Exaccus Posted August 25, 2016 Posted August 25, 2016 (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 January 31, 2017 by Exaccus
Exaccus Posted August 25, 2016 Author Posted August 25, 2016 (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 =39ppArmoured 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 August 28, 2016 by Exaccus
Exaccus Posted August 25, 2016 Author Posted August 25, 2016 (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 = 73ppEnergy 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 August 28, 2016 by Exaccus
Exaccus Posted August 29, 2016 Author Posted August 29, 2016 PL10 Paragon Power Level: 10; Power Points Spent: 150/150STR: 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 Saves: 3+6+6 = 15ppToughness: +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.
Exaccus Posted January 31, 2017 Author Posted January 31, 2017 (edited) Automaton Power Level: 10; Power Points Spent: 150/150STR: +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 AttackPowers: 5 + 30 + 36 + 20 + 3 = 94ppImmunity 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: -10Initiative: +2Drawbacks: 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 July 23, 2017 by Exaccus
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