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RedBstrd Builds: WWR samples

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Re: RedBstrd Builds: Sleepwalker 3e

Postby RedBstrd » Sun Oct 10, 2010 9:27 am

Sample Breaker
PL 7
(120 pp)

Abilities: Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting 1, Intellect 4, Awareness 4, Presence 1

Advantages: Daze (Intimidation), Defensive Roll 5, Extraordinary Effort, Fascinate (Deception), Trance, Uncanny Dodge

Skills: Deception 6 (+7), Expertise (Psychology) 4 (+8), Insight 4 (+8), Intimidation 4 (+5), Ranged Combat (Mental Blast: Mental Blast 7) 7 (+7)

Powers:
Mental Area Communication 3 (Dimensional 3: Any, Rapid, Area, Selective) • 22 pp
Mental Blast 7 Mental Spear (DC 22; Subtle; Reduced Range: Ranged) • 22 pp
AE: Mind Reading 7 (DC 17) • 1 pp
Remote Sensing 1 (Affects: Mental; Dimensional 3: Any; No Conduit; Concentration) • 4 pp
Senses 2 (Awareness: Mental, Extended: Mental Awareness 1: x10) • 2 pp

Offense: Initiative +1; Grab +1 (DC 15), Mental Spear +7 (DC Will 22), Mind Reading (DC Will 17), Throw +0 (DC 15), Unarmed +1 (DC 15)

Complications: Disability (Breakers often are "idiot savants" or have some physical disability), Enemy (hunted by the can-toi)

Languages: Common

Defense: Dodge 9, Parry 9, Fortitude 4, Toughness 5, Will 8

Power Points: Abilities 22 + Powers 51 + Advantages 10 + Skills 13 (25 ranks) + Defenses 24 = 120

Notes: Breakers are people with psychic powers who the Crimson King recruits to try destroying the beams holding up the Dark Tower. Those who are recruited to work in the Tet Corporation get the title "Good Mind" rather than "Breaker," but I used the more common term here.
Last edited by RedBstrd on Sun Oct 10, 2010 9:49 am, edited 1 time in total.
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Re: RedBstrd Builds: Sleepwalker 3e

Postby RedBstrd » Sun Oct 10, 2010 9:47 am

Sample Eld-Sworn Can toi
PL 7
(106 pp)

Abilities: Strength 0, Stamina 0, Agility 3, Dexterity 3, Fighting 2, Intellect 0, Awareness 2, Presence -1

Advantages: Benefit, Cipher, Close Attack 3, Defensive Attack, Defensive Roll 5, Equipment 4, Favored Environment (End World), Favored Foe (Taheen), Hide in Plain Sight, Jack-of-all-trades, Languages 1, Ranged Attack 3, Second Chance (Balance), Second Chance (Mind Reading)

Skills: Acrobatics 4 (+7), Athletics 4 (+4), Close Combat (Claws: Strike 1) 8 (+10), Deception 5 (+4), Expertise (AWE) (Streetwise) 4 (+6), Expertise (Popular Culture) 4 (+4), Insight 4 (+6), Intimidation 8 (+7), Perception 7 (+9), Ranged Combat (Machine Pistol) 5 (+8), Sleight of Hand 2 (+5), Stealth 4 (+7), Technology 5 (+5), Vehicles 4 (+7)

Powers:
Strike 1 Claws (DC 16) • 1 pp
Mask (Easily Removable) • 2 pp
    Morph: Morph 1 (+20 Deception checks to disguise; Single form; Limited [Fails within 10 feet of viewer])
Senses 3 (Acute: Scent, Low-light Vision, Tracking: Scent 1 [-1 speed rank]) • 3 pp
Enhanced Trait 1 Tail (Advantages: Second Chance [Balance]) • 1 pp
Enhanced Trait 1 White Noise (Advantages: Second Chance [Mind Reading]) • 1 pp

Equipment
Machine Pistol • 9 ep
Thinking cap [Impervious Defense: Impervious Will 7] • 7 ep
Scavenged equipment • 4 ep

Offense: Initiative +3, Claws +13 (DC 16), Grab +5 (DC 15), Machine Pistol +11 (DC 18), Throw +6 (DC 15), Unarmed +5 (DC 15)

Complications: Disability: Bad skin, Motivation: Responsibility (Eld-sworn), Prejudice: Low men, Easily Intimidated

Languages: Can Toi, Common

Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 5, Will 7

Power Points: Abilities 18 + Powers 8 + Advantages 22 + Skills 34 (68 ranks) + Defenses 24 = 106

Notes: Can-toi, or "low men," are disgusting creatures with rat heads. They often serve the Crimson King but when challenged by the line of Eld, they serve the gunslingers. This sample one has the trademark mask that makes it appear human unless someone is close to it (in which case, the mask isn't reliable). As an Eld-sworn can-toi, this character has fixed its mask not to bleed from the breathing hole while in Mid World. Unfortunately, he is easily intimidated by servants of the Crimson King: if he tries to deceive them and they challenge him on it, he is unable to hide the signs of his deception effectively. Likewise, he carries a great deal of stigma among humans (who fear and distrust the can-toi as servants of the Crimson King) and taheen (who think the can-toi are disgusting and weak).
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Re: RedBstrd Builds: Sleepwalker 3e

Postby RedBstrd » Sun Oct 10, 2010 10:29 am

Sample Magician
PL 7
(120 pp)

Abilities: Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 5, Awareness 2, Presence 5

Advantages: Daze (Deception), Equipment 5, Ranged Combat 7, Trance, Well-informed

Skills: Deception 8 (+13), Expertise (Magic) 8 (+13), Insight 6 (+8), Perception 4 (+6), Persuasion 4 (+9), Ranged Combat (Bah) 4 (+11), Sleight of Hand 8 (+8), Stealth 6 (+6), Technology 2 (+7)

Powers:
Concealment 10 Dimming (All Senses; Passive, Blending, Partial) • 4 pp
Touch of Demon Blood: • 4 pp
    Enhanced Trait 2 (Advantages: Great Endurance, Luck)
    Immunity 2 (Environmental Condition: Heat, Starvation & Thirst)
Force Field 7 (Subtle, Impervious) • 15 pp
Luck Control 3 Magic (Force a Re-roll, Grant Re-roll, Negate Luck) • 9 pp
AE: Affliction 7 Mind Tricks (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Unaware, Resisted by: Will, DC 17) • 1 pp
Senses 2 (Awareness: Magic) • 1 pp

Equipment:
Blank Book • 1 ep
Bottomless Bag • 1 ep
Bah (Crossbow) • 7 ep
Image Device [Illusion 4, Affects: Vision and Hearing, Area: 6 feet diameter, DC 14] • 12 ep
Scavenged Old One gear • 3 ep worth
Tarot Cards • 1 ep

Offense: Initiative +0; Bah +11 (DC 18); Grab +0 (DC 15); Mind Tricks +7 (DC Will 17); Throw +0 (DC 15); Unarmed +0 (DC 15)

Complications: Phobia: Unnatural places, Secret: Demon-blooded

Languages: Common

Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 7 (7 Impervious), Will 6

Power Points: Abilities 24 + Powers 34 + Advantages 15 + Skills 25 (50 ranks) + Defenses 22 = 120

Notes: Here is a sample magician from the In World or Mid World. He relies on a mixture of real ability, deception, and parlor tricks from scavenged technology. His natural magical aptitude comes from a touch of demon blood in his system (a fact he'd like to hide). Since he has this blood, he is particularly scared of going todash or entering thinnies - he knows that he'll stand out in places where unnatural things might see him.
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Tue Oct 12, 2010 3:16 pm

Sample White Leopard
PL 7
(120 pp)

Abilities: Strength 4, Stamina 5, Agility 1, Dexterity 1, Fighting 7, Intellect 0, Awareness 1, Presence 2

Advantages: Accurate Attack, All-out Attack, Animal Empathy, Chokehold, Defensive Attack, Equipment 2, Favored Environment (Holy Ground), Favored Foe (Pan Tangians), Fearless, Improved Critical (Battleaxe), Improved Defense, Interpose, Power Attack, Seize Initiative, Set-up, Sidekick 10, Takedown

Skills: Acrobatics 8 (+9), Athletics 8 (+12), Expertise (AWE) (Animal Care) 4 (+5), Expertise (Military) 8 (+8), Insight 4 (+5), Intimidation 8 (+10), Perception 4 (+5), Persuasion 2 (+4), Treatment 4 (+4)

Powers:
Affliction 7 Dirty Fighting (1st degree: Hindered, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 17) • 7 pp
AE: Affliction 7 (1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 17) • 1 pp
Power-lifting 1 (+1 STR for lifting) • 1 pp
Senses 1 (Communication Link: Emotional) • 1 pp
Speed 2 (Speed: 8 miles/hour, 120 feet/round) • 2 pp

Equipment:
Battleaxe • 3 pp
Hide Armor [Immunity 1: Environmental Condition: Cold; Protection 2] • 3 ep
Assorted Gear • 4 ep

Offense: Initiative +1, Dirty Fighting +7 (DC Fort 17), Battleaxe +7 (DC 22), Grab +7 (DC 19), Throw +1 (DC 19), Unarmed +7 (DC 19)

Complications: Responsibility (Lords of White), [one other]

Languages: Common

Defense: Dodge 7, Parry 7, Fortitude 9, Toughness 7, Will 5

Power Points: Abilities 42 + Powers 12 + Advantages 27 + Skills 25 (50 ranks) + Defenses 14 = 120

Leopard
PL 7
(50 pp)

Abilities: Strength 5, Stamina 2, Agility 3, Dexterity 1, Fighting 4, Intellect -4, Awareness 0, Presence 0

Advantages: Prone Fighting

Skills: Close Combat (Claws) 3 (+7), Perception 5 (+5), Stealth 7 (+8)

Powers:
Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent) • 4 pp
Leaping 1 (Leap 15 feet at 4 miles/hour) • 1 pp
Protection 4 (+4 Toughness) • 4 pp
Senses 1 (Communication Link: Emotion) • 1 pp
Senses 2 (Low-light Vision, Tracking: Scent 1 [-1 speed rank]) • 2 pp
Speed 2 (Speed: 8 miles/hour, 120 feet/round) • 2 pp

Offense: Initiative +3, Grab +4 (DC 20), Claws +7 (DC 20)

Complications: Disability: Unable to speak, Disability: No hands.

Defense: Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 2

Power Points: Abilities 14 + Powers 14 + Advantages 1 + Skills 8 (15 ranks) + Defenses 13 = 50
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Tue Oct 12, 2010 3:48 pm

Manni Scavenger
PL 7
(120 pp)

Abilities: Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 2, Intellect 3, Awareness 4, Presence 2

Advantages: Defensive Roll 5, Eidetic Memory, Equipment 2, Improvised Tools, Inventor, Languages 1, Luck 2, Ranged Attack 11, Tech Familiarity

Skills: Close Combat (Knife) 8 (+10), Expertise (History) 6 (+9), Expertise (Magic) 6 (+9), Expertise (Philosophy) 6 (+9), Insight 4 (+8), Investigation 4 (+7), Perception 4 (+8), Technology 8 (+11), Vehicles 4 (+4)

Powers:
Variable 1 Scavenged Gadgets7 pp
Movement 3 Todash (Dimensional 3: Any; 1600 lbs.; Increased Mass 5; Tiring, Quirk -4: Requires Manni artifacts and coven) • 4 pp
Remote Sensing 1 Todash (Affects: All Types; Affects Others: 5 others; Feedback) • 10 pp
Senses 2 (Counters Illusion: Sight) • 2 pp

Equipment:
Bow • 6 ep
Knife • 2 ep
Gear • 2 ep

Offense: Initiative +0, Bow +11 (DC 18), Grab +2 (DC 15), Knife +10 (DC 16), Throw +11 (DC 15), Unarmed +2 (DC 15)

Complications: [Choose 2]

Languages: Common, Manni (Hebrew)

Defense: Dodge 9, Parry 9, Fortitude 4, Toughness 5, Will 8

Power Points: Abilities 22 + Powers 23 + Advantages 25 + Skills 26 (52 ranks) + Defenses 24 = 120
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Tue Oct 12, 2010 4:18 pm

Sample Melnibonean Mercenary
PL 7
(120 pp)

Abilities: Strength 4, Stamina 3, Agility 2, Dexterity 2, Fighting 7, Intellect 0, Awareness -1, Presence 2

Advantages: Accurate Attack, Attractive, Daze (Intimidation), Equipment 1, Improved Critical (Demon Spear: Strength-based Strike 3), Languages 2, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 5, Weapon Bind

Skills: Acrobatics 4 (+6), Athletics 4 (+8), Deception 8 (+10), Expertise (Medicine) 2 (+2), Intimidation 8 (+10), Persuasion 4 (+6), Sleight of Hand 4 (+6), Treatment 4 (+4)

Powers:
Strength-based Strike 3 Demon Spear (Removable, Indestructible; DC 22; Melee Reach: 5 ft., Ranged Reach 30 ft., Incurable) • 10 pp
Affliction 7 Dragon Pearl (Removable, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 17; Cumulative, Subtle, Contagious) • 18 pp
Immunity 6 (Alteration Effects, Poison) • 6 pp

Equipment: Plate Armor [Protection 4] • 4 ep, Gear • 1 ep

Offense: Initiative +2, Demon Spear +7 (DC 22), Dragon Pearl +7 (DC Will 17), Grab +7 (DC 19), Throw +7 (DC 19), Unarmed +7 (DC 19)

Complications: Addiction (Elixirs of the Dreaming City), Reputation (Melnibonéan)

Languages: Common, High Speech, Low Melnibonéan

Defense: Dodge 7, Parry 7, Fortitude 7, Toughness 7, Will 3

Power Points: Abilities 38 + Powers 34 + Advantages 16 + Skills 19 (38 ranks) + Defenses 13 = 120

Note: The mercenary is addicted to the intoxicating and euphoric herbs of Imrryr, the Dreaming City. In their absence, he will rely on other means of dulling his senses (including using his Dragon Pearl on himself if needed). The pearl is from the belly of one of the dragons in the caves on Imrryr. As part of these magical creatures, it absorbed the dream-inducing qualities of much of the flora on the island. Holding the palm-sized pearl, the mercenary can lull his enemies into a deep, peaceful, and dream-laden slumber. His black-tipped rune spear is also a thing of magic: the essence of a demon is trapped in the metal of the point.
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Tue Oct 12, 2010 10:29 pm

Sample Young Kingdom Sorcerer
PL 7
(115 pp)

Abilities: Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 1, Intellect 4, Awareness 2, Presence 1

Advantages: Artificer, Close Attack 6, Equipment 1, Extraordinary Effort, Languages 1, Luck, Ranged Attack 6, Ultimate Effort (Skill), Well-informed

Skills: Acrobatics 3 (+4), Athletics 2 (+3), Close Combat (Sword) 3 (+4), Deception 8 (+9), Expertise (Magic) 8 (+12), Expertise (Sailing) 4 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 8 (+9), Vehicles 4 (+5)

Powers:
Force Field 6 (Subtle) • 7 pp
Magic 7 (DC 22) • 14 pp
    AE: Dazzle 7 (Affects Sense: Visual, Resisted by: Fortitude, DC 17) • 1 pp
    AE: Environment 2 Fog (Visibility -5, Radius: 120 feet; Selective) • 1 pp
    AE: Healing 7 • 1 pp
    AE: Nullify 7 Dispel Magic (Counters: Magic, DC 17) • 1 pp
    AE: Weaken 7 (DC 17; Broad: Mental) • 1 pp
Senses 1 (Detect: Magic 1) • 1 pp
Swimming 1 (Speed: 1 mile/hour, 15 feet/round) • 1 pp

Equipment: Sword • 4 ep, Gear • 1 ep

Offense: Initiative +1; Dazzle +7 (DC Fort 17), Grab +7 (DC 16), Magic +7 (DC 22), Nullify +7 (DC Will 17), Sword +10 (DC 19), Throw +7 (DC 16), Unarmed +7 (DC 16), Weaken +7 (DC Will 17)

Complications: Power Loss: Speech, [One other]

Languages: Common, High Speech

Defense: Dodge 7, Parry 7, Fortitude 5, Toughness 7, Will 6

Power Points: Abilities 24 + Powers 28 + Advantages 19 + Skills 24 (48 ranks) + Defenses 20 = 115
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Tue Oct 12, 2010 10:50 pm

Sample Robot
PL 7
(120 pp)

Abilities: Strength 6, Stamina 0, Agility 5, Dexterity 5, Fighting 5, Intellect 2, Awareness 2, Presence -1

Advantages: Benefit, Ambidexterity, Close Attack 3, Eidetic Memory, Interpose, Second Chance (Mind Control without password), Tech Familiarity

Skills: Acrobatics 4 (+9), Athletics 4 (+10), Expertise (Cooking) 2 (+4), Expertise (Science) 4 (+6), Investigation 8 (+10), Perception 4 (+6), Technology 8 (+10), Vehicles 4 (+9)

Powers:
Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent, Innate) • 5 pp
Immunity 32 (Aging, Fortitude Effects, Sleep) • 32 pp
Protection 88 pp
Quickness 1 (Perform routine tasks in -1 time ranks) • 1 pp
Senses 7 (Counters Illusion: Sight, Infravision, Microscopic Vision 1: Dust-size, Radio, Rapid: Sight 1, Ultravision) • 7 pp

Offense: Initiative +5, Grab +8 (DC 21), Throw +5 (DC 21), Unarmed +8 (DC 21)

Complications: Robot Physiology (Seduction fails, etc.), Quirk (AI or physical flaw of choice), Quirk: Password (Subject to control when confronted with password)

Languages: Common

Defense: Dodge 6, Parry 6, Fortitude: Immune, Toughness 8, Will 4

Power Points: Abilities 34 + Powers 53 + Advantages 8 + Skills 19 (38 ranks) + Defenses 6 = 120

Note: Many robots can have Impervious Toughness but I didn't build this one with it since they often have multiple weak points (particularly the eyes).
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Re: RedBstrd Builds: Dark Tower concepts

Postby Arthur Eld » Fri Oct 15, 2010 10:22 pm

Yay, Mid-World stuff!

Question, I noticed for the Robot (now I know what to use if I want to play Andy the Messenger Robot (Many Other Functions)) you used Tech Familiarity. Isn't that just a 2E thing?
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Sat Oct 16, 2010 1:42 pm

Arthur Eld wrote:Yay, Mid-World stuff!


I just finished the last book of the series a week or so ago, so I'm charged up for doing a lot of the background work for the game right now.

Arthur Eld wrote:Question, I noticed for the Robot (now I know what to use if I want to play Andy the Messenger Robot (Many Other Functions)) you used Tech Familiarity. Isn't that just a 2E thing?


Don't forget Bill the Stutterer, which is a nice It reference...

Technically, yes. I am modifying it to fit the setting though. In my settings thread for the Multi-verse Adventure (Dark Tower meets Elric of Melniboné), I added this:

Tech Familiarity (From 2e Mecha and Manga) - All characters native to Mid World have a -4 penalty to skill rolls involving modern "real world" technology. All characters have a -4 penalty to skill rolls involving the technology of the Great Old Ones. Tech Familiarity can reduce one of these penalties to 0.


Follow that link to see more on the setting since I've filled in a lot of the gaps so far.
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Thu Oct 21, 2010 1:41 pm

Spirit of the Frontier
PL 10
(150 pp)

Abilities: STR: +1 (12), DEX: +4 (18), CON: +1 (12), INT: +0 (10), WIS: +3 (16), CHA: +1 (12)

Skills: Gamble 4 (+7), Gather Information 8 (+9), Handle Animal 4 (+5), Intimidate 4 (+5), Notice 11 (+14), Ride 7 (+11), Sense Motive 4 (+7), Sleight of Hand 2 (+6), Survival 8 (+11)

Feats: Attack Focus (Ranged), Benefit (Enigma)* 2, Dedication* (Justice), Dodge Focus 4, Improved Critical 2 (Six-shooters), Improved Ranged Disarm, Power Attack, Precise Shot 2, Quick Draw 2, Ultimate Effort (Ultimate Aim)

Powers:
Device 6 Twin Six-Shooters (Hard to lose)
Blast 8 (DC 23, Feats: Improved Ranged Disarm; Extra: Autofire (interval 2, max +5); PF: Accurate 3 (+6), Improved Range (200 ft. incr), Ricochet (1 bounce))

Enhanced Trait 2 (Traits: Knowledge (Popular Culture) +8 (+8); Flaw: Limited (Folklore Only))
Enhanced Trait 4 (Feats: Luck 4; Flaw: Limited (Only Ultimate Aim))
Survivor (Container, Passive 5)
Immunity 6 (Fatigue effects, Starvation & Thirst)
Super-Movement 1 (trackless)
Super-Senses 15 (Vision: Danger sense, Radius, Rapid, True Sight, and Uncanny Dodge; Direction sense, Distance sense)
Protection 7

Combat: Base Attack Bonus: +5 (Ranged: +6, Melee: +5, Grapple: +6); Twin Six-Shooters +12 (DC 23), Unarmed Attack +5 (DC 16); Defense 22 (Flat-footed: 14), Knockback: -4; Initiative: +4

Saves: Toughness +8 (+1 flat-footed), Fort: +7, Ref: +9, Will: +7

Totals: Abilities 20 + Skills 13 (52 ranks) + Feats 19 + Powers 58 + Combat 26 + Saves 14 + Drawbacks 0 = 150

*Benefit (Enigma): From Iron Age. Raises the DC by 5 per rank for any attempt to use Gather Information on the hero.

*Dedication: From Warriors and Warlocks. The hero has a +4 bonus to Sense Motive and Will saves versus effects that try to divert him from his cause.

Notes: In terms of theme, he's a lot like the spirit of the city in Freedom City (I forget the character's name) in that this hero is the living embodiment of the spirit of the Wild West. In terms of build, he's pretty much a superhuman, beefed up version of Roland Deschain from the Gunslinger. He isn't built with resurrection because, if killed, he would return in a completely different form (which would be a plot device, not a hero power). The same applies to Immunity to Aging. The hero ages but if he dies of old age, then the spirit will find a new champion.

His guns aren't built as easy to lose Devices because they are magical and can't be taken from him unless he is unconscious or otherwise helpless. Since they are Devices constructed with Blast as the base power, they don't run out of ammo. With his Ultimate Effort (Ultimate Aim), he can use a Hero Point to hit Defense 32 (20+12 with his revolvers). Since he has Autofire, that will generally mean a lot of damage (13 ranks of damage to anyone with DC 22 or under), making him quite dangerous. Ultimate Aim also works really well with the Multiple Targets option of Autofire. He can target up to 12 five foot squares in a line and hit everything in them that is Defense 20 or less for 8 ranks of damage - making him a hell of a goon sweeper. He doesn't have Move By Action because he really doesn't need it: he's more of a "stand there and shoot until you're pretty sure most everything is dead;" kind of guy.

Immunity to Fatigue does not mean that he can use Extra Effort without consequence. Immunities only apply if there is a save versus the effect (it assumes that the hero automatically saves). The fatigue or exhaustion from Extra Effort doesn't permit a save. His immunity only protects him from powers such as Fatigue and normally occurring fatigue from running and so on.
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Pathogen, 2e

Postby RedBstrd » Sun Oct 24, 2010 7:47 am

Pathogen

PL 10
(150 pp)

Abilities: STR: +10 (14/30), DEX: +10 (14/30), CON: +10 (12/30), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

Skills: Acrobatics 4 (+14), Climb 4 (+12), Drive 1 (+11), Intimidate 11 (+11), Notice 8 (+9), Sense Motive 4 (+5), Stealth 2 (+12), Survival 4 (+5), Swim 2 (+10)

Feats: Attack Focus (Melee) 5, Benefit: Wealth, Dodge Focus 2, Endurance, Evasion, Fearless, Uncanny Dodge (Hearing)

Powers:
Container 18 Alien Symbiote (PF: Innate) • 1 pp
    Concealment 3 (Sense - Sight, Smell; Flaws: Blending, Passive) • 2 pp
    Elongation 2 (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple) • 2 pp
    Enhanced Constitution 16 • 16 pp
    Enhanced Dexterity 16 • 16 pp
    Enhanced Strength 12 • 12 pp
    Enhanced Trait 5 (Feats: Attack Focus (Melee) 5) • 5 pp
    Growth 2 (+4 STR, +2 CON) • 6 pp
    Morph 3 (Single appearance - Symbiote Costume, +15 Disguise) • 3 pp
    Snare 10 (DC 20; Flaw: Range (Touch); PF: Obscure Sense 3 (Sight, Hearing)) • 13 pp
    AP: Symbiote Spray (Fatigue 10) (DC 20 Fort; Drawback: Power Loss (Must be breathed in); Flaw: Action (Full); PF: Affects Insubstantial 2 (Full Power), Subtle 2) • 1 pp
    AP: Tongue Lash (Trip 10) (Extra: Knockback; Flaw: Range (Touch); PF: Improved Throw) • 1 pp
    Super-Senses 6 (Smell - Accurate, Acute; Darkvision; Sight - Radius) • 1 pp
    Super-Strength 3 (+15 STR carry capacity, heavy load: 6.4 tons) • 1 pp
    AP: Leaping 2 (Distance: x5) - and - Super-Movement 2 (Wall-crawling 2 (full speed)) • 1 pp

Combat: Base Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +25); Snare +10 (DC 20 Ref), Symbiote Spray (Fatigue) +10 (DC 20 Fort), Tongue Lash (Trip) +10 (DC 20), Unarmed Attack +10 (DC 25); Defense 20 (Flat-footed: 14), Knockback: -5; Initiative: +10

Saves: Toughness +10, Fort: +10, Ref: +10, Will: +6

Drawbacks: Vulnerable: Sonic Attacks (Uncommon, minor)

Totals: Abilities 12 + Skills 10 (40 ranks) + Feats 7 + Powers 91 + Combat 26 + Saves 5 - Drawbacks 1 = 150

Complications: Alter Ego, Adrenaline Junky

Pathogen was a janitor who got exposed to an alien biological substance when there was a leak at the scientific facility where he worked. The undetected alien cells bonded with him, forming a symbiotic relationship. Weeks after he was laid off - with a heavy severance package to ward off the threat of future complications - the alien parasite began manifesting itself. He found that the symbiote greatly increased his physical prowess and thrived on his adrenaline. To feed the symbiote, the janitor began engaging in increasingly reckless behavior, leading the symbiote to develop further. Within a year of having the alien parasite in him, he started to engage in crime fighting and took the step of joining a superhero team when facing ordinary criminals diminished in its excitement.

Personality: The hero isn't incredibly smart, lacks substantive formal education, and often acts with a feral animal cunning when using the symbiote. As such, he doesn't develop sophisticated tactics and can act rather recklessly.

Build notes: His powers are built into a single Container structure that he can turn on with a free action. Active Containers give no discount to the powers inside: they just activate together and can't be used separately. The structure itself has the Innate power feat since it is an entity to itself and the powers are normal to the virus. Nullify doesn't work on it, but the GM can get around that with a little creative explanation (and awarding an HP) if necessary. All of his powers have the Alien and Biological descriptors.

In combat, he's a beast. He's quick, strong, tough, and has better than average saves. He has a few interesting powers, such as his Fatigue ability. He can spray the symbiote virus into the air through his pores. It's almost undetectable by itself and makes the target sick since the parasite isn't compatible with most peoples' physiology. It even affects incorporeal targets as long as they breathe (so Life Support grants immunity to the attack).
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Sun Oct 24, 2010 7:52 am

Proxy
PL 10
(150 pp)

Abilities: STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +1 (12)

Skills: Bluff 4 (+5), Computers 4 (+6), Concentration 15 (+18), Drive 4 (+5), Knowledge (Current Events) 5 (+7), Knowledge (Popular Culture) 10 (+12), Knowledge (Streetwise) 10 (+12), Notice 8 (+11)

Feats: Attack Specialization 2 (Autoblaster Rifle), Catch Attack* (Energy Attacks), Defensive Roll 2, Dodge Focus 4, Equipment 5, Jack-of-All-Trades, Power Proxy 6*, Precise Shot 2, Tough 4, Untapped Potential*

Powers:
Deflect 10 (Deflects: Energy attacks; Extra: Action (Move), Ranged (Range: 1000 ft.)) • 30 pp
AP: Empowerment* 5 (Extras: Action (Standard), Range (Ranged); Flaws: Limited (Only Proxy powers), Limited (Only PFs and Extras)) • 1 pp
AP: Power Control* 10 (DC 20; Extra: Effortless) • 1 pp
Enhanced Trait 4 (Feats: Luck 4; Flaw: Limited (Power Control only)) • 2 pp

Equipment: Custom Autoblaster Rifle (Autoblaster Rifle, Laser Sight) [25 ep]

Combat: Base Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +9); Autoblaster Rifle +12 (DC 23), Power Control (DC Will 20), Unarmed Attack +7 (DC 17); Defense: 22 (Flat-footed: 14), Knockback: -4; Initiative: +1

Saves: Toughness +8 (+6 flat-footed), Fort: +8, Ref: +8, Will: +11

Totals: Abilities 22 + Skills 15 (60 ranks) + Feats 28 + Powers 34 + Combat 30 + Saves 21 + Drawbacks 0 = 150

*Catch Attack: From Mecha and Manga. Choose one type of damage that you can block or deflect. If you exceed the necessary roll by 5 when blocking or deflecting one of these attacks, you take its energy and may redirect it in your next attack. This effect increases the damage of your next attack by half of the rank of the deflected power - or - your attack's rank (whichever is lower). This bonus disappears in the next round if not used.

For example, a deflected Blast 12 could be used to increase the power of a Blast 10 the next round. The Blast 10 would add 5 ranks (half of Blast 10 is lower than half of Blast 12), for a total of rank 15.

*Empowerment: From Ultimate Power. You can imbue targets with rank x5 power points for powers. When bestowed, the points are lost from the pool until recovered from the recipient (an automatically successful free action usable once per round). These power points cannot be used to exceed PL caps.

*Power Control: From Ultimate Power. Perception range mind control effect. You can exert control over others, choosing how and when their powers operate. You can, for instance, turn their powers on or off. The target can act normally but cannot turn on or off any powers. Does not work on machines, targets immune to mental effects, innate or permanent powers, or objects created/summoned by powers.

*Power Proxy: From Mecha and Manga. As a full action, you can synchronize with a willing ally within rank x50 feet (300 feet at rank 6). As long as you stay within this range, your ally can use you as the point of origin for any of their non-personal range powers. You both go on the same initiative. You use a move action to serve as the point of origin for their powers, while they use the normal action required for the power they are using.

*Untapped Potential: From Hero High. When using Extra Effort for the Increase Power option, your powers increase by 3 ranks instead of 2 for one round.

Notes: Proxy would have no real powers except the ability to control the powers of others. However, when used as the point of origin for allies' powers through Power Proxy, he could add Extras or Power Feats to attacks with his Empowerment. Likewise, he could use Extra Effort to make these proxy powers even more effective. His Empowerment cannot give people powers that they don't already posses.

When facing enemies, he could try to make them miss him or his allies by using his ranged Deflect. Alternately, he could use Power Control to control an enemy's use of their powers, even using Extra Effort (and Luck points to buy off fatigue) for additional effect. For instance, if fighting a fire controller, he could try to steal control over their Blast and turn it on when they are facing one of their fellow villains, using Extra Effort to add to the damage of the effect.

When using Deflect, if he rolls well enough, he could use Catch Attack to seize the power of an enemy attack and store it for a round to power up an offensive power originating from him (from Power Proxy). He only has this option with Energy attacks (since that is all his Catch Attack or Deflect abilities affect).

Other than those powers, Proxy would be just a physically fit and well trained hero. He would carry an autoblaster rifle, which has Autofire built in. If facing enemies alone or when Nullified, he isn't as versatile, but his combat skills are still decent (and Power Proxy is a feat, not a power).

Proxy obviously works best in a group where he can synchronize with a hero that has some sort of Blast.
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Pathogen, 3e

Postby RedBstrd » Sun Oct 24, 2010 8:01 am

Pathogen 3e
PL 10
(150 pp)

Abilities: Strength 10, Stamina 10, Agility 10, Dexterity 0, Fighting 10, Intellect 0, Awareness 1, Presence 0

Advantages: Benefit: Wealth, Evasion, Fearless, Great Endurance, Uncanny Dodge

Skills: Acrobatics 4 (+14), Athletics 2 (+12), Insight 4 (+5), Intimidation 8 (+9), Perception 8 (+9), Stealth 4 (+12), Vehicles 2 (+2)

Powers:
Alien Symbiote (Innate) • 1 pp
    Concealment 3 (Sense - Sight, Smell; Blending, Passive) • 2 pp
    Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses) • 4 pp
    Morph 1 Costume (+20 Deception checks to disguise; Single form) • 5 pp
    Elongation 2 (Elongation: 30 feet) • 2 pp
    Power-lifting 4 (+4 STR for lifting) • 4 pp
    AE: Leaping 2 (30 feet at 8 miles/hour) - and - Movement 1 (Wall-crawling 1) • 1 pp
    Senses 6 (Accurate and Acute: Smell, Darkvision, Radius: Sight) • 6 pp
    Snare 10 (DC 20 Dodge; Flaw: Reduced Range (close)) • 20 pp
    AE: Symbiote Burst: Burst Area Damage 10 (30 feet radius sphere) • 1 pp
    AE: Symbiote Spray: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, DC 20 Fort; Affects Insubstantial 2, Subtle 2) • 1 pp
    AE: Tongue Lash: Affliction 10 (1st degree: Hindered, 2nd degree: Prone, 3rd degree: Incapacitated, DC 20 Fort) • 1 pp

Complications: Identity, Quirk: Adrenaline Junky

Defenses: Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 6

Power Points: Abilities 74 + Powers 48 + Advantages 5 + Skills 16 (32 ranks) + Defenses 7 = 150

Build notes: He's pretty much the same but a few things are different. He ended up spending a bit more on skills but he got most of his powers cheaper. The real interesting change is on a few of his alternate effects.
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Re: RedBstrd Builds: Dark Tower concepts

Postby RedBstrd » Sun Oct 24, 2010 8:03 am

Buffoon (Ian Callum)

PL 6 (93 pp)

Abilities: STR: +0 (10), DEX: +2 (12/14), CON: +1 (12), INT: +1 (12), WIS: +1 (12), CHA: +0 (10)

Skills: Acrobatics 6 (+8), Bluff 4 (+4), Computers 2 (+3), Drive 2 (+4), Escape Artist 0 (+10), Notice 4 (+5), Profession (Banker) 4 (+5), Sleight of Hand 4 (+6), Stealth 6 (+8)

Feats: Attack Focus (Melee) 3, Dodge Focus 2, Equipment 2, Evasion 2, Improved Grab

Powers:
Bouncing 6 (Feats: Move-by Action, Ricochet, Pinball 4 [Radius: 30 ft., +4 damage]) • 18 pp
AP: Strike 6 • 1 pp
Elongation 8 (1000 ft., range incr 80 ft., +8 Escape & Grapple) • 8 pp
AP: Leaping 4 (Jumping distance: x25) - and - Super-Movement 2 (Slithering, Swinging) • 1 pp
AP: Suffocate 4 (Fort DC 14) • 1 pp
Enhanced Dexterity 2 • 2 pp
Protection 5 (Extra: Impervious 5) • 10 pp

Combat: Base Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +14); Strike +6 (DC 21), Suffocate +6 (DC Fort 14), Unarmed Attack +6 (DC 15); Defense: 16 (Flat-footed: 12), Knockback: -5; Initiative: +2

Saves: Tough: +6 (Impervious 5), Fort: +4, Ref: +7, Will: +5

Equipment: Cell phone (1 ep), Costume with built in Flash Goggles (1 ep), mid-sized car (7 ep), 1 ep unspent

Complications: Alter Ego, Difficulty in Cold, Responsibility (Sister)

Totals: Abilities 8 + Skills 8 (32 ranks) + Feats 10 + Powers 41 + Combat 14 + Saves 12 + Drawbacks 0 = 93

Notes: Buffoon is definitely built to be power-heavy. He hits his offensive and defensive power caps. Power wise, Buffoon is like Mister Fantastic or Elastigirl. He is rubbery enough to stretch himself, bounce off of walls, or cause bullets to bounce right off of him. I opted for some of his Dexterity (2 points) as the power Enhanced Ability because the GM wanted rare scores of 14+ to be in the pre-paranormal range. Notice that one of his alternate powers is actually two powers that share the available point pool, which is valid (see the 4th paragraph on 108). His Strike AP represents his ability to whiplash with his elongated limbs like one would with a rubber band or whip. His Suffocate power represents his ability to wrap around someone like a snake. He has a complication where his Elongation isn't always as effective in extreme cold (he loses some elasticity).

Background: Ian Callum grew up in a strict family and experienced a rather regimented childhood. His overbearing parents discouraged most of his creative pursuits, stressing that he ought to be practical in life. His old fashioned family life, coupled with the responsibilities of caring for his younger sister Delilah who has a debilitating disease that requires consistent care, ensured that he grew up to be a rather boring and shy individual even years after his parents passed away. Aged 30, Ian works as a teller at a local bank, has never traveled far, and eats TV dinners seven days a week. He has never had a serious girlfriend and dresses almost identically every day of the week.

Such a repressive and boring life has left something growing inside of the man. The recent manifestation of his powers opened up a side of himself that is almost akin to a split personality. Where Ian is a reserved individual, his alternate persona of Buffoon allows him the freedom to be who he wants to be. He is carefree, outgoing, and confident in all of the ways that Ian cannot be. At first, his mind shielded him from the reality of having powers and he was unaware of his dual life as Buffoon, but he has gradually accepted his superhuman status. As of yet, however, his escape into the Buffoon persona has not translated into more confidence in his everyday life.

Buffoon is something of jester persona, but Ian doesn't automatically become funny when he adopts this persona. The codename is self-depreciating and allows Ian to laugh at himself in a cathartic manner that his overly serious normal identity cannot easily accomplish. His Buffoon persona is not "crazy" and despite his sometimes reckless behavior still conforms to strict ethical norms: he will not kill, is not malicious, and has a caregiver streak. Ian technically has access to his powers in either persona, but lacks the confidence to use them outside of his suit unless it is of critical importance.

Appearance: As Ian, he wears old fashioned suits and ties. Many of his outfits he inherited from his father. He is unremarkable physically; not handsome or ugly, muscular or nerdy, he is simply unremarkable. As Buffoon, he wears an outfit reminiscent of Freedom City's villain Wildcard: a domino mask, a jester cap, and a black and white bodysuit. As Ian, he is shy, while Buffoon is wild and outgoing.
Last edited by RedBstrd on Sun Jan 08, 2012 1:06 pm, edited 1 time in total.
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