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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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Re: Woodclaw's 2E - Starcraft: Tychus, Queen of Blades, Zeratul

Postby luketheduke86 » Sun Sep 25, 2011 1:37 pm

These have been some awesome builds Woodclaw. Starcraft is one of my favorite games from back in the day, though I still haven't gotten around to beating the second one.

Sorry to here about your RL problems, I hope everything goes okay for your dad.
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Re: Woodclaw's 2E - Starcraft: Tychus, Queen of Blades, Zeratul

Postby Woodclaw » Sun Sep 25, 2011 4:29 pm

luketheduke86 wrote:These have been some awesome builds Woodclaw. Starcraft is one of my favorite games from back in the day, though I still haven't gotten around to beating the second one.


Well I beat the second one pretty easy, but I haven't been able to finish the first game.

Sorry to here about your RL problems, I hope everything goes okay for your dad.


Finger crossed. Tomorrow they will move him out of Intensive Care.
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Re: Woodclaw's 2E - Starcraft: Tychus, Queen of Blades, Zeratul

Postby catsi563 » Sun Sep 25, 2011 6:30 pm

having had a father in critical care for a stroke a little less then a year and half ago I can empathize.
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Re: Woodclaw's 2E - Starcraft: Tychus, Queen of Blades, Zeratul

Postby Woodclaw » Mon Sep 26, 2011 6:30 am

catsi563 wrote:having had a father in critical care for a stroke a little less then a year and half ago I can empathize.


Thanks Catsi.
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#405 Starcraft: Protoss Stalker (with Dragoon mods)

Postby Woodclaw » Mon Sep 26, 2011 6:47 am

This should be my last Starcraft build for a while, I hope to be able to return to Freedom City now.

Image
Doom Atuhn Nal'ra!

Protoss Stalker

Power Level: 8 (135pp)

Abilities: STR: 28 (+9), DEX: 14 (+2), CON: - (-), INT: 12 (+1), WIS: 16 (+0), CHA: 8 (-1)

Skills: Acrobatics 3 (+5), Climb 1 (+6), Concentration 2 (+5), Intimidate 5 (+6), Knowledge (history) 2 (+3), Knowledge (theology & philosophy) 3 (+4), Language 1 (Khalani; native: Nerazim), Notice 3 (+6), Profession (warrior) 2 (+5), Search 4 (+5), Sense Motive 2 (+5), Stealth 8 (+6)

Feats: Accurate Attack, Defensive Attack, Dodge Focus 2, Improved Initiative 1, Move-by Action, Power Attack

Powers:

Growth 4 (Large size; Extra: Duration 1 [continuous]; Flaw: Permanent; 12pp)
Robotic Body (Immunity 30 [fortitude saves]; 30pp)

Armor Plating (Protection 4; 4pp)
Psionic Field (Force Field 5; Extra: Impervious; 10pp)
Psionic Voice (adds Selective to normal speech)
Sensors (Super-Senses 9 [Dakvision, Direction Sense, Distance Sense, Radar, Extended 2 (radar)]; 9pp)
Particle Distruptors (Blast 8; PF: Alternate Power 1, Accurate, Precise, Rain of Bullets; Drawbacks: Lethal Only; 19pp)
-- AP: Blink (Teleport 6 [600'/20 miles]; PF: Change Velocity, Turnabout)

Combat: Attack +6 (+8 with Particle Distruptors); Damage +9 (unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +6

Saves: Toughness +9 (Impervious 4)/+4 without Force Field, Fortitude [immune], Reflex +5, Will +7

Drawbacks: Disability (no hands [Very Common, Moderate]; -4pp)

Abilities 6 + Skills 9 (36 ranks) + Feats 7 + Powers 85 + Combat 26 + Saves 6 - Drawbacks 4 = 135


:arrow: the unfortunatly named Stalker is my choice for the Tier 2 unit of the Protoss. Like the Hydralisk the Stalker is a substantial upgrade over his "smaller relatives" being armed for ranged combat as well as melee

:arrow: the Stalker is a strange combo, being an agile walker, which nonetheless can sustain a sizeable amount of punishment and return it with excellent precision. Unfortunatly this is a pricy combo, made worst by the fact that all the Stalker abilities must be powers, since they are inherent to its physiology

:arrow: the reduced Dexterity and Charisma scores represent the difficulty of handling a foreing body for the "pilot"

:arrow: while the in-game story is a bit different, the Stalker is obviously an evolution of the Dragoon. To build a Draggon simply apply the following modifications
Image

Protoss Dragoon

  • Remove the Blink power
  • Replace the Rain of Bullets feats with the Finding the Weak Spot feat (draoong mounted a single high power blaster instead of several low caliber weapons)
  • Reduce the Base Attack Bonus by one
  • Reduce Dodge focus by one
  • Add 1 rank to the Protection power
  • Add 1 rank to the Blast power
  • Add the Weak Point drawback to the Immunity power (the Dragoon contained some organic components, while the Stalker is a construct hold a discorpored soul)
  • Eventually tweak the skill/feat selection

The new total (aside from the skill/feat modifications) will be 133pp
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#406 Generations of Freedom: Elite

Postby Woodclaw » Sat Oct 01, 2011 5:01 am

Ok, some news flash before the build. My dad is getting better by the minute and things are slowly coming back to normal. Also I've finished Assassin's Creed, so I might be able to go back to building characters in the next few days.

Image
See, deep down all my friends are very nice people. They care about each other. They have morals. And deep down I'm just a killer and you're my target.

Elite
real name - if any - unknown, usually use the alias of Richard Jason Drake

Power Level: 8* (120pp)

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

Skills: Acrobatics 4 (+8), Bluff 4 (+4), Climb 4 (+7), Computers 3 (+6), Concentration 3 (+6), Disable Device 5 (+8), Drive 3 (+7), Escape Artist 4 (+8), Intimidate 7 (+7), Investigate 3 (+6), Knowledge (streetwise) 3 (+6), Knowledge (tactics) 4 (+7), Language 6 (Chinese [mandarin, fair], 4 at GM choice; native: English [good]), Medicine 1 (+4), Notice 4 (+7), Pilot 3 (+7), Search 2 (+5), Sense Motive 3 (+6), Sleight of Hand 3 (+7), Stealth 4 (+8), Survival 3 (+6), Swim 4 (+7)

Feats: Ambidexterity, Dodge Focus 3, Equipment 5, Favored Environment 2 (darkness), Improved Critical 2 (unarmed), Master Plan, Skill Mastery 1 (Acrobatics, Disable Device, Escape Artist, Stealth), Twin Weapon Strike

Challenges: Accelerated Stealth 1, Vanishing

Murder League Training (fighting style): Agonizing Strike, Blind-Fight, Cunning Fighter, Defensive Attack, Finding the Weak Spot, Follow-Up Strike, Improved Feint, Improved Initiative 1, Power Attack, Precise Shot 1, Sneak Attack 1, Uncanny Dodge 1 (Auditory), Withstand Damage

Equipment: Camo Clothing (urban; 2ep), Night Vision Googles (1ep), Swingline (Super-movement 1 [swinging]; 2ep), Undercover Vest (Protection 3 [Subtle 1]; 4ep)

Utility Belt (array; 18ep)
- Flashbangs (Dazzle 4 [Visual & Auditory]; 20' [thrown]; Area [burst, targeted], Ricochet 1, Full Power)
- Paired Combat Knives (+1 piercing damage; crit 19; 10' [thrown]; Mighty)
- Smoke Bombs (Obscure 4 [Visual]; 20' [thrown]; Ricochet 1, Independent, Slow Fade 1 [1 minute], Full Power)
- Stun Grenades (Stun 4; 20' [thrown]; Area [burst, targeted], Ricochet 1, Full Power)
- Throwing Blades (+1 piercing damage; crit 19; 20' [thrown]; Mighty 3, Autofire 1, Full Power, Lethal)


4ep in mission specific equipment

Combat: Attack +8; Damage +3 (unarmed), or by weapon of choice; Defense +8 (+3 Flat-footed); Initiative +8

Saves: Toughness +6/+3 without costume, Fortitude +6, Reflex +7, Will +7

Abilities 32 + Skills 20 (80 ranks) + Feats 32 + Powers 0 + Combat 26 + Saves 10 + Drawbacks 0 = 120

Complications:
  • Amnesia: Elite has almost no memory of his life before the Murder League "recruited" him and he's quite scared of who or what his parents could have been
  • Berserker: sometimes Elite seem to snap for nothing and in at least two separated occasions people were injured during on of his episodes
  • Enemy (Wound-Maker): Wound-Maker was the man who shaped Elite into what he's today and he wants his student back
  • Love (Changeling): while he doesn't know how to interpret or express his feelings, Elite is quite in love with Changeling
  • Socially Inept: the Murder League trained Elite as a weapon, as a result his social skills are close to zero, he has major problems to grasp even some of the easiest concepts about non-violent social interactions

:arrow: back to the Claremont Academy with one of my favourite and least favourite among the student. See, Elite is great concept and works really well at PL8, but it's such a blatant homage/rip-off of the various Robins that I will have major problems allowing anybody to play him

:arrow: my version of ELite plays upon one key element, he might be one of the good guys, but her was trained to kill since birth. Elite tend to fight with a pair of combat knives and is not afraid to go for lethal damage. Luckily he understand the whole concept of "training" well enough to avoid injuring his friend, at leats not too much

:arrow: I considered Elite as asemi-environmental specialist (unsuprisignly he share this trait with my Robin and Nightwign builds), he simply works better in the dark

:arrow: I tried to make the knives and the bare hands equally interesting, armed elite reach his caps, unarmed he has a better crit range and a better chance to use Follow-Up Strike
Last edited by Woodclaw on Sat Apr 28, 2012 3:20 am, edited 3 times in total.
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#407 Generations of Freedom: Sonic

Postby Woodclaw » Mon Oct 03, 2011 12:49 am

Image
Don't get me started. I don't think that you can handle the Sonic Boom.

Sonic
Lemar Phillips

Power Level: 8* (96pp)

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

Skills: Bluff 4 (+6), Concentration 4 (+6), Gather Information 2 (+4), Intimidate 3 (+5), Knowledge (physical sciences) 2 (+3), Knowledge (popular culture) 5 (+6), Knowledge (streetwise) 3 (+4), Language 1 (Creole [poor]; native: English [good]), Notice 3 (+5), Search 2 (+3), Sense Motive 3 (+5), Stealth 4 (+5)

Feats: Accurate Attack, Attack Specialization 1 (Sonic Scream), Benefit 1 (Mentor [Black Avenger]), Connected, Defensive Attack, Dodge Focus 3, Favored Environment 2 (Freedom City), Improved Initiative 1, Move-by Action, Power Attack, Rallying Cry, Set-Up, Taunt, Teamwork 1

Powers:

Flight 5 (250 mph; Flaw: Distracting; Drawbacks: Power Loss 2 [if unable to scream]; 3pp)

Sonic Scream (Array 9; PF: Alternate Power 3; Drawbacks: Power Loss 2 [if unable to scream]; 19pp)
-- Base Power: Dazzle 7 (Auditory; Extra: Area [Burst, General]; Flaw: Range 1 [Touch])
-- AP: Sonic Boom (Damage 8; Extra: Area [Cone, Targeted])
-- AP: Stun 6 (Extra: Area [Cone, Targeted])
-- AP: White Noise (Obscure 5 [auditory]; Flaw: Range 1 [touch])


Super-Hearing (Super-Senses 3 [Ultra-Hearing; Extended 1 (auditory)]; 3pp)

Combat: Attack +4 (+6 with sonic scream); Damage +1 (unarmed), or by power of choice; Defense +6 (+2 Flat-footed); Initiative +5

Saves: Toughness +8/+2 without Force Field, Fortitude +5, Reflex +5, Will +5

Drawbacks: Vulnerable (Sonic Effects [Common, +50%]; -3pp)

Abilities 18 + Skills 9 (36 ranks) + Feats 17 + Powers 31 + Combat 14 + Saves 10 - Drawbacks 3 = 96

Complications:
  • Friendship (the Tag Team): Lemar is at very good terms with a bunch of kid that hang around his neighbourhood who, unfortunatly, are also know as the Tag Team
  • Responsibility (Lincoln neighbourhood): Sonic is the resident hero of Lincoln, one of roughest neighbourhood in Freedom City
  • Secret (Black Avenger identity): Wilson Jeffries - the former Black Avenger - revealed his identity to Lemar
  • Very Busy Schedule: Between school, running with the Next-Gen and helping mr. Jeffries, Lemar has pretty much no time for himself. Luckily mr. Jeffries is covering Lemar, so his family doesn't worry too much about him being on drugs or something similar

:arrow: coontinuing with my Claremont Academy builds, sonic isn't too different from his standard version, except he's a bit lower in the PL department. Given that his most common opponents are common criminals, not super-villains, I think that PL7 and a semi-environmental specialist deal should put him at the top of the foodchain

:arrow: the biggest problem with hsi attack is that they are all area effects, which makes Sonic a bit of a danger for his teammates as well as his enemies. Still it makes him a supreme example of minion-swatter

:arrow: the Drawback simulate Sonic relative inexperience in using his powers, he hasn't learned how to use them to shield his ears, a more adult version of him will probably lose it. Plus I'm usually very disappointed by the fact that no hero with super-senses is actually vulnerable to sensory-based attacks

:arrow: the Mentor benefit is exclusive to young heroes and represent a very close relationship with a veteran hero. While many characters in FC might have it I think that only Sonic, Bolt and perhaps Seven need to stress this element - Bowman and Raven have pretty much outgrowth the mentor/pupil kind of deal with their families
Last edited by Woodclaw on Sun Oct 16, 2011 3:39 am, edited 1 time in total.
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#408 Generations of Freedom: Bankshot

Postby Woodclaw » Thu Oct 06, 2011 9:32 am

Image
Believe what you want, I don't see how being a blond can be of any advantage when dealing with maths.

Bankshot
Idalyz Eva Melendez

Power Level: 8 (119pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 14 (+2), INT: 14 (+2), WIS: 16 (+3), CHA: 12 (+1)

Skills: Acrobatics 4 (+8), Bluff 3 (+4), Climb 3 (+5), Concentration 2 (+5), Diplomacy 4 (+5), Escape Artist 3 (+7), Language 3 (English [fair], Braille [see notes]; native: Spanish), Notice 5 (+8), Perform (stringed instruments) 4 (+5), Search 5 (+7), Sense Motive 5 (+8), Sleight of Hand 1 (+5), Stealth 3 (+7), Swim 3 (+5)

Feats: Attack Focus 2 (melee), Bank Shot 2, Cunning Fighter, Defensive Roll 3, Defensive Throw, Dodge Focus 4, Elusive Target, Equipment 2, Improved Block 1, Improved Disarm 1, Improved Initiative 1, Improved Ranged Disarm, Improved Trip, Power Attack, Precise Shot 1, Stunning Attack, Sweeping Strike, Throwing Mastery 2, Weapon Bind

Powers:

Enhanced Proprioception (Super-Movement 2 [Perfect Balance, Slow Fall]; Flaw: Limited [Slow Fall requires an avaible handhold]; 3pp)
Mental Eye (Super-Senses 6 [Blindsight (mental), Extended 1 (Blindsight), Uncanny Dodge 1 (mental)]; 6pp)

Equipment:

Combat Baton (Array [Disguised]; 7ep)
- Baton Strike (+1 blundgeon damage; crit 20; Mighty, Masterwork, Split Attack 1)
- Baton Toss (+2 Blundgeon damage; crit 20; 20' [thrown]; Mighty 2, Split Attack 1, Side-Effect [disarmed on a failed attack roll])
- Swingline (Super-Movement 1 [Swinging])


3ep in mission equipment

Combat: Attack +10 (+12 melee); Damage +2 (unarmed), or by weapon of choice; Defense +11 (+4 Flat-footed); Initiative +8

Saves: Toughness +5 (+2 Flat-footed), Fortitude +5, Reflex +7, Will +6

Drawbacks: Disability (blind [uncommon, minor]; -1pp)

Abilities 28 + Skills 12 (48 ranks) + Feats 28 + Powers 9 + Combat 34 + Saves 9 - Drawbacks 1 = 119

Complications:
  • Responsibility (family): Idalyz send every penny she can spare to her family in Caracas
  • Rivalry (jocks and chicks): being completly unconcerned with physical appearence Idalyz tend to say things to the "beatiful kids" that are better to be left unspoken
  • Shy: Idalyz is very shy and reserved
  • Under Pressure: lots of people at Claremont's think that Idalyz is unconsciously holding back - especially in the social field - and are putting pressure on her to strive for even bigger results

:arrow: having built the counterparts for Nightwing and Static, Bankshot seemed a logical choice - being pretty much a distaff counterpart to Daredevil - as anothet street-level hero in training

:arrow: there's nothing particularly fancy about this build, except that using the Bankshot Feat Idalyz can effectivly apply Split Attack against two distant targets

:arrow: the Braille provides only an alphabeth instead of a proper language, hence it costs only 1 rank
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#409 Generations of Freedom: Zarana

Postby Woodclaw » Tue Oct 11, 2011 2:09 pm

Image
Inappropriate? But, this is what I wear at home.

Zarana
Susanna Challenger

Power Level: 8 (121pp)

Abilities: STR: 16 (+3), DEX: 20 (+5), CON: 16 (+3), INT: 14 (+2), WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 3 (+8), Climb 3 (+6), Handle Animal 6 (+8), Intimidate 4 (+6), Language 11 (English [good], Latin [good], 5 at GM choice; native: Quechua [good]), Medicine 2 (+4), Notice 5 (+7), Ride 1 (+6), Search 3 (+5), Sense Motive 4 (+6), Sleight of Hand 1 (+6), Stealth 3 (+8), Survival 6 (+8), Swim 4 (+7)

Feats: Acrobatic Bluff, Animal Empathy, Defensive Roll 2, Dodge Focus 2, Endurance 1, Environmental Adaptation 1 (jungle), Equipment 2, Favored Environment 2 (jungle), Grappling Finesse, Luck 1, Minions 3 (Squeaker [Micro-Raptor]), Monkey Climber, Move-by Action, Power Attack, Rage 1 (5 rounds), Sneak Attack 1, Track, Uncanny Dodge 1 (auditory)

Challenges: Accelerated Acrobatics, Accelerated Climb 1, Accelerated Stealth 1, Perfect Balance, Slip Between Cover 1

Powers:

Fast and Strong (Array 1; PF: Alternate Power 1; 3pp)
-- Base Power: Super-Strength 1 (heavy load: 460 lbs)
-- AP: Multiple Powers (Speed 1 + Leaping 1)

Jungle Runner (Super-Movement 2 [Slow Fall, Swinging]; Flaw: Limited [Slow Fall requires an avaible handhold]; 3pp)

Equipment:

Arsenal (Array; 9ep)
- Bow (+3 piercing damage; crit 20; Mighty 3, Full Power, Lethal Only)
- Knife (+1 Piercing or Slashing damage; crit 19; 10' [thrown]; Mighty)
- Spear (+2 piercing damage; crit 19; 10' [thrown]; Adaptable, Extended Reach 1, Mighty)


1ep in mission equipment

Combat: Attack +8; Damage +3 (unarmed), or by weapon of choice; Defense +9 (+4 Flat-footed); Initiative +5

Saves: Toughness +5 (+3 Flat-footed), Fortitude +5, Reflex +7, Will +6

Abilities 34 + Skills 14 (56 ranks) + Feats 29 + Powers 6 + Combat 30 + Saves 8 + Drawbacks 0 = 121

Complications:
  • Hatred (poachers, animal abusers and others): don't even hurt an animal or wear a fur near Susanna, unless you have a major deathwish
  • Honor (law of the jungle):while Susanna is a pretty decent person, she has a very strange sense of justice that mixes the classic law of the jungle with a fair share of Dante's contrapasso. She is notorious for doing things like leaving fighting dogs trainers in a sealed room with some very angry dogs
  • Rebelious Youth: as a consequence of her "primitive" education, Susanna tend to clash with authorities more often than any of her friends
  • Rivalry (Duncan Summers): as the closest authority figure and a very strict man, Susanna considers Duncan Summers something of a personal tormentor

:arrow: I have to admit that I have some very mixed feelings about the Archetypes Books, the quality control is very hit-or-miss and the ideas... well, some builds are great, others are barely tollerable. Zarana is sort of a middle ground thanks to her concept. Opposite to other build that strive to be original at any cost Zarana is a very simple idea: a classic second generation jungle character

:arrow: my version of Zarana gave her some extra in the power department, namely super-stregth and speed. Some twists regarding skills and I made her into a semi-environmental specialist (lots of my teen builds are going that way). Plus I gave her a little expanded arsenal, instead of just a knife

:arrow: the incredibly high language rank might surprise some people, but Susanna grew up in a bilingual family and in a land that features dozen of different tribes and dialects, being fluent in multiple languages is a must for her

:arrow: Squeaker is a Micro-Raptor, a pint-sized version of a Velociraptor/Deinochus - possibly a mutation from the Lost Land - he's mostly useless in combat, but can provide some interesting plot ideas

Squeaker

Power Level: 4 (40pp)

Abilities: STR: 6 (-2), DEX: 16 (+3), CON: 10 (+0), INT: 2 (-4), WIS: 10 (+0), CHA: 6 (-2)

Skills: Acrobatics 2 (+5), Notice 5 (+5), Survival 5 (+5)

Feats: Attack Focus (melee) 5, Defensive Roll 3, Improved Critical (Claws (Strike 1)), Improved Initiative, Power Attack, Rage, Uncanny Dodge (visual)

Powers:

Shrinking 8 (Tiny; Extra: Duration 1 [continuous]; Flaw: Permanent; 8pp)
Claws (Strike 1; PF: Improved Critical 1; 2pp)
Leaping 1 (jumping distance x2; 1pp)
Speed 1 (10 mph; 1pp)
Super-Senses 3 (Low-Light Vision, Scent, Tracking 1 [scent]; 3pp)

Combat: Attack +2 (+7 melee); Damage +1 (claws); Defense +7 (+4 Flat-footed); Initiative +7

Saves: Toughness +1 (-2 Flat-footed), Fortitude +4, Reflex +5, Will +3

Drawbacks: Disability (mute [very common, moderate]; -4pp), Disability (limited manipulation [common, moderate]; -3pp)

Abilities -2 + Skills 3 (12 ranks) + Feats 12 + Powers 15 + Combat 10 + Saves 9 - Drawbacks 7 = 40
"Yes, it's a bloody flying alligator setting fire to my city!"

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#410 Generations of Freedom: Ripper

Postby Woodclaw » Fri Oct 14, 2011 1:56 pm

Image
People don't like me when I'm angry.

Ripper
Crystal "Crissy" Tiffany Gaithers

Power Level: 8 (122pp)

Abilities: STR: 12/24 (+1/+7), DEX: 14/24 (+2/+7), CON: 12/20 (+1/+5), INT: 14/6/12 (+2/-2/+1), WIS: 14/18 (+2/+4), CHA: 16/8 (+3/-1)

Skills: Bluff 2 (+5/+1), Climb 2 (+3/+9), Craft (artistic) 3 (+5/+1/+4), Diplomacy 2 (+5/+1), Handle Animal 2/6 (+5), Intimidate -/9 (+3/+8), Knowledge (art) 2 (+4/+0/+3), Knowledge (popular culture) 3 (+5/+1/+4), Language 2 (German [fair]), Notice 4 (+6/+8), Perform (cheerleader) 2 (+5/+1), Sense Motive 4 (+6/+8), Stealth -/3 (+2/+10), Survival -/4 (+2/+8), Swim 4 (+5/+11)

Feats: Accurate Attack, Animal Empathy, Attack Focus 2/4 (melee), Bishonen 1/0, Distract 1 (Bluff/Intimidate), Dodge Focus 2/6, Improved Defense 1, Move-by Action, Power Attack, Teamwork 1

(Defensive Roll 2, Defensive Throw, Fearsome Presence 4, Improved Critical 1 [Claws], Improved Trip, Rage 1 [5 rounds], Set-Up, Startle, Takedown Attack 1)

Powers:

Elder World Denizen (Super-Senses 1 [Mystical Awareness]; 1pp)
Regeneration 8 (Recovery Bonus +4, Bruised [1 round], Injured/Staggered [20 minutes], Disabled [5 hours]; PF: Diehard; 9pp)

The Beast (Alternate Form 12; Flaw: Tainted [animalistic behaviour]; Drawbacks: One-Way Transformation 1 [can't revert back for at least an hour], Temporary Disability 3 [mute]; 44pp)
-- Enhanced Constitution 8
-- Enhanced Dexterity 10
-- Enhanced Strength 12
-- Enhanced Wisdom 4
-- Reduced Intelligence 8
-- Reduced Charisma 8
-- Enhanced Attack 2
-- Enhanced Skills 5 (Handle Animal +4, Intimidate +9, Stealth +3, Survival +4)
-- Enhanced Feats 17 (see above, plus replace Distract [Bluff] with Distract [Intimidate])
-- Regeneration 8 (Enhance the Basic regeneration to the following [Bruised (no action), Injured/Staggered (1 minute), Disabled (20 minutes)])
-- Speed 3 (50 mph; PF: Alternate Power 1; Flaw: Limited [only while running on all four; 2 ranks])
---- AP: Leaping 2 (jumping distance x5)
-- Super-Senses 4 (Low-Light Vision, Scent, Tracking 1 [scent], Uncanny Dodge 1 [olfactory])


Gradma Amulet (Device 3 [hard to lose]; 12pp)

Devices:

Gradma Amulet (15pp of effect)
- Enhanced Intelligence 6 (Flaw: Restorative)
- Taming the Beast (Removes the Tainted Flaw from the Beast form)

Combat: Attack +3/+5 (+5/+9 melee); Damage +1/+7 (unarmed), or by power of choice; Defense +5/+9 (+2 Flat-footed); Initiative +2/+7

Saves: Toughness +1/+7 (+1/+5 Flat-footed), Fortitude +3/+7, Reflex +4/+9, Will +4/+6

Drawbacks: Involuntary Transformation (must become the Beast once every few days [Common, DC20]; -4pp)

Abilities 22 + Skills 8 (32 ranks) + Feats 12 + Powers 66 + Combat 12 + Saves 6 - Drawbacks 4 = 122

Complications:
  • Accident (Where's my Talisman?): sometimes Crissy miplace her Talisman - and at least once it was stolen - in this case using her powers became much of a problem
  • Friendship (Quo-Dis): Quo-Dis is Crissy roomate and they share a very deep friendship, which includes shielding the naive Ultiman from the worst Daisy Gibbons' clique tend to throw at her
  • Reputation (the Beast within the Beauty): having a bloodthirsty beast inside you doesn't help much with your social life
  • Responsibility (duties under the Concordia Threaty): as a denizen of the Elder World, crissy must abide to the laws of the Concordia Threaty
  • Rivalry (Daisy Gibbons): Crissy can barely stand Daisy Gibbons, considering her a twisted reflection of what she could have become herself
  • Secret (almost lesbian): Crissy is bisexual with a strong turn toward women, something she isn't very comfortable with


:arrow: ok, Ripper is one of those builds that I was aching to post, I love the concept, but the execution was - in my opinion - lacking. The two main weaknesses were the low intelligence of the beast form (I've tried to play low intelligence characters, it's fun but also very difficult) and the Normal Identity, there's no way to prevent the transformation short of knocking out Crystal, which means that it doesn't qualify for the drawback

:arrow: I've tried to keep my modifications to a minimum, the beast form works the same way (the stats after the slashes are for the Beast form), but I added the talisman to keep the side effects in check. It doesn't restore CRystall full Int score, but allows her to remain decently intelligent

:arrow: this is also the first time I mentioned the Elder World, it's pretty much my meta-setting for supernaturals, it started as an alterntive to the World of Darkness but the final version is much more closer to Dresden Files. I'll post some other details as soon as possible
Last edited by Woodclaw on Mon Dec 26, 2011 2:04 pm, edited 1 time in total.
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#411 Generations of Freedom: Bolt

Postby Woodclaw » Tue Oct 18, 2011 12:44 pm

Image
Dad issues? Of course I have dad issues, but that doesn't mean that I don't like to hang out with him.

Bolt
Raymond "Ray" Gardner Jr.

Power Level: 7 (88pp)

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

Skills: Bluff 4 (+5), Computers 3 (+3), Concentration 3 (+4), Diplomacy 2 (+3), Knowledge (popular culture) 7 (+7), Language - (native: English [good]), Notice 3 (+4), Perform (comedy) 2 (+3), Search 4 (+4), Sense Motive 3 (+4), Sleight of Hand 3 (+5), Stealth 2 (+4)

Feats: Accurate Attack, Attack Specialization 1 (Electrical Control), Benefit 1 (mentor [Captain Thunder]), Defensive Roll 1/3, Dodge Focus 1/5, Equipment 1, Fascinate (Perform), Improved Disarm 1, Improved Ranged Disarm, Move-by Action, Set-Up

(Improved Initiative 2, Uncanny Dodge 1 [visual])

Powers:

Electrical Control (Array 8; PF: Alternate Power 1; 17pp)
-- Base Power: Lightning Bolt (Blast 8)
-- AP: Taser Charge (Stun 5; PF: Sedation; Extra: Range 1 [ranged])

Fast as Lightning (Enhanced Feats 7 [Defensive Roll 2, Dodge Focus 4, Uncanny Dodge 1 (visual)]; 7pp)
Super-Senses 1 (Electrical Awareness; 1pp)
Super-Speed 2 (PF: Moving Feint, Wall Run; 14pp)
-- Quickness 2 (task speed 5x)
-- Speed 5 (250 mph; PF: Moving Feint)


Equipment: Cell Phone (with Panic Button; 1ep), Costume (Protection 2 [subtle]; 3pp), Bag of Dices (0ep)

1ep in mission specific equipment

Combat: Attack +4 (+6 with Electrical Control); Damage +0 (unarmed), or by power of choice; Defense +8 (+2 Flat-footed); Initiative +10

Saves: Toughness +6/+4 without costume (+3/+1 Flat-footed), Fortitude +3, Reflex +6, Will +5

Drawbacks: Involuntary Transformation (when in contact with large amounts of water [common, irresistible]; -5pp)

Abilities 10 + Skills 9 (36 ranks) + Feats 11 + Powers 39 + Combat 14 + Saves 10 - Drawbacks 5 = 88

Complications:
  • Helicopter Parents: while they are very proud of him, Ray's parents are also very worried, as a result Captain Thunder tend to drop by at Claremont a little too often
  • Hyperkinetic: possibly a consequence of his power, Ray is hyperkientic, he has serious trouble to simply stay still for any prolonged amount of time
  • Prejudice (just a kid): Ray is very young, even by the standards of the Next-Gen, as a result lots of people don't take him seriously
  • Reputation (gamer and proud of it): Ray makes no secret of being a hardcore gamer, which all the usual attached clichés
  • Responsibility (legacy of Captain Thunder): as son of Captain Thunder, Ray is under a considerable pressure to live up to his father's name

:arrow: originally I thought about posting Bolt along with Captain Thunder as some sort of family build, but since CT build isn't ready yet I decided to finish rounding up the Claremont students first

:arrow: overall Bolt is a build that doesn't satisfy me all that much. It's good to see a character that has that "normal person getting powers" feeling, but on the other hand he came out horribly underpointed and extremly reliant on his powers to do anything

:arrow: respect to the RAW version I decided to gave Bolt proper Super-Speed, instead of simply Speed, since it makes sense that someone able to manipulate electricity can enjoy accelerated reflexes and thought processing

:arrow: overall Bolt is a mean combo, being able to dish out a decent amount of damage and move out of the way before the enemy can counterattack, pretty much like an A-10 "Warthog"

:arrow: Ray's cell was modified by Daedalus - at Captain Thunder's request - to include a panic button, a one-shot emergency communicator with the Freedom League communication array. This was deemed a precaution - and similar cells were handled to other relatives of the Leaguers - until Ray's powers manifested, right now he keeps it just in case

:arrow: if Bolt comes into contact with a large amout of water (anything from his body mass upward) his powers will short circuit, lesser amounts of water (like rain or a shower) might cause some minor discharge, usually very spectacular, but harmless
Last edited by Woodclaw on Sat Oct 29, 2011 6:24 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#412 Generations of Freedom: Megastar

Postby Woodclaw » Wed Oct 19, 2011 10:18 am

Image
It was awesomesau... err, I mean... I think we did a pretty good job, fellow heroes.

Megastar
Christopher "Chris" Beck

Power Level: 9 (120pp)

Abilities: STR: 10/32 (+0/+11), DEX: 12 (+1), CON: 12/26 (+1/+8), INT: 10 (+0), WIS: 12 (+1), CHA: 10 (+1)

Skills: Bluff 6 (+6), Climb 2 (+13), Computers 3 (+3), Diplomacy 4 (+4), Knowledge (popular culture) 6 (+6), Language - (native: English [good]), Notice 3 (+4), Search 4 (+4), Sense Motive 4 (+5), Stealth 2 (+3), Swim 2 (+13)

Feats: Attack Specialization 1/2 (unarmed), Benefit 1 (advice from M.E.G.A.S.), Dodge Focus 2/4, Taunt

Powers:

M.E.G.A.S. (Container 17 [active]; 85pp)
-- Enhanced Constitution 14
-- Graviton Blast (Blast 11; PF: Accurate, Alternate Power 1)
---- AP: Enhanced Strength 22
-- Enhanced Feats 6 (Attack Specialization 1 (unarmed), Beginner's Luck, Dodge Focus 2, Eidetic Memory, Untapped Potential)
-- Flight 7 (PF: Alternate Power 1, Dynamic, Dynamic Alternate Power 1, Subtle 1)
---- DAP: Super-Strength 5 (heavy load: 33 tons)
---- AP: Space Travel 3 (5c)
-- Immunity 10 (Life Support, Starvation & Thirsts)
-- Protection 3 (Impervious 8 [ranks])


Combat: Attack +3 (+7 unarmed, +5 graviton blasts); Damage +0/+11 (unarmed), or by power of choice; Defense +7 (+2 Flat-footed); Initiative +1

Saves: Toughness +1/+11 (Impervious 8), Fortitude +3/+10, Reflex +4, Will +6

Drawbacks: Involuntary Transformation (if exposed to certain radiation frequencies [uncommon, irresistible]; -4pp), Normal Identity (if unable to touch the Activation Mark [free action]; -3pp)

Abilities 6 + Skills 9 (36 ranks) + Feats 9 + Powers 80 + Combat 12 + Saves 10 - Drawbacks 7 = 119

Complications:
  • Enemy (Doctor Otaku): recently Doctor Otaku has started to show a deep interest into separating Chris from M.E.G.A.S.
  • Kid in a man's body: while he crafted Meg's apppearence to look like a grown up hero (he recently started to reverse the process), Chris is actually barely a teen. As a result he must be very careful to disguise his real age
  • Love (Serena Vervain): Chris has an embarassing crush for his fellow student Serena Vervain
  • Rivalry (Magni): until Magni's arrival Chris was regarded as the top dog of the Academy, while he's still more powerful, Magni is a lot more skilled and had beaten him several times
  • Wanted (by the Lor military): M.E.G.A.S. was originally under the custody of the Lor military - but they weren't the original developer - currently they are still considering the possibility to separate Chris from it
  • What is Meg?: Chris loves being a superhero and consider M.E.G.A.S. the greatest thing that even happened to him, but sometimes he can't but be afraid of her and remember what he heard the first time she activated


:arrow: I admit I wasn't particulary eager to work on Megastar (and I think that the build reflect this), unfortunatly he's based around a concept that I never really liked: the man-child hero. While the Marvels are fine and lot of other good characters are build around this concept (the classic version of Lion-O for example), the overall effect adds a layer of creepiness to the character that I found really unpalatable

:arrow: as far as powers goes, Chris is pretty much a standard flying brick, with the added extra of an internal A.I. system that grants him some extra feats and complications, plus some great opportunities for roleplay

:arrow: as with Bolt, Chris is very underpointed thanks to his inexperience and young age, he's not a bad fighter but he's still very raw and dependent on M.E.G.A.S.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#413 Generations of Freedom: Seven

Postby Woodclaw » Sat Oct 22, 2011 4:20 am

Image
I know that I look creepy, but it's part of the job description.

Seven
Serena Vervain

Power Level: 8 (116pp)

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

Skills: Bluff 2 (+5), Concentration 4 (+7), Craft (alchemy) 3 (+5), Diplomacy 2 (+5), Intimidate 3 (+6), Knowledge (arcane Lore) 6 (+8), Knowledge (history) 3 (+5), Language 8 (Latin [poor], Old Atlantean [fair], Spanish [good], 2 at GM choice; native: English [good]), Medicine 1 (+4), Notice 3 (+6), Perform (stringed instruments) 2 (+5), Search 5 (+7), Sense Motive 3 (+6), Sleight of Hand 3 (+4)

Feats: Accurate Attack, Attack Specialization 2 (Magic), Benefit 1 (Mentor [Adrian Eldrich]), Benefit 1 (Seventh of the Bloodline), Distract 1 (Intimidate), Dodge Focus 2, Leadership, Luck 1, Power Attack, Ritualist, Rousing Speech 1 (Intimidate), Teamwork 1, Trance, Untapped Potential

(Dedicated Dodge, Quick Change 2, Uncanny Dodge 1 [mystical])

Powers:

Arcane Shield (Linked: Force Field + Shield; Drawbacks: Power Loss 3 [if unable to speak and gesture freely]; 5pp)
-- Linked: Force Field 6 (Drawbacks: Part of Body 1 [hemisphere])
-- Linked: Shield 4 (PF: Dedicated Dodge, Uncanny Dodge 1 [mystical])


Magic (Array 12; PF: Affect Insubstantial 2, Alternate Power 6, Variable Descriptor 1 [any elemental]; Power Loss 3 [if unable to speak and gesture freely]; 30pp)
-- Base Power: Elemental Control (Move Object 7 [heavy load: 3200 lbs]; Extra: Damaging; Flaw: Limited [one element at time])
-- AP: Basic Transformation Spell (Enhanced Feats [Quick Change 2]; Extra: Affect Others, Range 2 [Perception])
-- AP: Claivoyance (ESP 6 [all senses; 20 miles])
-- AP: Counterspell (Nullify 8 [all magical effects]; Extra: Range 1 [Perception])
-- AP: Elemental Chains (Snare 7; Extra: Regenerating)
-- AP: Levitation (Flight 3 [50 mph]; PF: Slow Fade 2; Extra: Affect Others, Area [burst, general], Independent, Total Fade)
-- AP: Summon Elemental (Summon 8; Extra: Type 1 [Elemental]; Flaw: Limited [rank limited by the avaible raw elements in the area])


Witch Senses (Super-Senses 3 [Detect 2 [magic, visual], Mystical Awareness]; 3pp)

Combat: Attack +5 (+9 with magic); Damage +1 (unarmed), or by power of choice; Defense +9/+5 without shield (+2 Flat-footed); Initiative +5

Saves: Toughness +7/+1 without Force Field, Fortitude +4, Reflex +5, Will +7

Abilities 22 + Skills 12 (48 ranks) + Feats 17 + Powers 38 + Combat 16 + Saves 11 + Drawbacks 0 = 116

Complications:
  • Enemy (Lucius Calbot): while Serena doesn't know it, but Lucius Calbot has hunted down several of her ancestors and is looking for her
  • Prejudice (thou shall not suffer a witch to live): Serena is very proud of her witch heritage, something that many of the most puritan parts of Freedom City public
  • Reputation (lesbian, or at least bi): due to a certain popular TV show her friends automaticly assume that Serena is lesbian - or at least bi - which she isn't
  • Responsibility (under the Concordia Threaty): as a denizen of the Elder World, Serena is bound to respect the Threaty
  • Rivalry (Helena Mephiskos): as the two most prominent young witches of their generation Helena and Serena have a bit of friendly rivalry going on


:arrow: finally, Seven was something I was aching to post. Why? Well, one of my objectives with these builds was also to rebuild some power settings to make the characters more focused or well-defined and few needed this more than comic-book magicians

:arrow: my version of Serena takes lots of hints from Dresden Files, Serena is very skilled at conjuration, she can hurl some powerful elemental attacks, but she lacks potential in some more subtle ways of magic (like illusion or mind control), also she can work as "Team Taxi"

:arrow: the variable descriptor on her Magic Array is a bit of cheating, pretty much Serena can use any Elemental Control effect, but only one element at a time

:arrow: the Arcane Shield is something I'm planning to include in all my magician builds, I don't like the full force field and the idea of a directional shield works a lot better in my mind. Overall this gave less protection, but more options to the build

:arrow: Serena has a also some great leadership potential, given that she's probably the most balanced and reliable member of the Next-Gen
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: #31 Generationverse (Modern age/Hero High): Witchling

Postby Woodclaw » Mon Oct 24, 2011 1:18 am

Having built Seven, I went back and reworked her friend/rival Witchling (an OC of mine) to match. I like this version a lot more than the original

Woodclaw wrote:Image
Image from Tatah-chan gallery on Deviantart (then photoshoped by me)

The cat... the broom.. I know it's cliche, but it works

Witchling
Helena Mephiskos

Power Level: 8 (117pp)

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

Skills: Bluff 3 (+5), Concentration 3 (+6), Diplomacy 3 (+5), Escape Artist 2 (+3), Gather Information 2 (+4), Investigate 1 (+3), Knowledge (arcane Lore) 5 (+7), Knowledge (Literature) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 8 (Ancient Greek [fair], English [fair], Latin [fair], Old Atlantean [poor], 1 at GM choice; native: Greek [good]), Notice 2 (+5), Perform (keyboards) 3 (+5), Search 4 (+6), Sense Motive 3 (+6), Stealth 3 (+4), Swim 4 (+5)

Feats: Accurate Attack, Attack Specialization 1 (staves), Attack Specialization 1 (magic), Benefit 1 (Bloodline of Delphi), Benefit 1 (mentor [dad]), Defensive Attack, Dodge Focus 2, Equipment 1, Luck 1, Minions 2 (Cosmic Creepers [black cat familiar]), Ritualist, Trance

(Dedicated Dodge, Uncanny Dodge 1 [mystical])

Powers:

Arcane Shield (Linked: Force Field + Shield; Drawbacks: Power Loss 3 [if unable to speak and gesture freely]; 5pp)
-- Linked: Force Field 8 (Drawbacks: Part of Body 1 [hemisphere])
-- Linked: Shield 2 (PF: Dedicated Dodge, Uncanny Dodge 1 [mystical])


Magic (Array 14; PF: Affect Insubstantial 2, Alternate Power 6; Power Loss 3 [if unable to speak and gesture freely]; 33pp)
-- Base Power: Glamour (Illusion 8 [all senses]; PF: Progression 4 [area]; Flaw: Phantasms)
-- AP: Counterspell (Nullify 8 [all magical effects]; Extra: Range 1 [Perception])
-- AP: Eerie Lights (Dazzle 9 [Visual]; Extra: Area [Burst, Targeted])
-- AP: Oracle (Super-Senses 8 [Precognition, Postcognition]; Flaw: Tiring)
-- AP: Touch of the Mother (Healing 7; PF: Stabilizing; Extra: Energizing)
-- AP: Veil (Concealment 10 [all senses]; PF: Close Range; Extra: Affect Others; Flaw: Passive)
-- AP: Word of Terror (Paralyze 9; Extra: Range 1 [Ranged])


Witch Senses (Super-Senses 2 [Empatic Link (to Cosmic Creepers), Mystical Awareness]; 2pp)

Ankh of Death (Device 1 [hard to lose]; 4pp)
Broom (Device 1 [easy to lose]; 3pp)

Devices:

Broom (5pp of effects)
- Flight 3 (50 mph; PF: Alternate Power 1, Subtle 1; Flaw: Platform)
--- AP: Staff (Strike 2; PF: Extended Reach 1, Mighty)

Ankh of Death (5pp of effects)
- Mark of Death (the Ankh indicate that Helena is under the patronage of Death herself)
- Environmental Control 2 (Light; Flaw: Range 1 [Touch])
- Super-Movement 1 (Dimensional 1 [to the Sunless Lands])

Equipment: Aviator Googles (1ep), Cell Phone (1ep)

3ep in free equipment

Combat: Attack +5 (+7 with magic or Staves); Damage +1 (unarmed), or by power of choice; Defense +7/+5 without shield (+2 Flat-footed); Initiative +1

Saves: Toughness +9/+1 without Force Field, Fortitude +5, Reflex +5, Will +6

Drawbacks: Involuntary Transformation (parental power-lock [common, DC20]; -4pp)

Abilities 20 + Skills 13 (52 ranks) + Feats 14 + Powers 47 + Combat 16 + Saves 11 - Drawbacks 4 = 117

Complications:
  • Friendship (Death of the Endless): Helena is a very close friend with Death herself, who in turns pointed out that Helena is "very close almost another facet" whatever that means
  • Prejudice (goth looking): Helena likes to dress in a goth-like style, which makes her subject to some clichés
  • Responsibility (Bloodline of the Oracle): through her mother side Helena is a linear descendant from the first oracle of Delphi, which somehow links with the Greek Gods - and she doesn't like it
  • Responsibility (under the Concordia Threaty): as a denizen of the Elder World, Helena is bound to respect the Threaty
  • Rivalry (Serena Vervain): as the two most prominent young witches of their generation Helena and Serena have a bit of friendly rivalry going on
  • What, that's just magic: being the daughter of a powerful wizard and the last descendant of the Oracle of Delphi might give soem problem with the perception of reality


:arrow: Helena is the last member of my Greek superheroes family, and the first of my teen builds, she was easier to stats than I originaly thought. She's more or less a pastiche of her relatives having magical abilities from her father, some limited precognition from her mother and some training with combat staves from her aunt (that she uses with her broom). Overall I like her a lot, being a more ballanced builds respecto many other magicians

:arrow: like I did with Seven I tried to focus Helena's abilities into a particular direction, she has a knack for illusion and mind control, not so much for more direct applications

:arrow: the drawback simulate the seal her father placed on her powers when she was younger. Her parents can instantly depower Helena using a sort of password. However the seal is slowly wearing off so sometimes it didn't work

:arrow: Helena familiar is a very creepy looking black cat, that she named after one her favourite movies

Image
Image from the gallery of Pannya on Deviantart

Cosmic Creepers

Power Level: 3 (42pp)

Abilities: STR: 2 (-4), DEX: 16 (+3), CON: 10 (+0), INT: 10 (+0), WIS: 14 (+2), CHA: 6 (-2)

Skills: Acrobatics 4 (+7), Notice 5 (+7), Sense Motive 3 (+5), Stealth - (+11), Survival 4 (+6)

Feats: Accurate Attack, Acrobatic Bluff, Attack focus 1 (Melee), Defensive roll 3, Improved Trick, Monkey Climber, Sneak attack 1

Challenges: Accelerated acrobatics, Acceletared Stealth 1

Powers:

Claws (Strike 1; PF: Improved critical 1; 2pp)
Leaping 1 (Jumping distance x2; 1pp])
Shrinking 8 (Flaw: Permanent; 8pp)
Speed 1 (10 mph; 1pp)
Super-senses 2 (Low-light vision, Scent; 2pp)

Familiar link (Super-senses 1 [Empatic Link (to Helena, mental)]; 1pp)

Combat: Attack +2 (+3 melee); Damage +1 (claws); Defense +5 (+3 Flat-footed); Initiative +3

Saves: Toughness +1 (-2 flat-footed), Fortitude +3, Reflex +5, Will +5

Drawbacks: Disability (Mute; Very common, Moderate; -4pp), Disability (No hands; Very common, Moderate; -4pp)

Abilities 6 + Skills 4 (16 ranks) + Feats 11 + Powers 15 + Combat 6 + Saves 8 - Drawbacks 8 = 42



Background

Full name: Helena Mephiskos
Citizenship: Greek citizen with no criminal records
Birth: 21th March 1994, Chios (Χίος), Greece
Profession: student
Active as hero: 2007 - present

Personality

Helena has a very positive personality, she only dress black and goth-like because she likes it. Unfortunatly many people don't look beyond her appearance and her very sharp wits, as a result she is now very careful about choosing her friends.

Generations factor

Helena is the only daughter of Aristotle Mephiskos and Andromache Phocas. She has inherited the abilities of both sides of her family.

Origin

Like many others second or third generations supers Helena doesn't feel to be different or strange. In her case, the fact that both her parents retired before she was born gave her a blessedly more normal perspective about life, but still magic was part of her life since she was born.
Helena's abilities and powers grew at a very steady rate, thanks to her father tutorage. When she was eight her father started to worry about such a quick power increase and placed a seal on her that allowed him and his wife to lock Helena's powers away. But even this couldn't prevent what followed, during a field trip Helena had an accident and she met Death herself, who gave Helena a copy of Ankh and the seal started to wear off.
At the present Helena had a couple of adventures, but she doesn't consider herself to be a "real" superhero. During the last one she met with the Next-gen and started to develop a friendship-rivalry with Seven.
Today she is evaluating the invitation from Seven and Duncan Summers to go to to Freedom City and attend the claremont Academy, this has caused a considerable trouble in her family, her father isn't very pleased with the idea (he doesn't like the US scholarity system), but her aunt Cassandra is backing it up, secretly hoping to met Duncan Summers again.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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Re: Woodclaw's 2E - FC: Ripper, Bolt, Megastar, Seven, Witchling

Postby Aerlwyn » Mon Oct 24, 2011 5:28 am

Really enjoy how you have the magician/witch sorted, a very interesting build and look to the character. Hope to see more of your character posts.
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