anything with a highly concentrated beam, release a shotgun blast of his chosen type or project various trick shots.

 

His skill represent a highly competant and trained individual, possibly a former or current claremonter or some other organization has trained him, or he could simply have trained himself given the time, effort and dedication

 

He's passed up on some of the iconic energy controller powers for his long list of feats and skills such as forcefield, flight and the like but thats something he could learn or if you prefer, just keep him at his one schtick powerswise and make him a even more badaas normal.

 

Personally I would probably leave this character at PL10 and make their growth lateral as they get better at leading and being the face, detective work and acrobatics, he could always use some martial arts training, maybe consider giving him a mighty strike and changing the attack specialization to it to represent a certain style.

 

At the moment he remains very much a Jack of all trades, master of none, though there's hopefully something he can do in almost any situation.

Edited by Exaccus
Posted (edited)

PL10 Energy Absorber
 

Power Level: 10; Power Points Spent: 150/150

 

Abilities: 8+0+8+0+4+0 = 20pp


STR: 18/30 (+4/+10),

DEX: 10 (+0),

CON: 18 (+4)

INT: 10 (+0),

WIS: 14 (+2),

CHA: 10 (+0)

 

Combat:12+12=24pp

 

Attack: +6 (+10 ranged, Unarmed)

Grapple: +10 Grapple,( +16/22 with Super-Charge)

Defense: +10 (+6 base, +4 Dodge)

Flat Footed: +3

Initiative: +0

 

Saves: 4+5+6 = 15pp


Toughness: +10, (+4 CON, +6 Protection)

Fortitude: +8 (+4 CON, +4)

Reflex: +5,  (+0 DEX, +5)

Will: +8 (+2 WIS +6)

Skills: 8pp (32 ranks)

Climb 4 (+8/+14),

Notice 4 (+6),

Sense Motive 4 (+6),

Stealth 8 (+8),

Survival 8 (+10),

Swim 4 (+8/+14)

Feats: 10pp

Attack Focus (ranged) 4,

Attack Specialization 2 (Unarmed Attack),

Dodge Focus 4,

Improved Critical 2 (Directed Discharge (Blast 10) On Power)

Powers: 27 + 6 + 40 = 73pp
Energy Stores (Array 12) (biological, mutant, default power: container, active)
   Charged Body (Energy Aura 6) (Array; DC 21)
   Directed Discharge (Blast 10) (Array; DC 25, Feats: Improved Critical 2 (Directed Discharge (Blast 10)); Improved Range (250 ft. incr), Progression, Increase Range (max range x2, 2500 feet))
   Omnidirectional Discharge (Damage 10) (Array; DC 25; Burst Area (50-100 ft. radius - General); Knockback 3, Progression, Increase Area (area x2))
   Super-Charge (Linked Powers)
      Enhanced Strength 12 (+12 STR)
      Super-Strength 6 (+30 STR carry capacity, heavy load: 51.2 Tons; +46STR to some checks)[27pp]
 

Enhanced Toughness (Protection 6) (+6 Toughness) [6pp]
 

Practically Limitless Energy Absorbtion (Immunity 40) (lethal energy damage, nonlethal energy damage)[40pp]

 

Name                                     Range              DC                                                   Effect

Unarmed                                touch                DC19/25 toughness                        Damage

Directed Discharge                100ft                 DC 25 Toughness                            Damage

Omnidirectional Discharge    50-100ft Burst   DC20 Reflex/DC25 Toughness        Damage

Charged Body                       touch                 DC 21/25 (w/ Unarmed) Toughness Damage 
 

Totals: Abilities 20 + Skills 8 (32 ranks) + Feats 10 + Powers 73 + Combat 24 + Saves 15 + Drawbacks 0 = 150
 

Notes: So for another X-men 90's cartoon riff here is my take on Bishop as a PL10 Starting character, note that absorbtion sucks and to have a PL appropriate ammount of it would cost more than the complete immunity to energy ive given him him, styled in that he  has a litterally bottomless capacity for sucking up energy, his array represents the things he can put his reserves towards, running out is best handled as a complication unless you fluff it that he's constantly absorbing ambient or even potential energy from the world around him.

 

Note that he cannot absorb physical damage, such as inertia and such but if you wanted to represent that i would recommend doing so with impervious toughness (Perhaps limited to physical, though thats not a limit to this character you're essentially paying for things you don't need otherwise) maybe he learns how to do some rather more impressive tricks with his abilities, like charging objects so they explode like a ragin cajun we all know and love.

 

Just watch out for feral canadians, you can't abosrb those unbreakable claws!

Edited by Exaccus
Posted

PL10 Paragon
 

Power Level: 10; Power Points Spent: 150/150

STR: 20/30 (+5/10)

DEX: 10 (+0)

CON: 20, (+5)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 10 (+0)

 

Combat

Attack bonus: +10 (+10 Melee, +10 Ranged)

Grapple: +15/20/25 (w/  Self-enhancement)

Defense Bonus: +10 (+6 base +4 Dodge focus)

Flat Footed: +3

Initiative: +0

 

Saves3+6+6 = 15pp
Toughness: +10 (+5 CON, +5 Protection)

Fort: +8 (+5 CON, +3)

Ref: +6 (+0 DEX. +6

Will: +8(+2 WIS, +6)

Skills: 10PP (40 Rankis0

Bluff 4 (+4/8),

Diplomacy 8 (+8/12 )

Knowledge (behavioral science) 4 (+4

Knowledge (physical sciences) 4 (+4

Language 2 (+2)

Notice 6 (+8)

Perform (acting) 4 (+4)

Sense Motive 8 (+10)

Feats 8PP 

Dodge Focus 4

Move-by Action

Takedown Attack 2

Uncanny Dodge (Mental)

Powers: 24+2+8+22+5+4 = 65pp
 

Fantastic Abilities (Array 10) (default power: - linked powers - PF: Alternate power 4)[24pp]
   Blast 10 (Array; DC 25; Affects Corporeal; Distracting)
   Damage 10 (Array; DC 25; Affects Corporeal)
   Mind Reading 10 (Array; DC 20; Burst Area (50 ft. radius - Targeted), Selective Attack; Limited to Mind Probe)
   Telekinesis (Telekinesis 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Damaging; Duration (concentration))
   Telepathic Commune (Linked)
      Communication 10 (Linked; sense type: mental; Rapid 4)
      Comprehend 2 (Linked; languages - understand all, languages - you're understood)
      Mind Reading 1 (Linked; DC 11; Action 2 (free); Limited to Surface Thoughts)
 

Flight 1 (Speed: 10 mph, 88 ft./rnd)[2pp]
 

Immunity 8 (aging, enviromental conditions (all), suffocation (all))[8pp]
 

Morphology (Array 10) (default power: - linked powers - PF: Alternate Power 2)[22pp]
   Self-Enhancement


      Enhanced Strength 10 (Linked; +10 STR)
      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)
   Insubstantial 4 (Array; Incorporeal)
   Morph 5 (Array; morph: any form, +25 Disguise, PF: Precise , Feats: Attractive 1 (+4), Quick Change 2; Custom (Covers Scent))
 

Protection 5 (+5 Toughness)[5pp]
 

Super-Senses 4 (spatial awareness)[4pp]

Drawbacks:

Vulnerable, common, major, Fire (-4pp)

 

Name               Range                          Save                                  Effect

Blast 10            100ft                             DC25 Tou                         Damage

Damage 10       Tough                           DC25 Tou                         Damage

Unarmed           Touch                           DC20/25 Tou                    Damage

Mind Reading   Perception 50ft Burst   DC20 Will                         Mind Reading
 

 

Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 8 + Powers 65 + Combat 32 + Saves 15 - Drawbacks 4 = 150

 

Notes: So Taking a break from Marvel and the X-men to bring you this take on a PL10 Martian manhunter, with no shapeshift!

I've done my best to remember all the things he can do and squeeze in the most common uses of his vast array of powers such as his ability to phase his hand through people and blast them with his martian vision and do some minor morphing,

 

Note that you can only use anything without the Affects Corporeal Extra whilst you are insubstantial Save for strictly mental based ones such as his Mind Reading and telepathy, Such is the trade off for complete Intangibility..

 

though this is by no means a full representation of everything he can or has done over the years i feel its a pretty good starting point if you want to play that kind of character, paragons are generally allrounders but be very careful that you don't go making captain can-do-everything out of him, he can do a lot for certain but try to let specialists shine in their respective areas, you're job is to function alongside your allies where-ever you might be needed most at that point in time.

 

that said he's a slooooow flyer, id be looking to boost that as soon as possible if i were you, at least to Rank 3 so you can outfly a car.

 

This could easily represent A rogue Grue or some other alien race with shape shifting capabilities and a genetic potential for psionics and energy manipulation, consider carefully what being a grue would entail before making that choice, lots of golden roleplay oppertunities, though there is something to be said for creating and giving life to your own race and their culture in our sites guidebook.

  • 5 months later...
Posted (edited)

Automaton
 

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18)

DEX: +2 (14)

CON: - (-)

INT: +0 (10),

WIS: +0 (10)

CHA: -1 (8)

combat: 20 + 12 = 22pp

Attack: +10 (+10 Base)

Defense: +10 (+6 Base +4 Dodge focus) Flat footed: +3

 

Saves: 0 + 6 + 8 = 14pp

Toughness: +10 (+0 Con +10 Protection; Impervious: 10)

Fortitude: Immune 

Reflex: +8 (+2 Dex +6)

Will: +8 (+8)

Skills: 8pp = 32 ranks

Computers 8 (+8

Notice 8 (+8

Sense Motive 8 (+8

Stealth 8 (+10)

Feats: 8pp

All-Out Attack

Dodge Focus 4

Hide in Plain Sight

Move-by Action,

Power Attack

Powers: 5 + 30 + 36 + 20 + 3 = 94pp
Immunity 10 (mental effects; Limited - Half Effect)[5pp]
Immunity to Fortitude Saves [30pp]
Infinite Arsenal (Variable 6) (acquire: any one of (type) - powers, limited to: technology Descriptor; Action 2 (free action to reallocate points))[36pp]
   Projectile Arm (Power Setting) (Powers: Munitions Manufactorium (Blast 10))
      Munitions Manufactorium (Blast 10) (DC 25, Feats: Improved Critical 2 (Munitions Manufactorium (Blast 10)); Penetrating [5 ranks only]; Precise, Variable Descriptor 2 (Broad group - Any Matter))
Protection 10 (+10 Toughness; Impervious) [20pp]
Teleport 2 (200 ft. as move action; Short-Range; Turnabout)[3pp]

Power Settings:
Enhanced Servoes (Power Setting) (Powers: - Linked Powers -)
Projectile Arm (Power Setting) (Powers: Munitions Manufactorium (Blast 10))

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +14)

Attacks: Munitions Manufactorium (Blast 10), +10 (DC 25), Unarmed Attack, +10 (DC 19)

Defense: +10 (Flat-footed: +3), Knockback: -10

Initiative: +2

Drawbacks: Vulnerable, common, moderate, Electronic Effects (-3pp), Vulnerable, uncommon, major, Magnetic Effects (-3pp)

Languages: 

Totals: Abilities 0 + Skills 8 (32 ranks) + Feats 8 + Powers 94 + Combat 32 + Saves 14 - Drawbacks 6 = 150

 

Notes: First one in a long time, here is a built for an atomaton similar to the Raston warrior robot Though it might also pass for other killer robots of the variable weaponry persuasion (though you may not wanna make them genocidal they can have a dislike of some demographic such as the T-Babies) with some small variations, such as swapping the teleport for some resurrection.

 

Half immunity to mental effects and an average will save represent a not quite human mind and you can no sell a surprising amount with Impervious toughness 10 and total immunity to fortitude effects (that don't specifically effect objects)

 

As it is they're not very socially aware, perhaps having only recently attained true sentience due to the immense complexity of their metamorphic machinery having modified itself (perhaps to better hunt those dang T-babies) only to find themselves no plagued with morality and emotions, working to protect those they once hunted from their very makers.

 

So needless to say its rich ground for complications!

 

you have what would be considered a preternatural or superhuman attack bonus, this is to represent  the sheer aggressiveness of the combat protocols, you're designed to not only fight feral Canadians and Iron Skinned giants but win! that and it saves you having to buy accurate on your variable pool.

 

Variable powers are subject to close scrutiny on the site (rightly so.) so be reasonable with what you're use this one for, as it stands i imagine it being a 30pp array with virtually unlimited alternate powers so it should be subject to the standards of an array, namely being able to change the allocation once per round and it should generally be kept to a theme, in this case, technological counter-measures designed for engaging and subduing (you don't kill any more!) dangerous and powerful meta-humans. though even without them you're still a PL7 melee combatant, able to overcome those whom aren't quite as comfortable in close combat as you.

 

Watch out for folks in Corinthian helmets or sudden dramatic changes in the local weather. you haven't quite worked out your conductivity just yet! though with time and effort you may wish to buy that off.

 

For some customization you may wish to reduce the size of the variable power to allow for some more variation, as it stands they're a no-nonesense walking arsenal, though you may prefer to make them more of a sleek but effective asassin model for those sneakier foes whom can't be matched with raw might. maybe knock off the immunity to fortitude and make them a cybernetic solider rather than a fully synthetic humanoid.

Edited by Exaccus
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