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  • Builds of FuzzyBoots

    I'm slowly porting my old 2E builds over from the Atomic Think Tank. Many of them were done in Hero Lab. Others were done in the old Excel Character sheet. I figure I'll go ahead and standardize them, using my Custom XML BBCode output program.

    2E
    Original
    • Magical Pretty Princess Loli-Chan - PL10 - Involuntary Magical Girl
    • Karl Immerman - PL6 - Displaced E.M.S. Worker
    • Captain Junk - PL6 - Fear his Massive JUNK!
    • Grappler Baki - PL10 - Shameless Powerhouse rip-off who focuses on grappling
    • Gerald Buford - PL4 - Hermit Hunter of Twin Peaks
    • Blue Eyes - PL4 - Magic Eyes Bounty Hunter
    • Presto the Magician - PL10 - Pulp Era Mentalist
    • Richard Barnes - PL4 - Silver-tongued Psych Student
    • Gaea's Fist - PL10 - What if Ma-Ti of the Planeteers was a bad-ass eco-terrorist?
    • Inertia - PL7 - Speedster Brick whose football theme expresses his desire to go back to being a normal college football player.
    • Boomer - PL10 - Explosives guy. That place where you're standing? He anticipated you and mined it. *click*
    • Tarot - PL8 - Animates images and draws upon the imagery of the Tarot for mystical empowerment. Obvious homage. So far, I've built summons based upon the four suits.
    • Ubik - PL8 - Skill Monkey who spreads himself around.
    • Mechanix - PL10 - An underdeveloped attempt at a giant robot with Gestalt components. No backstory yet.
    • Revenant - PL8 - My first PbP submission ever on the ATT, a zombie who, upon dying, inhabits the nearest dead body.
    • Prinny Y - PL10 - A special snowflake Prinny from the Disgaea universe.
    • Defenders Six - A PL 10 Pulp-Era team consisting of The Flaming Dwarf, The Plastic Hunchback, Lady TNT, Michael Hangman, Radar Doc, and Face Cook. Names by the Golden Age Name Generator. Builds by me.
    • Buzz - PL8 - A fragile speedster with duplicating powers and much teen angst. Adapted from my 1E character of the same name and abilities.
    • Xerxes Gregorson - PL5 - A capoeiristra submission for the Ranger Corps game. His transformed stats are available near the end of the same entry.
    • Mary Marvel - PL 8 - A "good girl" paragon sidekick, much adored by the FHA.
    • Zdolność - PL 9 - A technologically empowered Polish superhero
    • Mockingbird - PL 10 - A Russian super-soldier on a longstanding sleeper mission
    • Trip - PL 8 - A teenager born to followers of The Tick-Tock Doc whose skin and saliva have hallucinogenic qualities.
    • Bug - PL 6 - An orphaned boy with the ability to communicate with and to control insects.
    • Hosea "Ace" Skaggs - PL 8 - Unpowered FBI agent trained in parkour and how to effectively oppose Wild Carders.


    Adaptations

    3E
    • La Main de Dieu - PL 10 - A Costumed Detective archetype with slight modifications to make him a mystic dabbler bounty hunter.
    • Sneaks the Clown - PL 10 - A villainous clown who can't seem to catch anyone's attention...
    • Joshua "Binder" Lopez - PL 10 - Psychologist to spirits and career criminal.
    Last edited by FuzzyBoots; 01-28-2016, 12:25 PM.
    [url=http://roninarmy.com/threads/996]My Builds[/url]

    [b]Current games:[/b]
    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

  • #2
    Re: Builds of FuzzyBoots

    Magical Pretty Princess Loli-Chan

    "In the name of love, you will be punished! And stop staring!"

    Real Name: Satosaka Kohaku (if I translated this right, "Amber of the Small Town with Great Beer")

    Power Level: 10 Power Points Spent: 150/150

    STR: +1/+6(12/22), DEX: +1/+3(12/16), CON: +1/+3(12/16), INT: -1(8), WIS: -1(8), CHA: +1/+4(12/18)

    Tough: +8/+11 (Imp: +4), Fort: +6, Ref: +7/+11, Will: +5

    Skills: Acrobatics 8 (+11), Bluff 4 (+8), Climb 0 (+6), Concentration 0 (-1), Diplomacy 0 (+4), Disguise 0 (+4), Escape Artist 4 (+7), Gather Information 0 (+4), Handle Animal 0 (+4), Intimidate 0 (+2), Knowledge (arcane Lore) 4 (+3), Notice 6 (+5), Perform (oratory) 10 (+14), Search 0 (-1), Sense Motive 6 (+5), Stealth 6 (+13), Survival 0 (-1), Swim 0 (+6)

    Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Pretty Princess Wand (Device 7)), Defensive Roll, Diehard, Dodge Focus 3, Elusive Target, Evasion 2, Fascinate (Perform), Fearless, Improved Critical 2 (Pretty Princess Wand (Device 7)), Improved Initiative, Luck 2, Move-by Action, Power Attack, Precise Shot 2, Rage

    Powers:
    • Features 1(Notes: Pretty Princess uniform reforms itself intact every time she shifts although it does tear and burn away at the most inopportune times and in unfortunate places.) - [1 PP]
    • Leaping 3(Jumping distance: x10) - [3 PP]
    • Magical Girl Traits (Enhanced Trait 28)(Traits: Strength +10 (22, +6), Constitution +4 (16, +3), Dexterity +4 (16, +3), Charisma +6 (18, +4), Reflex +4 (+11)) - [28 PP]
    • Pretty Princess Wand (Device 7)(Easy to lose) - [21 PP]
      • Blast 11(DC 26, Notes: Brilliant pink light shoots forth from the tip of the wand and strikes with concussive force) - [27 PP]
        • AP:Emotion Control 7(DC 17; Contagious, Duration (continuous); Limited to Emotion; Subtle (subtle)) - [1 PP]
        • AP:Exorcism 11(Notes: Pink symbols are emitted from the wand and blanket the target, fighting the icky evil within it.) - [1 PP]
        • AP:Healing 10(DC 20; Persistent, Stabilize, Notes: Loli-Chan touches the tip of the wand to the target and heals them of their ills as the flitting image of a Naughty Nurse outfit covers her.) - [1 PP]
        • AP:Snare 11(DC 21, Notes: Gaudy ribbons of a rainbow of colors fly out to snare the target) - [1 PP]
        • AP:Strike 5(DC 26; Duration 2 (sustained), Independent, Penetrating; Affects Insubstantial (half ranks), Mighty, Notes: With a flick of the wrist, Loli-Chan expands the wand out into a mighty scepter and lays about her with it, its head blazing with a pink fire that clings to her targets. The fire is extinguished by the target not attacking for a round.) - [1 PP]

      • Comprehend 1(languages - speak all) - [2 PP]
      • Enhanced Trait 4(Feats: Fascinate (Perform), Fearless, Precise Shot 2) - [4 PP]
      • Force Field 2(+2 Toughness) - [2 PP]

    • Protection 6(+6 Toughness; Impervious [4 ranks only]) - [10 PP]
    • Shrinking 4(-1 Toughness, -1 size category, 3/4 movement speed; Normal Strength; Permanent) - [8 PP]
    • Speed 3(Speed: 50 mph, 440 ft./rnd) - [3 PP]
    • Super-Movement 3(perfect balance, sure-footed 2 (50% penalty reduction)) - [6 PP]
    • Super-Strength 2(+10 STR carry capacity, heavy load: 3.1k lbs; +2 STR to some checks) - [4 PP]


    Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +6/+8)

    Attacks: Blast 11, +9 (DC 26) [110ft. range incr.]; Emotion Control 7, +9 (DC 17) [Perception range incr.]; Exorcism 11, +9 (DC 20) [Perception range incr.]; Snare 11, +9 (DC 21) [110ft. range incr.]; Strike 5, +7 (DC 26); Unarmed Attack, +5 (DC 21)

    Defense: +9 (Flat-footed: 5), Knockback: -6
    Initiative: +7
    Encumbrance: Light: 1k lbs, Medium: 2.1k lbs, Heavy: 3.1k lbs, Maximum: 3.1 tons, Push / Drag: 7.8 tons
    Languages: Japanese

    Drawbacks:
    Vulnerable (Uncommon - Mind Control, Moderate - +50% DC)

    Gender: Female Age: 6
    Eyes: Blue Hair: Blonde, princess curls
    Height: 3' 6" Weight: 40 lb.

    COMPLICATIONS
    • Duty - Loli-chan must defend goodness and true love (here, "true love" includes any and all forms of love, including many which may be illegal in a given country) at all times.
    • Enemies - Professor H (still believes Loli-Chan belongs to him, has Mind Control and Transform (Mental) powers), Pervert Patrol (believes Loli-Chan is an aberration which must be healed or cleansed, mostly non-powered but there are some mystics (primarily wielding uncontrolled artifacts) and anyone could be a member of them), various demons and moral rights groups
    • Reputation - Loli-chan is, well, clearly underage and dressed terribly provocatively. The fanfiction written by her fan club doesn't help matters either.
    • Reputation / Duty - Loli-Chan has a fan club. Kohaku doesn't want this fan club, as they largely run into fights to get panty shots and post said shots on the internet along with lemon fanfiction. Loli-chan, however, has to defend them because, after all, they are advancing the cause of "true love"
    • Secret - Kohaku must hide the fact that she is Loli-chan from the public, both because enemies might target her in her non-powered form and because it would ruin her life.


    BACKGROUND
    Satosaka Kohaku was your typical high schooler. She wasn't extremely popular, but she had her friends and she had her club activities. One day, as she was heading home from school, she saw a little old man being set upon by a group of young thugs. Kohaku was galvanized into action and charged in, backpack swinging wildly. The old man thanked her profusely and claimed that the young men were not just thugs, but were enemies of his who sought to prevent him from spreading love and joy in the world. Before Kohaku could speak a word in question, the old man straightened up and thrust one hand up in the air. Rainbows shot down from the sky and the seeming old man transformed into a dashing sorcerer in his mid-30's. He took Kohaku's hand and asked her if she would stand with him, to protect the world and to help his cause, offered to make her a magical girl, a defender of love from all of those who would oppose it. Kohaku had heard of magic before and, as a child, had dreamed of growing up to be a magical girl. And now, here was her chance. She eagerly said yes and he pressed a rainbow colored brooch into her hands. "Take this," he said and she could feel a tingle from the broach as she held it closer to her face to examine its details, "It is now attuned to you and, no matter what forces you face, you now can never lose it. Come to the playground around the corner at midnight tonight and I will instruct you in your duties." And, with that, he vanished. Kohaku stumbled home, in a daze, wondering whether this could have all been a dream. But, when she went to the playground that night, the sorcerer stood there. proud and tall. He told her to hold the brooch above her head. "This first time, I will have to empower the brooch. Thereafter, you will be able to transform whenever there is trouble, whenever evil fills the air." Rainbows streamed from his fingertips and encircled Kohaku. She could feel a definite change, although it was subtle. The world became a little bit more clear. Her body felt full of energy, ready to perform at a moment's notice and she... was shrinking? Much to Kohaku's horror, she felt herself getting shorter, her arms and legs getting stubbier. She tried to let go of the brooch, but it stuck to her hands. A rustling in the bushes made the sorcerer's head shoot up. "My enemies have found me. I just need to magically impress upon you your mission..." and his hands shot forward, the rainbows redoubling. Kohaku could feel her mind twisting, reshaping itself. The master is right... the master must be obeyed. Love must be free and not persecuted no matter the size, the shape, the age... She fought as best she could, but she could feel the voices overwhelm her, crushing her sense of self and replacing it. That's when the rock struck the sorcerer. He fell to one knee, blood streaming down one side of his face, and the rainbows ceased. Kohaku fell to one stubby knee, a distance of maybe ten inches at most from her standing position and fought the remaining voices in her head. "There's the pervert!" a voice cried and one of the young boys from before leaped out of the bushes. The sorcerer, still bleeding, looked straight into Kohaku's eyes and spoke, "This isn't over. You are mine now." And then, he vanished once more. The boy skidded to a halt and spoke a harsh curse into the night. He then turned to Kohaku and recoiled. "What... what are you?" Smite the unbeliever! Topple the tyrant! The master is... Kohaku once more fought down the voices and looked down at her arms and legs. The clothing she'd been wearing had been transformed into what looked like a child's version of a seifuku. Pink... of course, it was pink. With a flush of embarrassment, she realized that the skirt, while a somewhat more pleasing white color, was mildly translucent and was currently showing that her undergarments had been transformed as well. "I... I'm..." and the voices took hold once more, bring her to her feet, one arm above her head suddenly clutching a wand covered in ribbons. "I am Magical Pretty Princess Loli-Chan, Defender of Free Love and you will be punished!" And there, she wound to a halt. The boy must be punished! But... why? I don't even know him. The master says... She closed her eyes and forced the voices back down. When she opened her eyes, all of the boys she'd seen that morning attacking the man were standing to one side of the playground, arguing quietly but fiercely. She could only catch a few words of it. "... transformed... tainted by him... needs to be cured... destroyed" As much as Kohaku wanted answers, she valued self-preservation more. She turned and pumped her chubby little legs, moving almost impossibly fast as she sped out of the playground. With no effort at all, she cleared a ten foot chain link fence. What... what am I? I am Magical Pretty Princess Loli-Chan, Defender of Free Love and... Oh, shut up. To her amazement, the voices stilled and let her be. Still, what was she?

    Since that fateful day, Kohaku has grown to accept that she is stuck with this role, but she fights to conquer the overrides the sorcerer (who she now knows goes by the name of Professor H) placed on her, but she's found that her magical girl form is all too prone to suggestion. On the other hand, it sports impressive physical attributes despite her diminutive size, and said attributes have only increased with intensive training. Lacking any source of formal source of training, Kohaku has turned her magical girl form into a bit of a brawler. Not terribly fast or accurate, but able to take a great deal of punishment and able to inflict said punishment back, although her ability to fight is greatly decreased without her wand. Still, she has accounted well enough for herself, fighting various demonic creatures and the occasional pervert (although she generally has to marshal her will to keep from defending said pervert). As Kohaku, she's managed a fairly normal high school life, although she's starting to think that her friends suspect something is going on with her, but she's pretty sure they haven't figured out the specifics.

    PERSONALITY
    As Magical Princess Loli-Chan, Kohaku is alternately perky and friendly or sullen and argumentative. The nature of the form is to be friendly, really to be... overly friendly, but Kohaku is constantly battling this aspect. Despite the mental overlay, Kohaku retains her maturity in the other form, although she finds her thinking more than a tad fuzzy.

    TACTICS
    Magical girls are, by a rule, supposed to fight in teams, with each member's strength supporting the other's weakness. Their ignorance is compensated by wise spiritual advisors. They are generally dependent on a mysterious defender who arrives in their time of greatest need. Loli-Chan has never been a proper magical girl and has therefore largely learned for forge for herself. Her natural inclination is to charge in and start blasting bad guys indiscriminately, trusting in her magical protection to keep her from harm. She has also picked up a most un-magical-girl tendency to pick up objects around her like telephone poles and uninhabited cars and to use them as improvised weapons.

    Total: Abilities 4 + Skills 12 + Feats 21 + Powers 84 + Combat 18 + Saves 13 + Drawbacks -2 = 150



    Davies ran a Mecha and Manga game on the Atomic Think Tank named Freedom Panic!. It unfortunately fell apart after the first adventure, but I built Loli-Chan for that. Original build can be found here. In some ways, I'm very proud of her. She was a fairly powerful build with some interesting hooks. In others... well, most people don't build underage magical girls. Some things didn't translate right when I rebuilt her. I had two extra pp on the Sceptre and I was less than happy with some of the drawbacks. Also, it was a Davies houserule that Defensive Roll gave +2 toughness for the first rank to compensate it going away when stunned.
    [url=http://roninarmy.com/threads/996]My Builds[/url]

    [b]Current games:[/b]
    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

    Comment


    • #3
      Re: Builds of FuzzyBoots

      Sneaks the Clown


      Abilities: [52 pp]
      STR 2 AGI 5 FGT 4 AWA 2
      STA 8/2 DEX 5 INT 0 PRE 8
      Advantages: [18 pp]
      Close Attack 4, Daze (Deception), Hide in Plain Sight, Improvised Weapon 2, Power Attack, Redirect, Set-Up 2, Skill Mastery (Deception, Stealth), Throwing Mastery 4

      Skills: [19 pp]
      Acrobatics 5 (+10)
      Athletics 2 (+4)
      Close Combat [Slapstick Array] 4
      Deception 8 (+16)
      Expertise (Clowning) 6 (+14) [assumed Presence-Based]
      Ranged Combat [thrown objects] 4
      Stealth 6 (+11)
      Sleight of Hand 3 (+8)

      Powers: [36 pp]
      • Unnoticeable (Concealment 10) [All Senses, Quirk: Shows up on recordings, Precise (can temporarily not conceal one sense at a time)] [20 pp]
      • Slapstick (Insidious, Subtle) [Variable Descriptor 2 (melee weapons), Detectable via DC 20 Perception check] [4 pp]
      • Clown Body [Enhanced Stamina 6] [12 pp]



      Equipment: [2 pp]
      • Slapstick Array [5 EP + 4 Alternates]
        • Honking Big Mallet (Strength-Based Damage 3, Reach, Improved Critical)
        • Joy Buzzer (Stun Gun) (Affliction 5 [daze / stun / incapacitate])
        • Snare Loop (Touch Snare Affliction 5 [Hindered + Impeded / Defenseless + Immobile])
        • Stinkbomb Whoopie-Cushion (Touch-Range Triggered Affliction 4 [Impaired / Disabled], Burst Area, Triggered (physical contact))
        • Banana Peel (Linked Damage 1 + Affliction 6 [Impaired / Prone, Limited Degree, Instant Recovery], Triggered 2 (1 for each) (Physical Contact))

      • Deck of Playing Cards



      Toughness: +8, Fortitude: +10/+4 [2 pp], Will: +10 [8 pp]
      Dodge: +8 [3 pp]
      Parry: +10 [6 pp]
      Initiative: +5

      Attacks: +5 for ranged, +8 for melee
      General Ranged: +5
      General Melee: +8
      Thrown Cards: +9 [DC 19 Toughness]
      Slapstick Array: +12
      • Whoopie Cushion (DC 14 Fortitude : Impaired/Disabled)
      • Honking Big Mallet (DC 20 Toughness, 19-20 Crit)
      • Joy Buzzer (DC 15 Fortitude : Daze/Stun/Incapacitate)
      • Snare Loop (DC 15 Dodge : Hindered + Impeded/Defenseless + Immobile)
      • Banana Peel (DC 16 Dodge : Vulnerable/Prone | DC 16 Toughness)



      Abilities 56 + Advantages 18 + Skills 19 + Powers 36 + Equipment 2 + Defenses 19 = 149 pp / 150

      Background
      All that Brenton Simmons wanted was to be a clown. As a child, he delighted in making people laugh. As he grew up, he trained himself in pratfalls and amateur magic, and slowly built up his persona. He even attended a clown school to gain a grounding in the professional aspects and registered his makeup, carefully painted on an emptied eggshell. A few weeks before his debut, he was performing in the local park to a semi-attentive audience when a gag he performed involving a bright red balloon, a small schnauzer, and 10 lbs of cooked noodles distracted a carriageman at just the wrong time, causing him to swerve and run down an old woman. Brenton immediately broke off his routine and rushed over to help the woman, but she was rapidly dying. As the last sparks of life were leaving her body, she grabbed Brenton's shoulders and cursed him for his clowning, proclaiming that from now on, he would be a clown, an excellent clown, but would labor in complete obscurity. True to her dying curse, it was suddenly like he longer existed to the world. No one could see him. No one could hear him. Faced with an inability to really do any job at all, Brenton eventually turned to petty crime, quickly learning from news reports that, while no one saw him during the perpetration of the crime, there was no lack of video footage. His makeup was matched up to the official registry and soon, both his real identity and his clown identity had been declared criminals. True, they couldn't catch him, but it meant he also lost access to bank accounts, rented properties... in short, his life was an ironic Hell. And the makeup no longer came off. This was his face now.

      He found a level of tolerability in his new life. True, he could never really perform directly for an audience, but he came to enjoy the idea of his thefts being performance art on a grand scale, only appreciated in retrospect. Indeed, for a while, people believed that his endeavours were actually the result of a viral advertising campaign, or maybe a flash mob. But eventually, tying together the shoelaces of security guards and drawing obscene pictures on cue cards began to get dull, and he started going for bigger targets. Corporations, military bases, even the odd minor-league superhero team, they all suffered incursions from Sneaks the Clown. But all good things come to an end. The first few times that Brenton got caught by booby traps, they didn't notice his inert body until waking, but eventually, a retired Silver Age superhero named Monitor Man (a gadgeteer whose main gadget involved what was essentially a vacuum tube-based HUD in the form of a CRT mashed up against his face) rigged up a surveillance system that let them coordinate efforts to take him down and his crime spree was put to an end.

      His crimes amounted to misdemeanours, and his lawyer was able to argue that their evidence was largely circumstantial in that they couldn't really prove that Brenton had been the perpetrator other than through what could yet be doctored footage or copycats. He wasn't going to get off scott-free, but his lawyer was able to get his sentence converted to community service, in this case membership on a hero reality show being filmed in-town with his wages being garnished to pay off fines. He has yet to find a way to break the gypsy curse, but he has learned that, with sufficient willpower, he can at least get people to see or hear him for a brief period, something which he's found adds even more to his performance. He's actually wearing a rubber clown mask over his own permanent features because the network decided he "wasn't scary enough". As compensation, they also provided him with a series of slapstick gags he could use versus the heroes. It's an opportunity to perform in front of an audience again...

      Complications
      • Addiction — Brenton has a complexity addiction problem. He could probably settle for cherry-tapping the heroes with blunt objects while they wondered why they got more and more tired and sore, but he feels the need to set up more elaborate scenes.
      • Nemesis — Tactile Lass has never quite forgiven Brenton for goosing her on-camera. And Monitor Man has made noise of getting onto the show so that he can "show those whippersnappers how a real hero comports himself".
      • Obsession — Brenton has dual obsessions of breaking the curse and resuming his work in clowning. Unfortunately, he's got a sneaking suspicion that these obsessions are working against each other...
      • Prejudice — Mistrusted by the law due to his criminal background and mistrusted by many for his clown persona
      • Power Loss — Brenton's inability to be perceived is not truly controlled by him. It happens without his will, and occasionally lapses, revealing him to everyone. He thinks that it has some tie to his mentality. Those times he's been revealed have always involved him losing the thread of entertaining people. It's just one more twist of the knife that Brenton knows that he might be able to return to a normal life, but only if he completely gives up on his dream of being a clown.



      Tactics
      Brenton relies heavily on being unseen, attempting to set up chains of practical jokes that will spring when the heroes arrive. Most of his abilities are low-impact, but they're annoyances, and ones that Brenton can leverage to distract the enemies for his teammates. If he runs into someone who actually can see him, he's picked up a surprising amount of stealth, and has been known to adopt very unorthodox costumes, such as the time he disguised himself as a vending machine when facing Tactile Lass during Sweeps week.


      The campaign had an option for operating at PL 9 with 165 pp. Here's a version that takes advantage of that to move the slap stick array to Devices, which makes him much more powerful in some ways.


      Abilities: [52 pp]
      STR 2 AGI 5 FGT 4 AWA 2
      STA 8/2 DEX 5 INT 0 PRE 8
      Advantages: [18 pp]
      Close Attack 4, Daze (Deception), Hide in Plain Sight, Improvised Weapon 2, Power Attack, Redirect, Set-Up 2, Skill Mastery (Deception, Stealth), Throwing Mastery 4

      Skills: [21 pp]
      Acrobatics 5 (+10)
      Athletics 2 (+4)
      Close Combat [Slapstick Array] 5 (+9)
      Deception 8 (+16)
      Expertise (Clowning) 6 (+14) [assumed Presence-Based]
      Insight 3 (+5)
      Ranged Combat [thrown objects] 4 (+9)
      Stealth 6 (+11)
      Sleight of Hand 3 (+8)

      Powers: [53 pp]
      • Unnoticeable (Concealment 10) [All Senses, Quirk: Shows up on recordings, Precise (can temporarily not conceal one sense at a time)] [20 pp]
      • Slapstick (Insidious, Subtle) [Variable Descriptor 2 (melee weapons), Detectable via DC 20 Perception check] [4 pp]
      • Clown Body [Enhanced Stamina 6, Enhanced Strength 2] [16 pp]
      • Slapstick Array [13 pp, Removeable (he's got the gags stashed in a Super-Science Utility Belt provided by the Network. Disarming him of one means he'll draw another, but mugging him while he's down or sundering it takes them all out)]
        • Banana Peel (Linked Affliction 9 / Strike 3) [Impaired / Prone, Limited Degree, Instant Recovery, Triggered 4 (2 each for 2 uses)]
        • Honking Big Mallet (Strike 6) [Strength-Based, Reach, Innate, Improved Critical 2]
        • Instant Makeover (Morph 2) [Attack, Narrow: Limited to a few identities chosen by the network at the beginning of filming]
        • Laughing Gas Lapel Flower (Affliction 9) [Fatigued / Exhausted, Contagious, Reach, Limited Degree]
        • Rubber Decoy (Illusion 3) [8 cubic feet, 4 senses (sight, hearing, touch, and smell), Limited to images of himself, Instant Recovery (after first physical interaction, auto-success against that decoy), Subtle (DC 20 for a Notice check before physically interacting), Innate, Independent]
        • Snare Loop (Affliction 9) [Hindered + Vulnerable / Defenseless + Immobile, Extra Condition, Limited Degree, Triggered]
        • Stinkbomb Whoopie Cushion (Affliction 9) [Dazed / Stunned, Limited Degree, Burst Area, Triggered]




      Toughness: +8, Fortitude: +9/+4 [1 pp], Will: +9 [7 pp]
      Dodge: +8 [3 pp]
      Parry: +10 [6 pp]
      Initiative: +5

      Attacks: +5 for ranged, +8 for melee
      General Ranged: +5
      General Melee: +8
      Thrown Cards: +9 [DC 23 Toughness]
      Slapstick Array:
      • Whoopie Cushion (DC 19 Fortitude : Impaired/Disabled)
      • Honking Big Mallet +8 (DC 25 Toughness, 19-20 Crit)
      • Snare Loop (DC 19 Dodge : Hindered + Impeded/Defenseless + Immobile)
      • Banana Peel (DC 19 Dodge : Vulnerable/Prone | DC 18 Toughness)
      • Instant Makeover +9 (DC 12 Dodge)
      • Laughing Gas (DC 19 Will, Dazed/Stunned)



      Abilities 56 + Advantages 18 + Skills 21 + Powers 53 + Defenses 17 = 165 pp / 165




      Pratfall is a modified version that I submitted to Tattooedman's Mystic Troubleshooters game. The Concealment was dropped and I beefed his attacks up to actual powers. Also, the skills changed due to a house rule that non-combat skills cost 1 pp per 3 skill points. I like how he turned out, and I find myself wondering what would have happened if I'd gotten a chance to play him.

      Pratfall - PL 10


      Strength 4, Stamina 8, Agility 3, Dexterity 5, Fighting 10, Intellect 0, Awareness 2, Presence 6

      Advantages
      Daze (Deception), Hide in Plain Sight, Improved Critical 2: Honking Big Mallet: Strength-based Damage 6, Improvised Weapon 4, Power Attack, Redirect, Set-up, Teamwork, Skill Mastery: Deception, Skill Mastery: Stealth

      Skills
      Acrobatics 7 (+10), Athletics 3 (+7), Close Combat (Unarmed / Improvised Weapons) 2 (+12), Deception 10 (+16), Expertise (PRE): Clowning 8 (+14), Insight 6 (+8), Intimidation 4 (+10), Perception 6 (+8), Sleight of Hand 3 (+8), Stealth 10 (+13)

      Powers
      Immortality: Immortality 1 (Return after 2 weeks)
      Regeneration: Regeneration 5 (Every 2 rounds)
      Slapstick Array
      . . Banana Peel
      . . . . Affliction: Affliction 9 (Linked; 1st degree: Impaired, 2nd degree: Prone, Resisted by: Acrobatics, DC 19; Triggered 2: 2 uses - Physical Contact; Instant Recovery, Limited Degree)
      . . . . Damage: Damage 4 (Linked; DC 19; Triggered 2: 2 uses - Physical Contact)
      . . Honking Big Mallet: Strength-based Damage 6 (DC 25, Advantages: Improved Critical 2; Insidious, Reach (melee) 2: 10 ft.)
      . . Laughing Gas Lapel Flower: Affliction 9 (1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Will, DC 19; Accurate: +2, Contagious, Insidious; Limited Degree)
      . . Snare Loop: Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Triggered: 1 uses - Physical Contact; Limited Degree)
      . . Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Triggered: 2 uses - Physical Contact; Limited Degree)
      Overcrank: Quickness 2 (Limited to Physical, 5x speed)
      Slapstick: "Naked" Power 2 (Broad range; Insidious, Subtle: subtle, Notes: Applies to melee weapons) — Essentially, when Pratfall smashes a vase over someone's head, it doesn't seem like an attack. It doesn't feel like it hurts. It does. DC 20 Notice or Detect (Magic) to figure it out.

      Offense
      Initiative +3
      Banana Peel: Affliction: Affliction 9, +10 (DC Acrobatics 19) / Damage: Damage 4, +10 (DC 19) — Kinetic / Bludgeonic
      Grab, +10 (DC Spec 14)
      Honking Big Mallet: Strength-based Damage 6, +10 (DC 25) — Kinetic / Bludgeoning
      Instant Makeover: Morph Attack 2, +10 (DC Dodge 12) — Magic / Transformation
      Laughing Gas Lapel Flower: Affliction 10, +10 (DC Will 20) — Magic / Chemical
      Snare Loop: Affliction 10, +10 (DC Dodge 20) — Physical
      Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (DC Fort 20) — Magic / Smelly
      Throw, +5 (DC 19)
      Unarmed, +12 (DC 19)
      Improvised Weapon, +12 (DC 23)

      Languages
      English

      Defense
      Dodge 5 (+8), Parry +10, Fortitude 4 (+12), Toughness +8, Will 6 (+8)

      Power Points
      Abilities 76 + Powers 27 + Advantages 12 + Skills 20 (59 ranks) + Defenses 15 = 150

      Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
      Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

      BACKGROUND
      Paul Stubbs was your everyday wage slave with a wife and son until the fateful day of his son's 8th birthday party. His son loved clowns. A clown was arranged to appear at the birthday party. Said clown called at the last minute and said they couldn't make it. Paul remembered that, up in the attic, there was an old-fashioned clown outfit which he was fairly certain he'd inherited from one grandparent or the other, so he quickly went up and changed into it. That was the last day that Paul got to enjoy humanity. After the birthday, he reached up to pull off the nose... and found that it wouldn't budge. He didn't panic, at least not immediately, but he quickly learned that none of it came off. He was no longer wearing a costume. That was his skin. That was his hair. That was his nose. Even surgical intervention failed; when the round parts of the nose were sliced off, they healed almost as fast as the doctor could cut. Then, came the compulsions.

      It started out as innocuous. Paul found himself compelled to jump out and startle his wife, to weave minor magic tricks and gags into every part of life. Then, one day, it struck him that it would be funny if he smashed that dinner plate over his wife's head. Action followed thought and, to his horror, she stood there, blood streaming down from her lacerated scalp, giggling over how silly he was being. That night, after bandaging her head, Paul wrote a note to his family, apologizing, and left them to search for a cure. After weeks of hiding from humanity and struggling to conquer his nature, he encountered Nathan Colt on the streets of Arcadia. As much as his new body's instincts struggled to surge up, he refused to fight and was soon at the mercy of Nathan, a glowing blade to his throat. Then, Nathan withdrew the blade and helped him up. That was when he learned his new true nature. What he had donned was not a costume, not even a cursed one, but rather the flayed skin of a demon. There was a reason why humanity had long feared clowns, and these demons were the source of those fears, luring children to their deaths. Paul was transformed, but not entirely. Somehow, his soul was still fighting the change. Under Nathan's tutelage, Paul learned to harness the powers of the demon and find ways to salve its bloodlust by channeling the aggression into fighting the minions of the Brimstone House, using the name of Pratfall.

      COMPLICATIONS
      • Relationship (Nathan Colt) — Paul sees Nathan as a mentor and depends on him to provide guidance on how to deal with his condition.
      • History (Former life as Paul Stubbs) — Paul doesn't dare return to his wife and child yet, but he still cares for them, and hopes to one day return to them.
      • Prejudice (Clown) — Some people just really don't like clowns, and few people take them seriously.
      • Enemy (Brimstone House) — Paul is still a small blip on their radar, but they are aware of him. Flay, in particular, seems to hold a grudge.
      • Bloodlust — The demon inside yearns for blood and pain. When the bloodlust comes upon him, he gains a more fearsome aspect, but his actions remain seemingly innocuous to those not able to see past it to the truth.
      • Obsession (Clowning) — Whether it's the demonic nature, a method of coping, or simply hidden depths, Paul is constantly cracking jokes and attempting gags. It can really wear on a person around him.




      Yes, the character is basically a heroic version of the as-yet-unreleased Eli Roth film, Clown. He wields a number of slapstick powers as well as the ability to grab random objects and smash them over a person's head without most people noticing anything wrong.
      Last edited by FuzzyBoots; 10-24-2014, 10:30 AM.
      [url=http://roninarmy.com/threads/996]My Builds[/url]

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      [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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      • #4
        Ghost Whisperers

        I've had three different builds of a character who could talk to ghosts, two for games that never materialized and then a success in My Velociraptor Ate My Homework, a game about a school for children with superpowers, or who were related to superpowered individuals.




        First is Lyle Mirra. He was built for White Sands, Dark Nights, a proposed 2E paranormal game involving largely normal people getting mixed up in the paranatural, less Cthulhu and more Ghost Hunters. He's not combat optimized, but he's a decent shot with a pistol and he has tremendous information-gathering capability.

        Lyle Mirra

        Power Level: 6; Power Points Spent: 90/90

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

        Tough: +0/+4, Fort: +2, Ref: +5/+2, Will: +6

        Skills: Bluff 5 (+8), Concentration 6 (+9), Diplomacy 4 (+7), Gather Information 9 (+12), Knowledge (arcane Lore) 1 (+5), Knowledge (behavioral science) 8 (+12), Knowledge (current events) 6 (+10), Knowledge (history) 8 (+12), Knowledge (popular culture) 2 (+6), Knowledge (theology & philosophy) 2 (+6), Language 2 (+2), Notice 6 (+9), Search 5 (+9), Sense Motive 8 (+11)

        Feats: Attack Focus (ranged) 3, Attack Specialization (Guns), Beginner's Luck, Benefit (common sense), Benefit (Unlimited public transit), Challenge - Discrete Inquiry, Connected, Conspiracy Theorist 3, Defensive Roll 3, Dodge Focus 3/1, Equipment 3, Evasion 1, Improved Initiative 2/1, Light Sleeper, Luck, Uncanny Dodge (Hearing), Well-Informed

        Powers:
        Enhanced Trait 1 (Feats: Benefit (Unlimited public transit))
        Comprehend 1 (spirits) [2 pp]
        Super-Senses 2 (counters concealment: Visual; Limited (Limited to Spirits)) [1 pp]
        Can Wrestle Ghosts Ineptly (Strength-modifier: Affects Insubstantial 2 (Limited to Spirits)) [1 pp]
        Ghost Advice (Enhanced Trait 12) (Feats: Beginner's Luck, Connected, Dodge Focus 2, Evasion 1, Improved Initiative, Uncanny Dodge (Hearing), Reflex +3, Attack +1) [12 pp]

        Equipment: Bus card [Enhanced Trait 1, Feats: Benefit (Unlimited public transit)], Camera, Cell Phone, Digital Audio Recorder, Flashlight, Leather Jacket, Light Pistol, Bicycle (Speed 1, Off-Road Capability, Collapsible)

        Attack Bonus: +2/+1 (Ranged: +5/+4, Melee: +2/+1, Grapple: +2/+1)

        Attacks: Light Pistol, +7/+6 (DC 18), Unarmed Attack, +2/+1 (DC 15)

        Defense: +6 (Flat-footed: +2), Knockback: -2

        Initiative: +9/+5

        Languages: English, Latin, Spanish

        Totals: Abilities 22 + Skills 18 (72 ranks) + Feats 20 + Powers 16 + Combat 8 + Saves 6 + Drawbacks 0 = 90

        Background
        Lyle knew he was in trouble when he saw the man in the bowler hat. Worse, the man with the bowler hat saw that Lyle saw him. That was the beginning of the end. Lyle had been studying psychology prior to that point, and he found that he was going to be able to continue using those skills. Thing is, he expected to be using them on the living. Lyle can see and hear ghosts. Lyle does not necessarily want to be able to see and hear ghosts, partly since most ghosts have been starved for years for attention, but moreso because not all spirits are benign. There are some out there who would love to make a meal of a promising young mystic, and Lyle will do as an hors d'oeuvre.

        In order to survive, Lyle has trained his mind and, to a lesser degree, his body. Never one for physical confrontation, he's largely done his best to be a good runner, and to spot trouble before it spots him. He's picked up a very eclectic variety of knowledge, and is good at bringing bits together to gain new insights. He's a decent shot, can physically manhandle ghosts (fortunately, most of them have completely forgotten how to use their physical abilities), and gets running commentary from ghosts around him on everything from obscure facts to warnings of danger. Between those skills and a healthy dose of paranoia, he's survived, and even makes a decent living helping to clear out hauntings by convincing ghosts to move on, a task which largely consists of sitting down and talking to them.

        Most recently, he's arrived in White Sands, a community which sports far too many ghosts for its populace, many of them very angry ghosts...

        Complications
        • Reputation — Lyle is known among the spirit community and, all too often, he is sought out, whether he likes it or not. He also has a bit of reputation among the living for exorcising homes of ghosts, albeit a fairly low-key one. The latter is partly by choice and partly because his methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
        • Coward — Lyle is not a brave person in the least.
        • Obligations — Lyle owes favors to members of the spirit community. The favors have been traded and he's lost track of who owns them. They may get called in.
        • Distracted — Lyle is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
        • Power Loss — Lyle's "Ghost Advice" powers are dependent on communicating with the constant background noise of ghosts around in. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.


        Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
        Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.




        Next was Joshua "Binder" Lopez, a more criminal version built for another flopped game, this time 3E, The Freedom City Job.

        Part of the concept of the game was that every member of the group had a "Secret Motivation" for why they were doing it. My intent on his was that he was, himself, a ghost, the result of a patient interaction gone bad. With Extra Effort, I would have stunted Insubstantial and the like. The name is a mild in-joke. I was trying to think of a good "supervillain" name and I'd just read the latest Dresden Files book, Skin Game, which has a character named Binder that summons spirits of a sort. I have a friend named Joshua Lopez-Binder, so sticking the superhero name in the middle tickled my fancy. Joshua is not a heavy hitter — he's under caps, for the most part — but he's competent. I debated the Summon power except that there was no real guarantee that Ghosts would be present in the world, plus there's a chance that he can provide more of an impact on the plot if he can summon a reasonable threat via the ghosts (although said threat is a bit iffy given core ghostly powers take up about 50 of the possible 90 pp).

        Joshua "Binder" Lopez

        ABILITIES
        STR 2 AGI 1 FGT 1 AWA 2
        STA 1 DEX 2 INT 3 PRE 2
        ADVANTAGES
        Defensive Roll 1, Eidetic Memory, Equipment 2, Ranged Attack 2

        With Ghostly Feedback: Beginner's Luck, Defensive Roll 3 (+2), Evasion, Ranged Attack 4 (+2), Uncanny Dodge, Well-Informed

        SKILLS
        Expertise (Psychologist) 4 (+7)
        Expertise (Streetwise) 2 (+5)
        Insight 2 (+4)
        Intimidation 1 (+3)
        Perception 5 (+7)
        Persuasion 6 (+8)
        Ranged Combat (Pistols) 4 (+6)

        POWERS
        • Can Touch Ghosts - Affects Insubstantial 2 (Limited to Ghosts, Narrow Variable Descriptor - handheld weapons/bare hands) [2 pp]
        • Comprehend (Spirits) [2 pp]
        • Ghostly Feedback - Enhanced Traits [8 pp]
          • Beginner's Luck
          • Defensive Roll +2
          • Evasion
          • Ranged Attack +2
          • Uncanny Dodge
          • Well-Informed
        • Sense Spirits - Senses 5 (Counters Concealment [all], Limited [Ghosts]) [3 pp]
        • Summon Spirit - Summon 6 (Heroic, Mental Link, Narrow Type (Ghosts), Attitude: Indifferent) [25 pp]
        • See Through Spirits - Remote Sensing 3 (All Sense Types, Range: 250 feet, Medium (Spirits), Subtle) [13 pp]


        EQUIPMENT
        Heavy Pistol (Blast 4)
        Undercover Shirt (+2 Toughness)

        DEFENSES
        Dodge: 7 (+8) [+10 vs. Area Attacks]
        Parry: 3 (+4)
        Fortitude: 4 (+5)
        Toughness: 1 (+6)
        Will: 7 (+9)

        COMBAT
        Melee: +1
        Ranged: +6
        Initiative: +1
        * Heavy Pistol: +12 (DC 19 Toughness)
        * Unarmed Attack: +1 (DC 16 Toughness)

        BACKGROUND
        Joshua was a therapist in Freedom City, specializing in counseling people through divorce cases. Truth be told, he wasn't great at his job. He was smart enough, and he studied hard, but he just didn't have that knack for understanding people that was necessary for really helping people with their problems. Then, one day, his eyes were opened. He stepped out of his office, tired, and swerved out of the way of a slightly translucent fellow with a mumbled excuse before double-taking and turning. Ghosts. Hundreds of ghosts roamed the streets of Freedom City from every era and time. The first thing that Joshua did was to go home and have several strong drinks. Then, the next day, he tried to go back to work. The problem was, the ghosts started to figure out that he knew about them. They began to pester him at all hours of the day, asking him to help resolve their problems.

        It didn't take long before he had to close his practice. He couldn't concentrate past the ghosts. Then, one day, he snapped and punched one. Much to his and the ghost's surprise, his fist made solid contact. It wasn't a strong hit, but the ghost had grown disused to being touched, and had no way to retaliate, and retreated rapidly. Word must have quickly spread on the spiritual realm that Joshua was no longer a chump because the requests for help went down to a trickle. Unfortunately, Joshua's reputation in the physical world was already pretty much ruined as too many people knew him as the psychologist who talked to thin air. And so, he turned to a life of crime. Well, not right away... he tried to make money by locating lost caches of money, bringing comfort to the forlorn, and so on, but it just didn't quite work out. Most caches of hidden money got found pretty quickly and the con artists playing spiritualist were better at consoling those with lost loved ones than Joshua. But ghosts get just about everywhere and there was a market for information on things like the combination of a security system or the layout of a vault. Initially, he just got information for others, but he eventually became more bold, and started doing his own retrieval missions, training in the off-time with a former Marshal from Freedom City's early days of cattle drives until he got pretty good with a gun.

        Now, he's heard about a big job... one which might help him with his primary concern...

        COMPLICATIONS
        • Reputation — Joshua is known among the spirit community and, all too often, he is sought out, whether he likes it or not. He also has a bit of reputation among the living for exorcising homes of ghosts, albeit a fairly low-key one. The latter is partly by choice and partly because his methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
        • Reputation — In the psychology world, Joshua is known as a bit of a nutcase.
        • Obligations — Joshua owes favors to members of the spirit community. The favors have been traded and he's lost track of who owns them. They may get called in.
        • Distracted — Joshua is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
        • Power Loss — Joshua's "Ghostly Feedback" powers are dependent on communicating with the constant background noise of ghosts around in. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
        • Secret — Joshua has a secret motivation for wanting a big score...


        Abilities 28 + Skills 12 + Powers 53 + Advantages 6 + Defenses 21 = 120 pp




        Lastly, Joshua got a new life as a middle-schooler in My Velociraptor Ate My Homework. He went through several iterations of design, including adding then removing the gun, and changing his interests more toward history than psychology.

        Joshua Lopez


        ABILITIES
        STR -1 AGI 1 FGT 0 AWA 3/2
        STA 1 DEX 2 INT 5/3 PRE 2/1
        Height: 4'3" Weight: 89 lbs
        Hair: Brown, usually combed. Eyes: Brown

        ADVANTAGES
        Conspiracy Theorist 2 (on a roll of 19 or 20 on an Expertise check or Investigate, can immediately reroll on a skill of the GM's choice for additional information), Defensive Roll 1, Equipment 1, Luck, Ranged Attack 1, Second Chance (History check), Teamwork

        With Ghostly Feedback: Benefit (Common Sense), Beginner's Luck, Defensive Roll 4 (+3), Eidetic Memory, Evasion, Ranged Attack 3 (+2), Uncanny Dodge, Well-Informed

        SKILLS
        Expertise (History) 4 (+9/+7)
        Expertise (Local Events) 2 (+7/+5)
        Expertise (Toys) 2 (+7/+5)
        Insight 4 (+7/+6)
        Intimidation 1 (+3/+2)
        Investigate 2 (+7/+5)
        Perception 5 (+8/+7)
        Persuasion 4 (+6/+5)

        POWERS
        • Can Touch Ghosts - Affects Insubstantial 2 (Limited to Ghosts, Narrow Variable Descriptor - handheld weapons/bare hands) [2 pp]
        • Comprehend (Spirits) 2 [4 pp] - Allows both direct communication and psychic mediumship.
        • Ghostly Feedback - Enhanced Traits [21 pp]
          • Awareness +1
          • Benefit (Common Sense) - When about to do something really dumb, gets a Will check to realize it aforehand
          • Beginner's Luck
          • Defensive Roll +3
          • Dodge +1
          • Eidetic Memory
          • Evasion
          • Intellect +2
          • Parry +1
          • Presence +1
          • Ranged Attack +2
          • Uncanny Dodge
          • Well-Informed
        • Sense Spirits - Senses 2 (Counters Concealment [Visual, Ghosts]) [2 pp]
        • Receive History Lesson - Senses 4 (Postcognition) [4 pp]
        • Early Warning - Senses 1 (Danger Sense [Sight]) [1 pp]


        EQUIPMENT
        • Hobby Toolkit [1 EP]
        • Bicycle (Speed 1, Off-road capability) [2 EP]
        • Smartphone [2 EP]


        DEFENSES
        Dodge: 3 (+5/+4) [+7/+6 vs. Area Attacks]
        Parry: 2 (+3/+2)
        Fortitude: 1 (+2)
        Toughness: 0 (+5/+4/+1)
        Will: 5 (+8/+7)

        COMBAT
        Melee: +0
        Ranged: +5/+4
        Initiative: +1
        • Unarmed Attack: +0 (DC 14 Toughness)


        BACKGROUND
        Joshua had a decent life. He was a lackluster student, bright but uninspired. He had some friends. Then, he saw his first ghost. There had been reports that a girl at school, Marcia Stout, had committed suicide, but Joshua kept seeing her around the school, so he figured that the rumor mill was just out of whack. One day, he literally ran into her in the hall. He reached down to pick her up and she recoiled, yelling something about how he wasn't supposed to see her. He reflexively looked around to see who might have noticed the outburst, but no one seemed to have reacted. When he looked back, Marcia was gone. The next time he saw her, she was watching him warily from the edges of the campus and wouldn't let him get near. He'd also learned that she had been buried the past week. Joshua quickly learned that there were many ghosts wandering the streets of his town, people who had died and something had kept them from moving on. Some are very nice people who're desperately lonely for having had no one to talk to for decades. Others, well, there's a certain sort of person that clings to this world because they're afraid of the afterlife.

        Joshua tried to keep his newfound ability unknown, only talking to the spirits when he thought he was alone, and trying to avoid relying on the ghosts too much for the constant stream of advice and information he received from some of the more chatty ones, but he slipped a few times. People figured out his abilities, both those involved in the spirit community and outside of it, and Joshua found himself forced into figuring out how to best use his abilities without making himself vulnerable. Eventually, he came clean to his parents and they sent him to Vaughan Academy, where they're hoping he can learn to best use his talents.

        Personality wise, he comes off as a bit wise beyond his years, the result of frequently holding conversations with the ghosts. They've also hammered into him a lot of mildly old-fashioned etiquette. Outside of ghosts, he's a big fan of model kits, and has been known to make use of his network of ghost friends to scout out new ones.

        COMPLICATIONS
        • Affiliation — Joshua is a Roman Catholic, albeit one who has yet to be Confirmed as an adult (he's more than a bit conflicted about his ability to speak with the dead and what it might say about the afterlife).
        • Distracted — Joshua is easily distracted, the legacy of seeing a lot of things no one else has to deal with seeing. He can't turn his Sight off, and sometimes he won't see or hear something because there's a ghost in the way.
        • Power Loss — Joshua's "Ghostly Feedback", "Early Warning", and "History Lesson" powers are dependent on communicating with the constant background noise of ghosts around him. Sometimes, the ghosts just aren't there, or aren't interested in relaying information.
        • Prejudice — Joshua's trafficking with deceased spirits draws the ire of some.
        • Relationship — Joshua has a family including a father, a mother, and two older sisters. He gets along with them, although his mother is uncomfortable with the idea of her child consorting with the spirits of the dead. He definitely has not told her that her father, among the people she "knows" to be in Heaven, is one of the ghosts he speaks with.
        • Reputation — Joshua is somewhat known among the spirit community and he is sometimes sought out, whether he likes it or not, for helping exorcise areas of ghosts. His methodology lacks a lot of the flash that others use; he basically sits there and talks the ghosts into resolving their problems.
        • Reputation — Among his peers in the school, Joshua is considered more than a bit odd, talking to people no one else can see, and a bit of a nerd with his tendency to sprinkle random facts, particularly historical facts, into the conversation. The teachers are also a little leery of him, since they're still figuring out measures to ensure that he can't cheat on tests by getting advice.


        Abilities 18 + Skills 12 + Powers 34 + Advantages 8 + Defenses 11 = 83 pp
        [url=http://roninarmy.com/threads/996]My Builds[/url]

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        [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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        • #5
          Re: Builds of FuzzyBoots

          Another build for the new boards, Cloacina, a sewer worker empowered by an obscure Roman goddess of sewers and menstruation (yes, they were linked for the Romans), was submitted for another failed game, The Mythic World. His powers were partially based off of a character in Mur Laffertty's Playing For Keeps who had the superpower of being able to exude blasts of excrement from his hands.



          Cloacina

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

          STR: +2 (14), DEX: +1 (12), CON: +6 (12/22), INT: +1 (12), WIS: +4 (12/18), CHA: +0 (10)

          Tough: +6/+7, Fort: +12, Ref: +7, Will: +7

          Skills: Bluff 5 (+5), Climb 2 (+4), Computers 2 (+3), Concentration 2 (+6/+12), Disable Device 8 (+9), Navigate 5 (+6), Notice 7 (+11), Profession (Sanitation) 8 (+12/+18), Search 9 (+10), Sense Motive 5 (+9), Stealth 3 (+4), Survival 4 (+8), Swim 4 (+6)

          Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Sewer Blast (Linked)), Benefit (common sense), Defensive Roll, Dodge Focus 3, Endurance (+4), Equipment 1, Hardy, Iron Stomach

          Powers:
          Can induce menstruation in any female (Features 1)
          Divine Mantle (Enhanced Trait 27) (Traits: Constitution +10 (22, +6), Wisdom +6 (18, +4), Concentration +6 (+12), Profession (Sanitation) +6 (+18), Attack Bonus +3 (+4), Dodge Focus 3 +2 (+3))
          Sewer Array 20
          . . Sewer Blast (Linked)
          . . . . Blast 8 (Linked; DC 23)
          . . . . Nauseate 8 (Linked; DC 18; Range (ranged))
          . . Smelly Pile (Create Object 10) (Alternate; Max Size: 10x 5' cubes, DC 20; Duration (continuous), Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons))
          . . Dazzle 8 (Alternate; affects: 1 type + visual - smell and visual, DC 18; Duration 2 (sustained))
          . . Pressurized Blast (Climbing Kick 8) (Alternate; DC 23; Range (ranged); Improved Range (200 ft. incr), Indirect 3 (any point, any direction))
          . . Teleport 11 (Alternate; 1100 ft. as move action, 2 million miles as full action; Portal; Medium (Sewers); Change Direction, Change Velocity, Easy, Progression, Mass 4 (carry 2500 lbs))
          Super-Senses 10 (accurate: Detect (Sewers), acute: Detect (Sewers), analytical: Detect (Sewers), detect: Sewers 2 (ranged), direction sense, extended: Detect (Sewers) 2 (-1 per 1k ft), radius: Detect (Sewers))

          Equipment: First Aid Kit, Flashlight, HAZMAT Suit, PDA, Toolkit (Basic)

          Attack Bonus: +1/+4 (Ranged: +5/+8, Melee: +1/+4, Grapple: +3/+6)

          Attacks: Blast 8, +12 (DC 23), Dazzle 8, +12 (DC Fort/Ref 18), Nauseate 8, +12 (DC Fort/Staged 18), Pressurized Blast (Climbing Kick 8), +12 (DC Stability +8/Tou 23), Unarmed Attack, +4 (DC 17)

          Defense: +8 (Flat-footed: +3), Knockback: -3

          Initiative: +1

          Languages: English

          Totals: Abilities 12 + Skills 16 (64 ranks) + Feats 13 + Powers 82 + Combat 12 + Saves 15 + Drawbacks 0 = 150

          BACKGROUND
          Reggie Granger was your average sewer worker. Unseen by most of the public, yet vital to their continued existence, he kept the pipes running. Then, one day, in the midst of a tricky repair, he was visited by a goddess. Cloacina, Roman goddess of the sewers, had gained the opportunity to endow one worthy worshiper. Lacking proper worshipers, she instead chose a man who seemed to embody her ideals, a man of the soil, the night soil specifically. Reggie, for his part, isn't sure what to make of the situation. He can now transport himself instantaneously from one drain to the next. He can summon large amounts of excrement, often at great pressure. And he can... induce menstruation? The last was a great puzzle to him until he did more research and learned that this too was under the duties of Cloacina.

          COMPLICATIONS
          * Responsibility — Reggie is still employed by the city. His abilities have made transportation between locations easy, but none of his other abilities seem to directly lend themselves to it.
          * Responsibility — So far, Cloacina has demanded nothing for her gifts. That might yet change...
          * Prejudice — It's really hard to wash all of the smell off despite his suit. Reggie has been barred from more bars than most brawlers.

          Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
          Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
          Last edited by FuzzyBoots; 03-01-2018, 08:33 PM.
          [url=http://roninarmy.com/threads/996]My Builds[/url]

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          • #6
            Re: Builds of FuzzyBoots

            I know... pretty pitiful that I haven't ported more of the builds over. But here is "Stretch" Armstrong, submitted to Heroes Without Borders. The challenge involved taking one of Horsenhero's pictures and building a character to match it. I immediately latched onto this guy's foreshortened arms, and found myself thinking of a shapechanger, initially thinking action figures with Shrinking, then moving towards a stretcher with Elongation, then sort of molding the two. He started out as a Quickstart Generator character and then I modified a few things.


            Arnold "Stretch" Armstrong


            ABILITIES
            STR 2 AGI 2 FGT 2 AWA 1
            STA 2 DEX 0 INT 7 PRE 0
            ADVANTAGES
            Close Combat 4, Defensive Roll 3, Inventor, Move-by Action, Skill Mastery (Technology)
            From powers: Accurate Attack, Chokehold, Close Attack 6, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Improvised Tools, Interpose, Power Attack, Precise Attack 2 (Close, Cover/Concealment), Takedown 2

            SKILLS
            Athletics 3 (+5)
            Expertise (Scientist) 6 (+13)
            Persuasion 3 (+3)
            Technology 12 (+19)

            POWERS
            • Springy Fists — Strength-based Damage 6 [6 pp]
            • Elongation Array (22 pp, 4 dynamic powers) [29 pp] (Default Allocation of Elongation 6, Movement 6, Speed 4)
              • Elongation 6 (500 feet)
              • Morph 2 (Humanoid Forms) [Distracting]
              • Movement 6 (Environmental Adaptation - Tight Spaces, Safe Fall, Slithering, Sure-footed, Swinging, Wall-crawling)
              • Speed 4 (30 MPH)
            • Enhanced Advantages 14 (Accurate Attack, Chokehold, Close Attack 6, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Interpose, Power Attack, Precise Attack (Close, Cover), Takedown 2) [18 pp]
            • Impervious Toughness 8 (Limited—Physical Damage) [4 pp]
            • Insubstantial 1 (Liquid) [Precise] [6 pp]
            • Protection 7 [7 pp]


            DEFENSES
            Dodge: 6 (+8) [+10 vs. Area Attacks]
            Parry: 6 (+8)
            Toughness: 0 (+12/+9/+5/+2) Combined / Vulnerable / No powers / No powers and Vulnerable
            Fortitude: 7 (+9)
            Will: 6 (+7)

            COMBAT
            Melee: +12
            Ranged: +0
            Initiative: +2
            • Springy Fists: +12 (DC 23 Toughness)
            • Grab: +12 (DC 18)
            • Unarmed: +12 (DC 17)


            Abilities 32 + Skills 12 + Powers 71 + Advantages 10 + Defenses 25 = 150 pp

            Background
            Arnold Kelvin Armstrong Jr was, at the time of his accident, an up and coming scientist with DuPont Chemical specializing in polymers. An arrogant man when it came to his field, he had few friends, but he was brilliant in his field, and he was close to finishing a prototype design that generated coherent fields of buckytubes. Not only that, but he had found a way to change the shape and volume of the buckytubes without changing their density through application of tuned electric fields, effectively raising and lowering their mass to seemingly create material from nowhere. This could have been a breakthrough for the ages. He was a rising star, at least until the accident.

            No one is entirely certain what happened that night. Some stories have industrial saboteurs attacking Armstrong, throwing him across the room and into his machine. Others posit that Armstrong took his experimentation too far and overloaded the machine. Still others claim that the aliens who gifted Armstrong with the technology arrived and punished him for the hubris of claiming to have invented it. Whatever the true story, when the lab personnel came in the next day, they found a transformed Armstrong lying next to his shattered machine, and it seemed to have imbued him with its powers. He could stretch his body to great lengths, mold his features, even reduce himself down to the diameter of a piece of string to move through small holes. And his durability was impressive, able to bounce attacks up to small arms fire. Due to the combination of his new abilities and his surname, he quickly gained the nickname of "Stretch" Armstrong, named after the doll popular in the 80s.

            Being an arrogant but brilliant scientist before his transformation, Armstrong decided to make the transition to being a famous and brilliant, albeit still arrogant, celebrity. He quit his job at DuPont and went off to become a famous superhero. Much to his chagrin, there were many people out there with powers, and his empowerment did not bestow any sort of public speaking skills, but he still did his best to carve out a niche, signing on with the Super Hero Network to appear on their show. Sure, he only got the job after agreeing to help them maintain their equipment, but it was still a form of fame, out in front of the cameras. They've also licensed the Stretch Armstrong trademark from Kenner toys, allowing Armstrong to use it as his chosen appellation.

            Complications
            • Addiction (Fame) — Armstrong has finally made his way to his rightful place, viewed by tens of thousands — maybe hundreds of thousands — on SHN. He'll do whatever is necessary to ensure that the camera stays on him.
            • Motivation (Arrogance) — Armstrong is used to being the smartest person in the room. The competition is a lot stiffer now, but he still strives to maintain that position. When he's not doing superhero work, or working on SHN's equipment, he's tinkering in their workshop. That's not to say that he can't work on a team. He's just happier when he's the one coming up with the ideas... or at least thinks he is.
            • Obligation — Armstrong is under contract with SHN, so he has to do jobs for them, in addition to occasionally being called in to ensure that their mobile camera pods are in working order.
            • Power Loss / Weakness — The buckytube material that Armstrong's body is now composed of still reacts to electrical fields, albeit less predictably than his prototype. Sometimes, it can disable his powers. Sometimes it causes them to go out of control. Needless to say, Armstrong tries to avoid being booked to fight any electricity-based villains.
            • Secret — Armstrong invented the device to extrude the buckytube material. DuPont has received plans for it from him. Except, when others have built it, it can be reshaped through fields, but the density decreases with increased volume and Armstrong has refused to disclose the trick. The thing is... he didn't do that. He built the machine, designed the reshaping through electrical fields, but that weird fold in space-time was a complete accident, and even Armstrong's own attempts to replicate it have failed.
            • Secret — Armstrong also doesn't know exactly how he was empowered. He'd finished up the evening having had a few too many Red Bulls in an effort to reach his peak of creative genius, and was feeling jittery, so he swiped some unlabeled pills from a co-worker. They interacted badly with the energy drink and his memories of the night are hazy until he woke up the next morning.
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            • #7
              Sovena Red

              Originally submitted to Heroes of the Motherland, an adaptation of the heroine of Once Upon a Caper

              Sovena Red



              Real name: Sovena Alexandrovich Lovstok

              Hair: Blonde, long, straight Eyes: Blue

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

              STR: +12 (34), DEX: +0 (10), CON: +13 (36), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

              Tough: +13 (+8 Impervious), Fort: +13, Ref: +4, Will: +7

              Skills: Acrobatics 2 (+2), Bluff 5 (+8), Concentration 4 (+5), Diplomacy 8 (+11), Intimidate 2 (+5), Notice 6 (+7), Search 5 (+5), Sense Motive 4 (+5)

              Feats: All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Unarmed Attack), Benefit (Fame) 2, Beautiful Voice (Diplomacy)*, Connected, Eidetic Memory, Interpose, Move-by Action, Takedown Attack
              (*) Beautiful Voice (Source: Mecha and Manga) Your voice has a soothing quality that puts others at ease. Choose Diplomacy or a vocal Perform skill when acquiring this feat. You are subject to the normal guidelines for interaction skills, but you can use this feat during combat. Take a standard action and make an interaction skill check against your target's opposing check (the same skill, Sense Motive, or Will save, whichever has the highest bonus). If you succeed, the target becomes amenable to talk things out rather than fight.

              Powers:
              Flight 5 (Speed: 250 mph, 2200 ft./rnd)
              Immunity 1 (aging)
              Immunity 9 (life support)
              Impervious Toughness 13
              Super-Strength 6 (+30 STR carry capacity, heavy load: 89.6 tons; +6 STR to some checks)

              Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +18/+24)

              Attacks: Unarmed Attack, +8 (DC 27)

              Defense: +7 (Flat-footed: +4), Knockback: -13

              Initiative: +0

              Languages: Native Language

              Totals: Abilities 58 + Skills 9 (36 ranks) + Feats 13 + Powers 40 + Combat 20 + Saves 10 + Drawbacks 0 = 150


              Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
              Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

              Background
              Sovena was a perfectly normal girl, born in 1921 in Rostov-on-Don, her father a factory-worker and her taking in laundry at home. Then one day, on her 11th birthday, she cut into her fruit pie, her father having secured her favorite of cherries on the black market, and there was a bright flash of light. When Sovena's parents blinked away the after-images, they found Sovena still sitting at the table, her eyes wide, staring at where she'd accidentally punched the knife completely through the thick oak table. Sovena's father, Sasha, was a loyal party member, so he promptly reported Sovena's newfound abilities of great strength, flight, and near-invulnerability to government officials. Sovena was immediately pulled away from her home and groomed to become an icon for the Communist movement.

              Now, ten years later, Sovena has proven to be close to immortal, having not aged since that day, and her powers remaining more or less static. She enjoys being in the public limelight as much as she enjoys a good scrap, but she's starting to tire of always being underestimated for her appearance and her naturally cheerful disposition is starting to show cracks as she's forced to face the horrors of war, especially seeing the effects of the war on people who don't have super-powers.

              Complications
              • Prejudice (Appearance) - Sovena is almost 20, but still has the body of a young girl. This is supremely frustrating to her, particularly as people often don't take her seriously as a result.
              • Affiliation (Communism) - Sovena believes strongly in the Party and the role that it will play in elevating the common people. She's a bit blind to its faults and doesn't take well to those who criticize it.
              • Immature - Whether it's an ingrained personality trait or a side-effect of her unchanging body, Sovena is still, in many ways, an 11-year-old girl. She will sometimes go into sulks or become enamored with a recent fad in fashion.
              • Family Ties - One of the ways that the Party has kept Sovena in line is by reminding her that her parents still depend on her, that without her, all sorts of things might happen... (since they still live in an apartment building in Rostov-on-Don, depending on the timeline, the Battle of Rostov may have a particular effect on her)
              • Unknown Power Source - Thus far, no one knows why Sovena has the powers that she does. As a result, she may have vulnerabilities or other complications that she is unaware of.




              It's a fairly standard Paragon build. The Eidetic Memory doesn't have a major effect due to her average-for-an-adult Intelligence. I added the Beautiful Voice feat because I liked the idea that she often at least tries to talk things out. I shifted her birthdate out from her canonical version so that she had some degree of the "unaging" angst at the time of World War II.
              [url=http://roninarmy.com/threads/996]My Builds[/url]

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              • #8
                Mystic

                Built for a player confused by 2E, a modified version of the Mystic archetype that relies a bit more heavily on implements.

                Mystic



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

                STR: +0 (10), DEX: +1 (12), CON: +5 (14/20), INT: +5 (20), WIS: +5 (20), CHA: +4 (18)

                Tough: +5/+12, Fort: +5, Ref: +6, Will: +13

                Skills: Bluff 5 (+9), Concentration 10 (+15), Craft (artistic) 2 (+7/+15), Gather Information 2 (+6), Intimidate 4 (+8), Knowledge (arcane Lore) 4 (+9/+17), Knowledge (technology) 2 (+7/+15), Language 3 (+3), Notice 5 (+10), Search 5 (+10), Sleight of Hand 8 (+9)

                Feats: Artificer, Contacts, Dodge Focus 3, Eidetic Memory, Equipment 3, Luck 2 - restricted to Ritualist / Artificer checks, Quick Change (from regular clothes to wizard costume and back), Ritualist, Ultimate Effort (Ritualist / Artificer checks)

                Powers:
                Magic 13 (Primary power of Mystic Arrows)
                . . Deflect 7 (Alternate; deflects: all ranged attacks) / Impervious Toughness 12 (Alternate; Power Loss (Requires Staff))
                . . Concealment 10 (Alternate; all senses) (Power Loss (Requires Staff))
                . . Insubstantial 4 (Alternate; Incorporeal) (Power Loss (Requires Staff))
                . . ESP 6 (Alternate; affects: 2 types, inc. visual - vision and hearing) / Super-Senses 9 (Alternate; blindsight: Awareness (Magic), danger sense: Hearing, darkvision, detect: Magic (Ranged)) (Power Loss (Requires Orb))
                . . Fatigue 12 (Alternate; DC 22; Accurate 2 (+4), Sedation; Power Loss (Requires wand))
                . . Fireball (Blast 9) (Alternate; DC 24; Burst Area (45 ft. radius); Power Loss (Requires wand))
                . . Hold Person (Paralyze 12) (Alternate; DC 22; Accurate 2 (+4), Reversible; Power Loss (Requires wand))
                . . Mystic Arrows (Blast 12) (Default; DC 27; Accurate 2 (+4), Homing (1 attempt); Power Loss (Requires wand))
                . . Snare 12 (Alternate; DC 22; Accurate 2 (+4), Affects Insubstantial (half ranks); Power Loss (Requires wand))
                Magic Book (Device 2) (Hard to lose)
                . . Enhanced Trait 10 (Traits: Knowledge (arcane Lore) +8 (+17), Knowledge (technology) +8 (+15), Craft (artistic) +8 (+15), Feats: Artificer, Luck 2 - restricted to Ritualist / Artificer checks, Ritualist, Ultimate Effort (Ritualist / Artificer checks))
                Mystic Boots (Device 2) (Hard to lose)
                . . Super-Movement 5 (air walking 2 (full speed), slow fall, sure-footed 1 (25% penalty reduction), trackless)
                Mystic Cloak (Device 3) (Hard to lose)
                . . Enhanced Trait 6 (Traits: Constitution +6 (20, +5))
                . . Flight 1 (Speed: 10 mph, 88 ft./rnd)
                . . Force Field 7 (+7 Toughness)
                Super-Senses 1 (awareness: Magic (Mental))

                Equipment: HQ: Sanctum Sanctorum, Toolkit (Basic), Wizarding Tools (Wand, Staff, Orb) 3

                HQ: Sanctum Sanctorum

                Power Level: 10; Equipment Points Spent: 11

                Toughness: +15

                Features: Concealed 2, Laboratory, Library, Living Space, Pool, Security System 1, Workshop

                Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 8 + Powers 0 + Combat 1 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11


                Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

                Attacks: Fatigue 12, +8 (DC Fort 22), Fireball (Blast 9) (DC 24), Hold Person (Paralyze 12), +8 (DC Staged/Will 22), Mystic Arrows (Blast 12), +8 (DC 27), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +4 (DC 15)

                Defense: +8 (Flat-footed: +3), Knockback: -6

                Initiative: +1

                Languages: English, Greek, Infernal, Latin

                Totals: Abilities 34 + Skills 13 (50 ranks) + Feats 9 + Powers 63 + Combat 18 + Saves 13 + Drawbacks 0 = 150

                Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.
                [url=http://roninarmy.com/threads/996]My Builds[/url]

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                [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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                • #9
                  Xerxes Gregorson (Red Ranger)

                  An attempt at updating from the 2E version, submitted to zeone3000's Super Sentai Mash Up game.

                  Xerxes Gregorson (Red Ranger) - PL 10



                  Strength 6/1, Stamina 8/3, Agility 11/3, Dexterity 3/0, Fighting 7/2, Intellect 0, Awareness 2, Presence 1

                  Advantages
                  Accurate Attack, Agile Feint, All-out Attack, Assessment, Conspiracy Theorist, Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 1, Evasion 2, Improved Critical: Martial Arts: Strength-based Damage 5, Improved Initiative, Improved Initiative 3, Improved Trip, Jack-of-all-trades, Luck, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Prone Fighting, Skill Mastery: Acrobatics, Uncanny Dodge

                  Skills
                  Acrobatics 9 (+20), Athletics 4 (+14/+10), Close Combat: Martial Arts: Strength-based Damage 5 2 (+9), Expertise (AGL): Capoeira 4 (+15), Expertise: Theology 5 (+5), Insight 9 (+15/+11), Perception 5 (+7)

                  Powers
                  Enhanced Trait: Enhanced Trait 2 (Advantages: Conspiracy Theorist, Eidetic Memory)
                  Quickness: Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Research)
                  Smart Phone: Feature 2
                  Ginga: Concealment 4 (All Visual Senses; Activation: move action, Blending, Partial)
                  Martial Arts: Strength-based Damage 5 (DC 26; Reach (melee): 5 ft.; Limited: Only versus Vulnerable targets [2 ranks only])
                  Ranger Form (Advantages: Assessment, Jack-of-all-trades)
                  . . Enhanced Trait: Enhanced Trait 65 (Traits: Strength +5 (+6), Fighting +5 (+7), Agility +8 (+11), Stamina +5 (+8), Will +5 (+10), Evasion 2 +1 (+2), Athletics +4 (+14), Insight +4 (+15), Dexterity +3 (+3), Advantages: Improved Initiative 3)
                  . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
                  . . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
                  . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

                  Equipment
                  Enhanced Smart Phone [Enhanced Trait: Enhanced Trait 2, Advantages: Conspiracy Theorist, Eidetic Memory; Quickness: Quickness 3, Perform routine tasks in -3 time ranks; Limited to One Task: Research; Smart Phone: Feature 2]

                  Offense
                  Initiative +27
                  Grab, +7 (DC Spec 16)
                  Martial Arts: Strength-based Damage 5, +9 (DC 26)
                  Throw, +3 (DC 21)
                  Unarmed, +7 (DC 21)

                  Languages
                  Native Language

                  Defense
                  Dodge 11, Parry 11, Fortitude 10, Toughness 9/8, Will 10/5

                  Power Points
                  Abilities 24 + Powers 81 + Advantages 17 + Skills 19 (38 ranks) + Defenses 9 = 150

                  BACKGROUND
                  Xerxes is a Theology student who settled on the major more because he enjoyed arguing than because of a vested nature in the subject. On his own, he's very much a live-and-let-live kind of guy. For the last few years, he's been studying Capoeira and has found that the philsophy of the style greatly appealed to him. He recently applied for the Ranger program, not so much for philosophical reasons as that he's come to realize that his major probably won't guarantee him much of an income.

                  PERSONALITY
                  Phleghmatic to the extreme. Oddly tense and rigid for a capoeiristra, but within the roda, or in the rare times he's gotten into fights, he becomes relaxed, able to easily dazzle people with his acrobatics and then strike from an opportune position.

                  COMPLICATIONS
                  • Argumentative - Xerxes was a contrary child. The academic atmosphere hasn't helped. He'll argue a point just because he wants to try a different point of view. And when someone tries to argue from authority, he's automatically opposed. When they try to appeal from false authority ("I'm a doctor, so I know all about building construction"), it takes a crowbar to peel him away from trying to prove them wrong.
                  • Reckless - Like many empowered people who started out normal, Xerxes has a slightly inflated sense of his durability and he will often leap before he looks, getting himself in over his head.
                  • Legacy - Xerxes never really got a chance to learn much about what the Power Rangers stood for. Ranger Corp was attacked before the capabilities and limitations of the "morphing process" could be explained and as far as Xerxes knows, the Power Rangers haven't re-established a public presence. For all he knows, he may have inherited their enemies, the suit may be weakened by exposure to tungsten, or there may be a collection agency in pursuit of him, hoping to regain the suit.
                  • Lone Ranger - Xerxes isn't great at teamwork. He'd just become part of the Power Rangers before the attack and since then, he's been on his own. Combined with his Argumentative nature, that makes him very much the person who, when asked to jump, may decide he wants to ask why, or jump in another direction, or simply do what he feels is right.


                  VITAL STATISTICS
                  Height: 5' 11"
                  Weight: 183 lbs
                  Build: Slender, slightly elongated. He keeps in good shape, maintaining a fair amount of muscle on his frame without being bulky.
                  Hair: Blonde, almost white, generally kept close-cropped.
                  Eyes: Blue, generally somewhat unfocused, but when he gets passionate, they have a tendency to be uncomfortably focused on the subject of his gaze.

                  Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                  Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.
                  Last edited by FuzzyBoots; 03-01-2017, 10:59 AM.
                  [url=http://roninarmy.com/threads/996]My Builds[/url]

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                  [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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                  • #10
                    Amorphous

                    Amorphous - PL 8

                    Strength 0, Stamina 8, Agility 2, Dexterity 1, Fighting 4, Intellect 2, Awareness 0, Presence 1

                    Advantages
                    Diehard, Eidetic Memory, Instant Up

                    Skills
                    Athletics 4 (+4), Close Combat: Natural Weapons, Unarmed 4 (+8), Deception 6 (+7), Insight 4 (+4), Perception 6 (+6), Persuasion 6 (+7)

                    Powers
                    Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
                    Morph: Morph 4 (+20 Deception checks to disguise; Any form; Feature: Can replicate biometrics)
                    Offensive Morphing Array
                    . . Acupuncture: Affliction 5 (Resisted by: Fortitude, DC 15; Enhanced Trait (Close Combat: Offensive Morphing Array) 3, Expertise (Acupuncture) 1, Variable Condition (All))
                    . . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +8 (+8), Precise)
                    . . Natural Weapons: Strength-based Damage 8 (DC 23; Multiattack, Variable Descriptor (various slashing, piercing, and bludgeoning))
                    Regeneration: Regeneration 5 (Every 2 rounds)
                    Shapeshift: Variable 1 (Action: move)

                    Power Settings
                    • Armed and Dangerous (Powers: Extra Limbs: Extra Limbs 4; Enhanced Advantage: Ambidextrous)
                    • Fluid Form (Powers: Insubstantial: Insubstantial 1)
                    • Glider (Powers: Flight: Flight 5, Flaw: Gliding)
                    • Spring Form (Powers: Leaping: Leaping 5)
                    • Swiss-Army Knife (Traits: Expertise (DEX) +8 (+9), Advantages: Improvised Tools)
                    • Wall-climber (Powers: Movement: Wall-crawling 2, Acrobatics +2 (+4))


                    Offense
                    Initiative +2
                    Acupuncture: Affliction 5, +11 (DC Fort 15)
                    Grab, +4 (DC Spec 13)
                    Natural Weapons: Strength-based Damage 8, +8 (DC 23)
                    Throw, +1 (DC 15)
                    Unarmed, +8 (DC 15)

                    Languages
                    English

                    Defense
                    Dodge 2, Parry 8, Fortitude 8, Toughness 8, Will 6

                    Power Points
                    Abilities 36 + Powers 56 + Advantages 3 + Skills 15 (30 ranks) + Defenses 10 = 120

                    Background
                    Amorphous is uncertain where it comes from. Its earliest memory was gazing down at a farmhouse, and trying to take the shape of the odd bipedal figures walking outside. It took many days, but it eventually figured out not only how to simulate the body, but all of those weird bits like the coverings and the tendrils coming off of its head. It strolled into the farmhouse and managed to pass for some hours before giving itself away at the latrine. It escaped with some new holes courtesy of a shotgun loaded with buckshot, but it continued to stay in the vicinity and watch. Weeks later, it made more peaceful contact with one of the children at the compound, and it was introduced to the clan.

                    It seems that Jebediah Kroft and his family had, after many years of watching the goings-on of Freedom City, decided to make their living in an environment they felt more conducive to the raising of children, a bucolic lifestyle in the hills outside Freedom City, raising their own food and largely eschewing civilization. After hearing the description of its form, it took the name of Amorphous, as it thought that sounded like a fine and beautiful name, just rolls off of the tongue. And it was helpful around the farm, able to summon additional limbs at will and stretch to reach high places. At night, Jebediah would narrate bits of folklore and sometimes, the children would let it read from their comic books, where it learned all about how the residents of Freedom City could fly and shoot rays from their eyes, and no one stayed dead for long.

                    Then, one day, the ATF barreled onto the property. Apparently, Jebediah's departure from the city had been less than fully voluntary. He'd been involved in gun-smuggling for the Labyrinth, and was wanted in conjunction with an investigation regarding a warehouse that had caught fire and then exploded. The agents surrounded the farm, but held off on attacking in favor of trying to negotiate with the bunkered-in family, and to buy time for one of the superheroes to be able to aid them. All it took was one agent not properly observing trigger discipline, tripping, and firing off their weapon. Jebediah and his family returned fire and it became a bloody battle. It was an extremely one-sided one fight, as the Krofts only had conventional weaponry, but when one of the daughters took a bullet to the head, the balance shifted as Amorphous took to the field and began taking the fight to the agents.

                    One bloody massacre later, it awoke in captivity, the pain in its body suggesting that it'd been gunned down in the field. After a brief escape by turning liquid, it wound up held within a reinforced sack, not airtight, but sufficient that it could not get out. At its trial, it learned that it had caused the death of seven agents, and maimed many others. The Krofts were all dead, some through gunshot wounds and some from the poison that they drank together to avoid capture. The prosecutor played up fears of killer aliens. The defense tried to argue that, based on the scanty documentation found in the diary of one of the Kroft children, the Amorphous was no more than a child himself. His arguments convinced the jury not to seek the death penalty, but were insufficient to save Amorphous from multiple life sentences... however long its life might be.

                    Sentenced to the Buckner Ridge facility, it proved to be a fairly model prisoner, willing to help out wherever it could in exchange for people to talk to. After it demonstrated that it was willing to let himself be held, it even graduated to not having its powers constantly suppressed, although it always gets ushered into a suppression cell when any outside visitors are brought in to avoid the chance of him swapping identities. It fancies himself more a lover than a fighter, although its ability to manifest impossibly sharp blades on its limbs makes him a decent combatant, not to mention its most recent hobby of acupuncture, learned furtively from Red Lotus Monk when he was briefly held at the facility. Eventually, it'd like to learn some of the healing applications of acupuncture, but currently, the only use is offensive.

                    Complications
                    • Prejudice (Genderfluidity) - Amorphous finds fascinating the distinction that humans make regarding gender and sex, and it changes on a regular basis based on its whims.
                    • Prejudice (Obviously Alien) - When not taking on a particular form, Amorphous is a blank humanoid shape of gleaming blue protoplasm.
                    • Quirk (Blue and Orange morality) - Amorphous is not human, and is still a child in many ways. It will oten act oddly as it tries to learn something more of the planet it is on.
                    • Vulnerable (Electricity) - Electricity disrupts its ability to maintain its form, as does Anti-Grue technology.
                    • Mystery (Origin) - Amorphous has been examined by Pseudo and Changeling and both have opined that it is not a Grue despite some similarities in abilities. Amorphous's kind might have further weaknesses. Someone might be looking for it.
                    • Enemy (Federal law enforcement) - The surviving agents have spread tales of Amorphous's bloodthirsty nature and it is unlikely to find any friendly quarter there.


                    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                    Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.




                    And an alternate, more monstrous, version for Arthur Eld's The Dirty Half Dozen game:

                    Amorphous - PL 8

                    Strength 0, Stamina 8, Agility 2, Dexterity 1, Fighting 4, Intellect 2, Awareness 0, Presence 1

                    Advantages
                    Diehard, Eidetic Memory, Instant Up

                    Skills
                    Athletics 4 (+4), Close Combat: Natural Weapons, Unarmed 4 (+8), Deception 6 (+7), Insight 4 (+4), Perception 6 (+6), Persuasion 6 (+7)

                    Powers
                    Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab) [3 pp]
                    Morph: Morph 4 (+20 Deception checks to disguise; Any form; Feature: Can replicate biometrics) [21 pp]
                    Offensive Morphing Array [17 + 2 pp]
                    . . Acupuncture: Affliction 5 (Resisted by: Fortitude, DC 15; Enhanced Trait (Close Combat: Offensive Morphing Array) 3, Expertise (Acupuncture) 1, Variable Condition (All))
                    . . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +8 (+8), Precise)
                    . . Natural Weapons: Strength-based Damage 8 (DC 23; Multiattack, Variable Descriptor (various slashing, piercing, and bludgeoning))
                    Regeneration: Regeneration 5 (Every 2 rounds) [5 pp]
                    Shapeshift: Variable 2 (Action: move) [16 pp]
                    Speed 2 [2 pp]

                    Power Settings
                    • Armed and Dangerous (Powers: Extra Limbs: Extra Limbs 4; Enhanced Advantage: Ambidextrous)
                    • Fluid Form (Powers: Insubstantial: Liquid)
                    • Glider (Powers: Flight: Flight 5, Flaw: Gliding)
                    • Spring Form (Powers: Leaping: Leaping 5)
                    • Swiss-Army Knife (Traits: Expertise (DEX) +8 (+9), Advantages: Improvised Tools)
                    • Wall-climber (Powers: Movement: Wall-crawling 2, Acrobatics +2 (+4))
                    • Swell in size (Powers: Growth 10 (Flaw 2: Restricted to increasing size only))


                    Offense
                    Initiative +2
                    Acupuncture: Affliction 5, +11 (DC Fort 15)
                    Grab, +4 (DC Spec 13)
                    Natural Weapons: Strength-based Damage 8, +8 (DC 23)
                    Throw, +1 (DC 15)
                    Unarmed, +8 (DC 15)

                    Languages
                    English

                    Defense
                    Dodge 2, Parry 8, Fortitude 8, Toughness 8, Will 6

                    Power Points
                    Abilities 36 + Powers 66 + Advantages 3 + Skills 15 (30 ranks) + Defenses 10 = 130

                    Background
                    There are many strange things that come from space. Monsters, aliens, cosmic rays, colors... and sometimes blobs. One day, 1933, in the town of Downingtown, Pennsylvania, a meteorite landed in a vacant lot, and a multicolored goo oozed out... and hungered. Fortunately, it was busy enough consuming fields of crops and cattle that it had not made it to the town itself before it was confronted by the army. Much to their surprise, the goo was intelligent, albeit initially only at the level of a precocious toddler. Since then, they have found that its ravenous appetite for organic material is only matched by its hunger for knowledge. Unfortunately, its hunger had included a canoodling couple in the corn, and it truly could not comprehend why consumption of organic matter could be wrong, so they were forced to capture and confine it for study. They've nicknamed it Amorphous. Although it now often assumes a human form — and much to the researcher's horror, it is practically indistinguishable from a human in that form — it is still a monster, albeit one that can be reasoned with.

                    Now, with the Axis menace looming, perhaps they can fight a monster with a monster...

                    Complications
                    • Nemesis (Doc Savage) - Doc Savage was the man on the scene when Amorphous was taken down. The Man of Bronze was appalled at the creature's lack of morality, particularly as his alien physiology was immune to the Doctor's approach of his Crime College to reform villains. Were he to learn that this creature has been unleashed upon the world, he might be tempted to rid the world of it permanently.
                    • Nemesis (Phineas T. Horton) - Dr. Horton was one of the scientists brought in to study Amorphous on account of his unique insight into nonhuman biology. When Horton started to claim that Amorphous was an active threat to human civilization and, failing to convince the U.S. Government to eradicate him, attempted his own bid to destroy the alien via his invented phlogiston, he was removed from the project. He still considers Amorphous a threat to humanity, although his studies gave him some ideas on how he might create life of his own...
                    • Power Loss (Fire) - Amorphous's regeneration works badly on damage done by fire, and might fail entirely with sufficiently high temperatures, as with Dr. Horton's phlogiston and similar devised flames.
                    • Prejudice (Obviously Alien) - When not taking on a particular form, Amorphous is a blank humanoid shape of gleaming rainbow protoplasm.
                    • Quirk (Blue and Orange morality) - Amorphous is not human, and is still a child in many ways. It will often act oddly as it tries to learn something more of the planet it is on.
                    • Vulnerable (Electricity) - Electricity disrupts its ability to maintain its form, as does Anti-Grue technology (if it exists at this time).
                    • Ravening Hunger - Amorphous is constantly hungry. It can be readily distracted by sources of organics.


                    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                    Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.
                    Last edited by FuzzyBoots; 03-01-2017, 10:39 AM.
                    [url=http://roninarmy.com/threads/996]My Builds[/url]

                    [b]Current games:[/b]
                    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

                    Comment


                    • #11
                      Starkitty

                      Submitted for FirefighterSaint's Amalgam Universe game.

                      Starkitty



                      Hair: Purple, runs as a mane down her neck
                      Eyes: Yellow, blank
                      Civilian identity: Sharon Coriander

                      Power Level: 8; Power Points Spent: 120/120

                      STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +3 (16), WIS: +2 (14), CHA: 0 (10)

                      Tough: +5/+7, Fort: +7, Ref: +10, Will: +5

                      Skills: Acrobatics 6 (+11), Climb 12 (+17), Escape Artist 4 (+9), Handle Animal 8 (+7), Notice 8 (+10), Search 3 (+6), Sense Motive 10 (+12), Stealth 6 (+11), Survival 6 (+8)

                      Feats: Attack Focus (melee) 3, Attack Specialization (Claws and Teeth), Defensive Roll 2, Dodge Focus, Eidetic Memory, Endurance, Improved Grab, Improved Grapple, Improved Trip, Truth Sense

                      Powers:
                      Claws and Teeth (Strike 2) (DC 22; Mighty) [3 pp]
                      Leaping 2 (Jumping distance: x5) - running 75 ft, standing 37 ft, vertical 18 ft. [2 pp]
                      Mental void (Concealment 1) (other sense: Mental; Close Range) [3 pp]
                      Speed 2 (Speed: 25 mph, 220 ft./rnd) [2 pp]
                      Super-Movement 1 (wall-crawling 1 (half speed)) [2 pp]
                      Super-Senses 5 (extended: Scent 1 (x10), extended: Vision 1 (x10), low-light vision, scent, tracking: Scent 1 (half speed)) [5 pp]
                      Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple) [1 PP]
                      Language Assimilation (Comprehend 2) (Understand/Speak any language, Quirk: Requires physical contact to acquire) [3 PP]

                      Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +13)

                      Attacks: Claws and Teeth (Strike 2), +9 (DC 22), Unarmed Attack, +7 (DC 20)

                      Defense: +8 (Flat-footed: +4), Knockback: -3

                      Initiative: +5

                      Languages: English

                      Totals: Abilities 40 + Skills 16 (63 ranks) + Feats 13 + Powers 21 + Combat 20 + Saves 10 + Drawbacks 0 = 120

                      Background:
                      Koriand’r was born the younger of two daughters to King Myand’r of planet Tamaran. Because her older sister, Komand'r, suffered from a childhood defect that deprived her of the Tamaranean ability to process sunlight for flight and thus was deemed unfit to rule, the nation's hopes were high that Koriand’r would be eligible for inclusion in the line of succession. Much to the royal family's horror, Koriand’r was born with a tail, evidently a genetic throwback to some early stage of Tamaranean genetics. As she grew up, her more bestial traits became clear, and it became more evident that her sister, Komand'r, was the only option. The populace of Tamaran demanded that Koriand’r be eliminated to prevent her from sullying the genetic pool and, already under great political pressure due to his lack of appropriate heir, King Myand’r yielded partially, staging an incident where Koriand’r was seemingly executed, but instead sending her off to exile in the galaxy. Her ship, set on a random path and then programmed to find a livable planet, settled her on Earth, where she hooked up with the Young Titans, a junior team to the JLA, adopting a civilian identity of Sharon (chosen in honor of Sharon Flagg, noted World War II operative for SHIELD) Coriander.

                      When Koriand’r first arrived, she was naive of Earth's ways. Now, a year after her arrival, she has less excuse, but continues to cheerfully confuse Earth customs to the point that her teammates are convinced that she's just playing a game with them. The truth of the matter is that Sharon's mind is alien, even for a Tamaran, and her brain keeps actively pruning things that it doesn't find useful such as concepts of personal space or table manners in favor of what it views as survival traits.

                      Complications
                      • Obvious alien/mutant - Starkitty has thick purple hair (it's an actual mane with hair follicles that proceed down to her lower back), blank yellow eyes, and slightly pointed teeth. She can hide most of her feline aspects with the benefit of contacts, but doesn't always think to.
                      • Offputting - Starkitty frequently exhibits feline behavior. Among other things, she thinks nothing of rubbing up against people as a sign of affection and she can be easily distracted by quickly moving small things.
                      • Ignorance of Earth Customs - Starkitty has difficulty retaining information on how to act properly. That doesn't bother her much. That sort of thing is silly when there are things to chase.
                      • Exiled Royal - Starkitty is unaware that Tamaran was conquered by the Citadel, a race of conquerors who had warred with Tamaran for over a century. They negotiated a peace, but part of the terms was to search for Koriand’r and bring her back to be properly executed.
                      • Rival - Also unbeknownst to Starkitty, her sister, Komand'r, bitter from being seen as a second choice for succession, allied with the Citadel to help conquer Tamaran. Komand'r knows that her sister was only exiled, and wants Koriand’r executed both as a matter of spite and to eliminate a potential embarrassment to the Tamaran people.
                      • Rival - Starkitty has had several encounters with Lethal, who seems to feel that Starkitty would be an ideal trophy for their wall.
                      • Ally - Ka-Zar the Changeling (Beast Boy / Ka-Zar) is a member of the Young Titans and often works alongside Starkitty, their animalistic powers working well together. Starkitty has decided that Ka-Zar will be her mate. Ka-Zar is decidedly less enthusiastic about the situation. He likes Starkitty well enough as a teammate, but doesn't feel the urge to settle down, plus sometimes Starkitty is just a little too animalistic for him.
                      [url=http://roninarmy.com/threads/996]My Builds[/url]

                      [b]Current games:[/b]
                      [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

                      Comment


                      • #12
                        Atom-Smasher II

                        Submitted for Bladewind's Justice League Academy game.

                        Atom-Smasher II


                        ABILITIES
                        STR 12/4 AGI 2 FGT 4 AWA 1
                        STA 13/5 DEX 0 INT 4 PRE 0
                        Advantages
                        Accurate Attack, All-out Attack, Benefit 2 (Good with Computers, worth a +5 bonus on some skill checks), Fast Grab, Great Endurance, Improved Critical: Unarmed, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Skill Mastery: Technology, Takedown, Teamwork, Ultimate Effort: Toughness Check

                        Skills
                        Acrobatics 2 (+4)
                        Athletics 5 (+17)
                        Close Combat: Unarmed 2 (+6)
                        Expertise: Current Events 2 (+6)
                        Expertise: History 2 (+6)
                        Expertise: Popular Culture 4 (+8)
                        Insight 4 (+5)
                        Intimidation 7 (+8)
                        Perception 6 (+7)
                        Persuasion 4 (+4)
                        Stealth 0 (+0)
                        Technology 8 (+12)
                        Vehicles 2 (+2)

                        POWERS
                        • Giant Size: Growth 8 (30 feet tall; +8 Str, +8 Sta, +8 Impervious Toughness, -4 Dodge, -4 Parry, -8 Stealth, +4 Intimidation, +1 Speed), Continuous, Impervious Toughness, Dynamic [4 pp / rank + 1 PP = 33 pp]
                          DAP: Dense Form: Growth 8 (Density (size, speed, skills, and defenses don't change); +8 Str, +8 Sta, +8 Impervious Toughness), Continuous, Impervious Toughness, Dynamic [2 pp]
                          AP: Mass Dispersal [1 pp]
                          • Air Walking: Flight 2 (Speed: 8 miles/hour, 60 feet/round; Subtle: subtle; Quirk: prone condition causes you to fall)
                          • Density Decrease: Insubstantial 4 (Incorporeal, Continuous, Subtle, Precise, vulnerable to gravitic/spatial attacks)
                          • Movement: Movement 1 (Safe Fall)

                        • Naturally Big: Growth 2 (8 feet tall; +2 Str, +2 Sta, -1 Dodge, -1 Parry, -2 Stealth, +1 Intimidation), Innate [5 pp]
                        • Immunity 7 (Bullets, Critical Hits) [7 pp]
                        • Impervious Toughness 5 [5 pp]
                        • Powerlifting 2 [2 pp]
                        • Flight Harness (Removable) [15 - 3 = 12 PP]
                          • Flight: Flight 5 (Speed: 60 miles/hour, 1800 feet/round; Limited: Not usable when using Growth/Density array) [5 PP]
                          • Sensors: Senses 6 (Analytical: Vision, Direction Sense, Distance Sense, Radio, Time Sense, Extended (Vision)) [6 PP]
                          • Self-contained breathing apparatus: Immunity 4 (Suffocation (All), Uncommon Descriptor (inhaled toxins and contaminants)) [4 PP]


                        DEFENSES
                        Dodge: 4 (+5/+1)
                        Parry: 1 (+4/+0)
                        Toughness: 0 (+13/+5)
                        Fortitude: 0 (+13/+5)
                        Will: 4 (+5)

                        COMBAT
                        Melee: +4
                        Ranged: +0
                        Initiative: +2
                        • Grab: +6 (DC 22)
                        • Unarmed: +6 (DC 27)


                        Abilities 32 + Skills 24 + Powers 67 + Advantages 16 + Defenses 9 = 148 / 148 pp

                        Background
                        Jeremiah Rothstein is the son of Courtney Whitmore aka Stargirl and Albert Rothstein aka Atom-Smasher. Much to his chagrin, he inherited a full slate of Atom-Smasher's powers when he hit puberty, blossoming from 4'10" to 7' 3" in a matter of months with mass to match. His parents, both Justice League veterans, encouraged him to take up the path of a hero. He's played along, his father teaching him how to use his ability to alter size and density, his mother coaching him on use of technology to round himself out. Much to his parent's surprise, he even manages a trick that Al can no longer pull off, dispersing his mass to the point of being able to move through objects, and even walk through the air. Meanwhile, outside of superhero training, he's finding that he has some talents in the area of computers and other technology and has occasionally considered whether he should pursue that direction . He hangs out with Pat Dugan whenever he can, and is thinking of trying to build his own car from parts.

                        Personality-wise, he's generally very cheerful and easygoing guy, although his temper can boil over when he gets frustrated. He's a bit sensitive about his size. He's happy to have more in common with his father, but he doesn't like the fact that he stands out so much in the crowd.

                        Complications
                        • Accident - Jeremiah is still getting used to his powers in some ways. He can generally manage his strength, but he still sometimes forgets to ensure the surfaces below him can support his own weight.
                        • Relationship - Jeremiah gets along fairly well with his parents, but he resents a bit that they seem to be pushing him into a superhero career. He feels more comfortable talking to Pat. He's friends with Fred "The Blob" Dukes. He hasn't had a large number of romantic relationships, in part because he's self-conscious about his size.
                        • Reputation (Meathead) - Due to his size, Jeremiah is sometimes assumed to be unintelligent. It doesn't help that he's friends with Fred "The Blob" Dukes, a noted bully on campus.
                        • Temper - Jeremiah has a long fuse, but when he finally gets fed-up, it doesn't tend to be pretty.
                        • Shy - His self-consciousness about his size makes Jeremiah reluctant to put himself out there in social situations.
                        • Legacy - Jeremiah is the son of two heroes, one of which helped conquer a third-world country and was the enforcer for its new dictator, Black Adam. He's bound to face some trouble for this from old enemies to people who expect him to be just like Al, or just like Courtney.




                        His primary power is being able to increase his Strength and Stamina, optionally choosing whether his size increases at the same time. In his base form, he's huge for his age, much like his father. He's smart, too, although he's yet to really find an outlet for it (I started off with Inventor in his Advantages, but it seemed a bit odd for a teenager). When he grows, he becomes a big target, of course. He meets his caps better in his dense form, but of course, he has to be careful about being fully dense, mass per surface area and all that.
                        [url=http://roninarmy.com/threads/996]My Builds[/url]

                        [b]Current games:[/b]
                        [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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                        • #13
                          Yvonne / Bug

                          Submitted for Kenseido's Hero High - Hawkes Academy game.

                          Yvonne Pigmon - PL 8



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

                          Advantages
                          Attractive, Defensive Roll 2, Uncanny Dodge, Well-informed

                          Skills
                          Athletics 1 (+0), Deception 1 (+2), Expertise (PRE): Social Scene 5 (+6), Expertise: Entomology 3 (+8/+4), Insight 2 (+4), Perception 2 (+8/+4), Persuasion 4 (+5)

                          Powers
                          Bug Feedback: Enhanced Trait 18 (Traits: Expertise +4 (+7), Perception +4 (+8), Parry +2 (+5), Dodge +2 (+5), Will +5 (+7), Fortitude +1 (+4), Advantages: Defensive Roll 2, Uncanny Dodge) [18 pp]
                          Bug Swarm [24 pp + 5 Alts]
                          . . Directed Swarm: Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range 2: perception)
                          . . Obscure: Cloud Area Concealment Attack 3 (Sense - Hearing, Sense - Sight, DC 13; Cloud Area 5: 250 feet radius sphere, DC 13, Attack: Dodge, Increased Range: ranged)
                          . . Spy through Insects: Remote Sensing 6 (Affects: 3 Types, inc. Visual - Sight, hearing, smell, Range: 1800 feet; Simultaneous; Medium: Insects)
                          . . Stinging Attack: Damage 8 (DC 23; Increased Range 2: perception)
                          . . Summon Insect Swarm: Summon 4 (Active, Controlled, Indirect 3: any point in fixed direction or fixed point in any direction, Mental Link, Type (General): Insects)
                          . . Surrounding Swarm: Burst Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Variable Condition: Third)
                          Cover Self With Bugs (Activation: Move Action) [11 - 1 PP]
                          . . Amorphous Outline: Enhanced Trait 2 (Traits: Dodge +1 (+5), Parry +1 (+5)) [2 pp]
                          . . Covered with Bugs: Morph 1 (+20 Deception checks to disguise; Single form) [5 pp]
                          . . Protective Bug Cushion: Protection 3 (+3 Toughness; Sustained) [3 pp]
                          . . Scary Appearance: Enhanced Trait 2 (Traits: Intimidation +4 (+5)) [2 pp]
                          Master of Her Domain: Immunity (Own Powers) [1 pp]
                          Sense Insects: Senses 8 (Accurate: Detect (Insects), Acute: Detect (Insects), Analytical: Detect (Insects), Danger Sense: Detect (Insects), Detect: Insects 1, Extended: Detect (Insects) 1: x10, Radius: Detect (Insects)) [8 pp]
                          Speak With Animals: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Insects and Arachnids) [2 pp]

                          Offense
                          Initiative +0
                          Directed Swarm: Affliction 8 (DC Fort 18)
                          Grab, +0 (DC Spec 9)
                          Obscure: Cloud Area Concealment Attack 3
                          Stinging Attack: Damage 8 (DC 23)
                          Surrounding Swarm: Burst Area Affliction 8 (DC Fort 18)
                          Throw, +0 (DC 14)
                          Unarmed, +0 (DC 14)

                          Languages
                          English

                          Defense
                          Dodge 5/2, Parry 5/2, Fortitude 5/4, Toughness 7/2, Will 7/2

                          Power Points
                          Abilities 10 + Powers 68 + Advantages 2 + Skills 9 (18 ranks) + Defenses 6 = 95

                          Background
                          Life is tough for a teenage girl. If you're not part of the "in crowd", you're invisible at best and bullied at worst. Yvonne quickly learned to navigate her way in the jungle of her peers, who to befriend and who to avoid, how to dress and how to act. Then, her life was upended when, while filling out applications for her freshman year of high school, she blacked out. When she awoke, she was suddenly aware of how many flies were in her room (8), how many spiders (23, including one black widow), and every other bit of information one probably does not want to know about the presence of insects and spiders in one's environs. She can speak with and command insects and arachnids within her immediate environment.

                          Now, she goes to Hawkes Academy, a prestigious prep school. The prestigious part is cool. Being seen as a bit of a nerd, not so cool. Being mentally tied to a bunch of bugs? Totally uncool. Still, she hasn't clawed her way to the upper echelons of juvenile social circles just to give up on it now...

                          Complications
                          • Identity - Yvonne doesn't want anyone to know about her powers. Fortunately, she has a way to readily hide her identity by summoning a swarm of insects to cover her body. Even her voice gets disguised by the buzz of the insects.
                          • Prejudice - Not everyone is into bugs. Yvonne is terribly hot on them either, but she seems stuck with them now.
                          • Power Loss - All of Yvonne's powers require the presence of bugs. Something which nullifies her communication (she's unsure as to how she does it, really) or removes insects from the immediate area are likely to, at the least, bar her from her "Bug Feedback" powers.
                          • Quirk - The communication with the insects is a bit of a two-way street, Yvonne has learned. It's minor things, but she's occasionally found herself staring at a rubbish heap, or fascinated by a field of flowers.
                          • Relationship/Reputation - Yvonne attempts to maintain her position as one of the "popular girls" despite now having a totally uncool interest in insects and having to attend a weird school. As a result, she has a bit of a reputation as a Mean Girl.


                          Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
                          Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.
                          [url=http://roninarmy.com/threads/996]My Builds[/url]

                          [b]Current games:[/b]
                          [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

                          Comment


                          • #14
                            The Plastic Hunchback - 3E

                            3E adaptation of The Plastic Hunchback for Nintendogeek's Time of Crisis game.

                            The Plastic Hunchback
                            PL 9 / 136 pp



                            Abilities: [24 pp]
                            STR 11 AGI 0 FGT 7 AWA 4
                            STA - DEX 0 INT 0 PRE -1
                            Advantages: [5 pp]
                            Eidetic Memory, Fast Grab, Improved Smash, Language (Sign Language), Power Attack, Improvised Tools

                            Skills: [13 pp]
                            Expertise (History) 2 (+2)
                            Expertise (Mechanical) 12 (+12)
                            Investigation 5 (+5)
                            Perception 7 (+11)

                            Powers: [77 pp]
                            Almost Human
                            . . Enhanced Trait: Enhanced Trait 5 (Traits: Will +5 (+9)) [5 pp]
                            . . Immunity: Immunity 5 (Emotion Effects) [5 pp]
                            Malleable Metal: Enhanced Trait 1 (Advantages: Improvised Tools) [1 pp]
                            Massive: Growth 4 (+4 Str, +4 Toughness, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks, Permanent) [4 pp]
                            True Sight: Senses 7 (Counters All Concealment: Sight, Counters Illusion: Sight) [7 pp]
                            Unliving: Immunity 37 (Critical Hits, Immunity to Fortitude Effects, Sensory Affliction Effects) [37 pp]
                            Unnatural Toughness: Impervious Toughness 11 [11 pp]
                            Unstoppable: Regeneration 2 (Every 10 rounds [first rank makes for normal healing]) [2 pp]
                            Deceptively Fast: Speed 1 (60 ft) [1 pp]

                            Defenses: [17 pp]
                            Toughness: 11 (Impervious 11) [7 pp]
                            Will: 9
                            Fortitude : - (Immune)
                            Parry: 7 [2 pp]
                            Dodge: 6 [8 pp]

                            Offense:
                            Initiative +0
                            Grab, +7 (DC Spec 21)
                            Throw, +0 (DC 26)
                            Unarmed, +7 (DC 26)

                            Power Points:
                            Abilities 24 + Powers 77 + Advantages 5 + Skills 13 (26 ranks) + Defenses 17 = 136 (of 137)

                            Background:
                            In a small village in the Appalachian mountains, there stood an iron statue. It is said that a century ago, the statue possessed mystical powers and would animate to perform labors for the village and to protect it, but the magical word to bring it to life was lost along with the secrets of its creation. Or so most of the village believed. In truth, the magic word became known only to the elders of the village, and they passed it down from generation to generation, unused for fear of losing the potential power of the golem. And then, one day, the coal seam caught fire. Much of the village collapsed into the void created in the earth. One of the surviving elders, at the foot of the statue, intoned its activation word with his dying breaths, commanding it to go forth and protect others. Even as the golem marched through the flames, its form warped, not built for such great heat. The inner core, made of earth and lesser metals, melted and fell away, leaving the hollow structure of enchanted iron. When it emerged from the flames, the structural integrity of the iron had been lost, but the enchantments held enough that the golem resolidified, albeit looking like a melted wax model. It lurched out of the mountains and into a world that recoiled from its hideous melted visage. Still, it was told to protect, and protect it shall.

                            In its early escapades, the media noted how its body dented and bowed under blows, deforming even as it was struck, and deemed it the Plastic Hunchback for its malleability and deformity. Although large in size and strange in shape, the Plastic Hunchback is deceptively deft and clever, able to reform its fingers into instruments to work with locks and devices. It has an odd affinity with mechanical machines, which has led to a mild obsession with cars, coupled with a mild frustration at being too big and heavy for most models. Its origins are even weirder than that, though, having been awoken just prior to World War II in an alternate universe and having been shunted off to this universe by a mystic foe.

                            Complications:
                            * Disability (Mute) - The Plastic Hunchback cannot speak, and few people know sign language.
                            * Prejudice - The Plastic Hunchback is ugly and inhuman in appearance, and exudes a slight odor of corrosion and decay. This can result in others viewing it unfavorably.
                            * Quirk - The Plastic Hunchback is actually from an alternate history, similar to ours, but different. Information it provides, particularly regarding historical events, are sometimes wrong even with a successful check.
                            * Relationship - The Plastic Hunchback fought alongside The Defenders Six in an alternate World War II, helping to defend the city of New York against Axis incursions.
                            * Weakness (Fire/Heat) - Fire and extreme heat causes its metal to deform faster
                            * Weakness (Magnetic) - Due to largely being made of rusted metal, The Plastic Hunchback is vulnerable to magnetic forces
                            * Weakness (Words of Power) - While it does not bear the traditional symbol across its forehead, it is still powered by some sort of magic. Someone who knows its activation word could attempt to control it, although years of independent existence has left it with some resistance.
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                            • #15
                              Sidekick

                              Submitted to Horsenhero's Seven Soldiers of Victory game:

                              Sidekick - PL 8

                              Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 3, Presence 5

                              Advantages
                              Agile Feint, Beginner's Luck, Diehard, Equipment 6, Evasion, Improved Disarm, Improvised Weapon 4, Luck, Throwing Mastery 6
                              From Presence: Connected, Attractive (cute), Well-Informed, Setup, Teamwork

                              Skills
                              Acrobatics 9 (+13), Athletics 5 (+7), Close Combat: Unarmed 2 (+10), Deception 9 (+14), Expertise: Sidekick 4 (+5), Insight 4 (+7), Investigation 4 (+5), Perception 5 (+8), Persuasion 2 (+7), Ranged Combat: Throw 6 (+8), Sleight of Hand 4 (+6), Stealth 8 (+12), Vehicles 4 (+6)

                              Powers
                              Disguise Kit
                              . . Quick Change: Morph 2 (+20 Deception checks to disguise; Narrow group [Humanoids of a similar build])
                              Climbing Cable
                              . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Platform)
                              Swing Line
                              . . Movement: Movement 1 (Swinging)

                              Well-preserved (Advantages: Diehard)
                              . . Enhanced Ability: Enhanced Stamina 2 (+2 STA)
                              . . Immortality: Immortality 1 (Return after 2 weeks)
                              . . Immunity: Immunity 1 (Aging)

                              Equipment
                              Binoculars, Disguise Kit [Disguise Kit], Flashlight, Grapnel [Climbing Cable; Swing Line], Motorcycle, Multi-tool, Night Vision Goggles, Undercover Shirt

                              Offense
                              Initiative +4
                              Grab, +8 (DC Spec 12)
                              Throw, +8 (DC 23 [21 for lightweight objects that don't allow strength damage])
                              Unarmed, +10 (DC 17)
                              Improvised Weapons, +10 (DC 20)

                              Complications
                              • Fame (multiple roles): Bucky has played many different roles over the years and there's always a chance that someone will recognize his fighting style, or general build, and realize that he was Bullet Boy, the Flying Ferret, or one of his multitudinous identities.
                              • Motivation: Patriotism: Bucky truly believes in serving his country. In whatever way is necessary.
                              • Prejudice (looks like a kid): Bucky is 33, but currently looks about 12. That can make things difficult. Drinking at a bar is basically impossible, and don't ask about his love life...
                              • Quirk - Catchphrase: Bucky has an addiction to catchphrases, quips, and puns and will sprinkle them into his combat wherever possible. If he can't come up with one, he may be at a penalty during combat while he tries to figure something out.
                              • Responsibility - Intelligence Community: While Bucky no longer serves any particular organization, his days in the field means he owes a complex web of favors that might be called upon the future. Also, some people out there will be convinced that he knows more than he actually does.
                              • Secret: Bucky has been sidekick to a number of war heroes over the years. It could be damaging to have it come out just who he worked for, and what he did while Major Justice was socking bad guys. Lastly, the GM may decide additional secrets that Bucky holds, some of which he may not realize are considered to be as important as they are.

                              Background
                              The exploits of the various costumed heroes of World War II almost always included the kid sidekick, a spunky character who seemed to exist entirely to humanize the soldier, to provide merchandising opportunities to kids back home, and to occasionally be kidnapped to provide motivation. Some of the more cynical people suggested that these sidekicks existed only on soundstages, maybe even adults made to appear to be kids in the midst of the action. After all, the military wouldn't be so callous as to employ child soldiers on the battlefield, right? The truth is stranger than it seems... Buchanan (Bucky) Carr was always small for his age, and shortly after he volunteered for active duty on the front and was deployed, it was determined that he'd only passed the minimum height requirements through the use of lifts in his shoes. About to be shipped back home, he pitched a desperate plan, to be used as a "child sidekick" in filmed war footage in Germany. The brass wanted to get this promotional reel out in a hurry, so they agreed. And so was born Bucky's career as a professional sidekick.

                              Whether he was playing Bullet-boy, the Flying Ferret, or Skip the Boy Wonder, Bucky put on the costume and played his role. It was up in the air as to whether the heroes themselves bought in on it. Bucky put a lot of effort into adopting a given role's mannerisms, and he's pretty sure that he convinced some of the heroes who had sidekicks States-side that their particular sidekick had been flown in for a non-combat role, but that it had coincided with unexpected enemy action. Meanwhile, while the cameras, and the grunts, saw the hero punching Nazis and generally taking names, Bucky was ensuring that the real work was getting done whether it was securing documents or ensuring that particular targets were eliminated. While he never graduated to the upper levels of tradework, Bucky worked as a highly deniable asset. After all, who would suspect the boy in bright yellow underpants spouting catchphrases to be the one who planted a playing card into a Nazi general's windpipe? Or scooping up the blueprints for the death ray so that weapons engineers could study it?

                              Things got even weirder after the incident with the Cosmic Quadrilateral... Bucky was doing his usual role, impersonating a well-known hero's sidekick for a reel involving the recovery of the mystic artifact, which was reputed to trade a person's life for their most sincere wish. Little did he know that the sidekick that he was impersonating was, in fact, deceased on a mission before the hero was shipped over. The hero brandished the artifact and wished to have his sidekick live on forever and then promptly vanished. Bucky is currently in his early 30s and some days he looks in the mirror and wonders if his aging has halted, or if it's reversed itself. He seems to be unable to die, although he doesn't heal any faster than the average person. He just... survives.

                              After the war, Bucky found himself at loose ends. The military considered him a joke. The intelligence community continued to deny him as an asset, this time with no work. And now, with the backlash against Mystery Men, his nascent business plan of essentially being a celebrity impersonator is DOA. Fortunately, into this void came Lance Gallant, who hadn't forgotten Bucky's work in Europe, and has offered him a role on the team, to act as the glue to hold them together.

                              Languages
                              English

                              Defense
                              Dodge 8, Parry 10, Fortitude 7, Toughness 6, Will 9

                              Power Points
                              Abilities 54 + Powers 8 + Advantages 21 + Skills 22 (66 ranks) + Defenses 15 = 120


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