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AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

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  • AverageJoe
    replied
    Carcharodon - PL 10

    Strength 7, Stamina 7, Agility 4, Dexterity 4, Fighting 10, Intellect 0, Awareness 4, Presence 0

    Advantages
    Accurate Attack, All-out Attack, Diehard, Extraordinary Effort, Great Endurance, Improved Critical 2: Crushing Bite: Strength-based Damage 3, Power Attack, Takedown 2, Ultimate Effort: Toughness

    Skills
    Acrobatics 8 (+12), Athletics 8 (+15), Intimidation 10 (+12), Perception 10 (+14)

    Powers
    Aura of Primal Fear: Cumulative Perception Area Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, DC 13; Alternate Resistance (Dodge), Perception Area: DC 13 - Vision, Cumulative, Increased Duration 2: sustained; Limited: Vision)
    Crushing Bite: Strength-based Damage 3 (DC 25, Advantages: Improved Critical 2; Penetrating 5)
    Hardened by the Deep: Immunity 8 (Environmental Conditions (All), Sleep, Suffocation (All))
    Hulking Physique: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
    Natural Swimmer: Movement 1 (Environmental Adaptation: Aquatic)
    Prodigous Swimming Speed: Swimming 7 (Speed: 60 miles/hour, 900 feet/round)
    Rend Flesh: Concentration Cumulative Affliction 10 (3rd degree: Transformed, Resisted by: Fortitude, DC 20; Concentration, Cumulative; Grab-based, Limited Degree (third only))
    Resilient Physiology: Immunity 7 (Disease, Fatigue Effects, Poison; Limited - Half Effect)
    Shark Senses: Senses 11 (Accurate: Scent, Accurate: Electrical Signals, Darkvision, Extended: Sight 1: x10, Extended: Scent 2: x100, Tracking: Scent 2: full speed)
    Sharkskin: Protection 3 (+3 Toughness; Custom: Protection Costs 2/Rank)

    Offense
    Initiative +4
    Aura of Primal Fear: Cumulative Perception Area Affliction 3 (DC Dog/Fort/Will 13)
    Crushing Bite: Strength-based Damage 3, +10 (DC 25)
    Grab, +10 (DC Spec 17)
    Rend Flesh: Concentration Cumulative Affliction 10, +10 (DC Fort 20)
    Throw, +4 (DC 22)
    Unarmed, +10 (DC 22)

    Complications
    Monstrous: Byron is a shark-man. That lends him a monstrous appearance, only exasperated by the aura of fear that permeates his immediate surroundings. He's even less attractive when he fights, becoming a furious biting, gnashing mess when blood is drawn.
    Temper: Like the shark he was combined with, Byron cannot control himself around blood, further exasperating his already short temper.

    Languages
    Native Language

    Defense
    Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

    Power Points
    Abilities 56 + Powers 78 + Advantages 9 + Skills 18 (36 ranks) + Defenses 19 = 180


    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

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  • AverageJoe
    replied
    Miss Adamant - PL 10

    irongirl_wallpeper_2568x1600_by_bogdanbl4-d7bxxae.jpg

    Strength 12, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 8, Awareness 2, Presence 0

    Advantages
    Accurate Attack, Inventor, Power Attack, Skill Mastery: Technology, Speed of Thought

    Skills
    Acrobatics 4 (+6), Athletics 4 (+16), Close Combat: Unarmed 2 (+8/+4), Expertise: Machine Repair 7 (+15), Perception 8 (+10), Technology 11 (+19)

    Powers
    Dominatus Energy Converter
    Fireburst Launcher: Burst Area Damage 7 (Removable, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
    Kinetic Energy Manipulator
    Enhanced Ability: Enhanced Strength 10 (Removable, +10 STR)
    Power-Lifting: Enhanced Strength 2 (Removable, +2 STR; Limited to Lifting)
    Matter Dissection: Weaken 10 (Removable, Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range: ranged)
    Plasma Beam: Damage 10 (Removable, DC 25; Increased Range: ranged, Penetrating 3)
    Regina Mark 40 Armor
    Archangel Fusion Jets: Flight 9 (Removable, Speed: 1000 miles/hour, 2 miles/round)
    Ceramic Crystal-Alloy Armor: Protection 12 (Removable (indestructible), +12 Toughness; Impervious)
    Combat Computer: Enhanced Trait 16 (Removable, Dodge +4 (+8), Parry +4 (+8), Close Combat +4 (+8), Ranged Combat +8 (+10), Advantages: Accurate Attack, Power Attack)
    Overwatch Sensor Array: Senses 10 (Removable, Accurate: Hearing, Extended: Hearing 2: x100, Extended: Sight 2: x100, Infravision, Radio, Time Sense, Ultra-hearing)
    Physiology Meld Web: Immunity 10 (Removable, Life Support)

    Offense
    Initiative +8
    Fireburst Launcher: Burst Area Damage 7 (DC 22)
    Grab, +2 (DC Spec 22)
    Matter Dissection: Weaken 10, +2 (DC Fort 20)
    Plasma Beam: Damage 10, +10 (DC 25)
    Throw, +2 (DC 27)
    Unarmed, +8 (DC 27)

    Complications
    Obsession
    Power Loss
    Temper

    Languages
    Native Language

    Defense
    Dodge 8/4, Parry 8/4, Fortitude 4, Toughness 12, Will 3

    Power Points
    Abilities 36 + Powers 84 + Advantages 3 + Skills 18 (36 ranks) + Defenses 9 = 150

    Karissa Moore is the prodigy behind the Rex Bellum battle armor, an incredibly versatile chassis upon which many variations can be made. Her preferred variant is the Regina armor, for its mix of durability, maneuverability, sensors and offensive weaponry, but she also has developed other patterns for different situations.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
    Attached Files

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    X9 in Pursuit.png

    Unit 54F - PL 10

    Strength 8, Stamina -, Agility 5, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 0

    Advantages
    All-out Attack, Attractive 2, Fast Grab, Fearless, Improved Grab, Improved Hold, Improved Trip, Power Attack, Takedown 2

    Skills
    Acrobatics 6 (+11), Athletics 4 (+12), Close Combat: Unarmed 6 (+12), Insight 6 (+6), Investigation 8 (+8), Perception 4 (+4), Stealth 4 (+9), Technology 6 (+6)

    Powers
    Armored Skeleton: Protection 12 (+12 Toughness; Impervious)
    Machine Body & Mind: Immunity 40 (Common Descriptor: Mental Effects, Fortitude Effects)
    Running Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
    Leg Hydraulics: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)

    Offense
    Initiative +5
    Grab, +6 (DC Spec 18)
    Throw, +2 (DC 23)
    Unarmed, +12 (DC 23)

    Complications
    Disability: Helen is cold and logical, having been raised and artificially instructed by a computer. She is not yet able to quite understand those who do not have such a clear grasp of logic and efficiency as she does.
    Relationship: Helen is willingly subservient to Genesis Omega, as she sees it as her father and will do anything it desires. Currently its instructions have been at worst cold and unfeeling, but not malevolent.
    Responsibility: Although mostly free-willed, Helen is still a creation of Genesis Omega, and her mind is linked to that computer. It can perceive everything she can in real time and send her instructions when desired. It can even take direct control over her body if it deems the need great enough.

    Languages
    Native Language

    Defense
    Dodge 8, Parry 8, Fortitude Immune, Toughness 12, Will 10

    Power Points
    Abilities 32 + Powers 70 + Advantages 11 + Skills 22 (44 ranks) + Defenses 15 = 150


    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
    Last edited by AverageJoe; 6th June 2019, 09:28 AM.

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  • JDRook
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    I cab give a little feedback if you don't mind.


    Antaeus
    looks like a standard powerhouse with an earth focus. He's actually pretty similar to the archetype in the core book, which also has some issues, or at least a few things that could be cleaner.


    STR and STA are at 14, which allows him to lift 400 tons and tougher than if his body were solid steel. That all seems in order. However, the breakdown looks like 2 "natural" STR + 8 Enhanced STR + 4 ground-dependent STR, and you're using the Enhanced as the base for an Array. You're also using Str-based Damage as a slot in the array with Area, which gets complicated by itself since STR is variable and can't get higher than 6 since the Enh 8 is what's powering the array. I'd recommend a simpler alternative: there's actually a precedent for just using the Damage component of STR as an array base, so you could make your base STR 10 plus the ground-limited 4, and then have 1p as the Alternate Effect slot for the 14 Damage you would have on the ground to make a 14p Ground Pound. That should be enough for the 10 rank knockdown Affliction and 9 ranks of Damage, both Burst Area with the shared surface Flaw.


    Keep in mind Fatigue Immunity does not make you immune to stunt fatigue. Also, 3e Life Support includes Starvation and Thirst immunity by default, but classic warrior godlings like this tend to like eating and drinking; your call whether that's purely for joy or if you want that point back and he can in fact starve. Another option is to have Half-Effect on Life Support, so for only 5p he's incredibly resistant to all those things, particularly with his high Fortitude, but still capable of being worn down by long or intense exposures or deprivations.


    It also looks like you did the math wrong (or possibly I'm reading your sheet wrong) because I get only 32p on Abilities and 78p on Powers, putting you 12p under 150p, so you've got a lot of room to add more stuff if you wanted. A few more skills wouldn't hurt.


    Amoeba is a blobby villain, which is good since his powers don't really add up, so he'd be best in GM hands. I'll still go over the math, though.


    DEX 4 is probably unnecessary since he has no ranged effects that require an Attack check or Dex-based skils.


    Duplication is hard to parse. It looks like he splits as a Reaction to non-energy attacks, and presumably can't turn off or control this split, so I'd make that out as a +2 Extra (+3 Reaction, -1 Uncontrolled). If he splits 3 ways on a 3rd degree hit, does he simply not split on 1 degree, and does the -X come into effect there? In any case, this isn't really a limit since allowing more multiples is hella expensive in 3e. But again, this is fine for a villain, especially if he's going to fight a PC team by himself, but this shouldn't be allowed for a player because it's way too unbalanced.


    Under Liquid Form, Concealment could be for more than Visual when immersed; consider going all the way to 10 and concealing from all senses. Also, Suffocation has no rank or any other description, so it looks more like a typo.


    Not sure what Elastic Punch is supposed to look like with Line Area and Ricochet. So it can hit a lot of people simultaneously in a line, and around a corner? The Smothering Globules Affliction is Ranged but also Area so it doesn't need an Attack check. The Conditions are a little strange but not unworkable. Immunity would be 21p with Mental Powers Immunity at 10p. Immortality is really more of a plot point than a power.




    Inferno seems like a weird combination of Energy Controller and Gadgeteer. His Advantages and Skills are all geared toward an inventor, but his INT 0 is his lowest ability and he has no actual gadgets. Engine Repair also seems like a really specialized Expertise, but you certainly have the points to burn (no pun intended). Not sure why you didn't go full Immunity to Fire Effects 10, and your Defenses only get up to about PL7 while Firestarter is a PL10 offense. He is a villain, though, so nothing wrong with some built in weaknesses.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    Name: Ekaterina "Katya" Kondratyuk
    Alias: Syl'na
    Age: 17
    Height: 5'8"
    Weight: 122 lbs
    Eyes: Blue
    Hair: Blonde
    Profession: High School Student

    Originally posted by Syl'na
    "I've hurt people I'm close to before, and distanced myself to protect them... I don't want to let my fear rule me anymore."
    Abilities
    Strength 1/9, Stamina 1/7, Agility 1, Dexterity 1, Fighting 3, Intellect 0, Awareness 2, Presence 0

    Advantages
    All-out Attack, Attractive 2, Great Endurance*, Improved Smash*, Interpose, Languages 1 (English, Base: Ukrainian), Power Attack, Ultimate Toughness*

    Skills
    Athletics 1 (+12), Close Combat: Unarmed 2 (+5), Insight 5 (+7), Perception 4 (+6), Ranged Combat: Throw 4 (+5)

    Powers
    Super-Dense Muscle: Enhanced Strength 8, Enhanced Advantage 1 (Improved Smash)
    Rapid Muscle Revival: Regeneration 2 (Every 5 rounds)
    Born Survivor: Enhanced Stamina 6, Immunity 7 (Disease, Environmental Conditions (All), Poison), Enhanced Advantage 3 (Diehard, Great Endurance, Ultimate Toughness)
    Dense Body Structure: Protection 2 (+2 Toughness; Impervious [7 extra ranks])
    Feats of Strength Array:
    -Powerful Jump: Leaping 7 (Leap 900 feet at 250 miles/hour)
    -Shockwave: Burst Area Affliction 7 (1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Extra Condition; Limited: Targets on the ground, Limited Degree)
    -Smashing Ground: Burst Area Damage 7 (DC 17; Burst Area: 30 feet radius sphere, Limited: Targets on the Ground)
    Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
    Powerful Runner: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

    Offense
    Initiative +2
    Grab, +3 (DC Spec 19)
    Shockwave: Burst Area Affliction 7 (DC Fort 17)
    Throw, +5 (DC 24)
    Unarmed, +5 (DC 24)

    Complications
    -Enemy: She doesn't know it yet, but the men who killed her father and uncle were agents of HYDRA. This international terrorist organization does not take kindly to loss and they may come for her again.
    -Prejudice: Katya is a mutant, which carries a variable but usually large amount of stigma. While Katya has the benefits of having a mutation that is easy to hide and going to a school without mutant detectors, she must be wary of revealing her identity as a mutant.
    -Relationships: Katya knows what it's like to lose family members. The only ones she has left are her aunt Nata and her brother Mikael. He loves them greatly. She is also very close to her adoptive father Edward. Finally, she has a small group of friends she treasures.
    -Responsibility: Katya is still in high school. She is committed to excelling in school and will be loathe to brush off schoolwork in all but extreme situations.
    -Shy: Katya is socially awkward by nature most of the time. She has a hard time interacting with people she finds attractive, unfamiliar, intimidating, etc.
    -Untrained: Katya is very strong and not perfect at reigning it in. This can cause her to inflict serious damage to her surroundings, which may even include people she'd rather not hurt.

    Languages
    English, Ukrainian (Base)

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

    Power Points
    Abilities 16 + Powers 64 + Advantages 5 + Skills 8 (16 ranks) + Defenses 12 = 105

    People of Importance: Her brother Misha is her closest living relative, who she very much cares about, and vice versa. Her aunt Nata still lives in the Ukraine but Katya is still very close to her since the former played a key role in raising Katya since she was a toddler. Her de facto adoptive father Edward van Dyke, while not a very charming man, is nonetheless a good man and she respects him for everything he's done for her and her brother.
    Motivation: Katya was raised on the golden rule above all else. She can hurt people, but feels that if she were to misuse her abilities, she'd be no better than the criminals who killed her uncle and father and tried to kidnap her. Furthermore, she's lonely. Having had problems socializing for most of her younger life, Katya wants to have friends and experience love. She learned the hard way that unless she's careful with her abilities, people will treat her like they would a man-eating lion: with total fear.

    Ekaterina "Katya" Kondratyuk was born with a gift, or a curse depending on how you look at it: an active mutant gene. This extremely variable, highly recessive gene manifested by causing her muscles, organs and bones to be extremely dense and efficient. This means she's extremely strong and resilient. She can lift a over two dozen tons, smash boulders with her hands, and leap tall buildings. She can survive comfortably in a blizzard. Bullets ricochet off her body like rain off a rock. One would think this would give her a feeling of superiority and cockiness. Not the case. She's a shy, quiet teen who is fairly socially inept. Born in the Ukraine, her mother died giving birth to her younger brother Mikael (nicknamed Misha). Her father Artom had an extremely demanding and busy factory job to put food on the table, and had virtually no time to spend with his son and daughter. To this end Katya and Misha were mostly raised by Artom's brother Gregor and his wife Nata. Katya led a sheltered and restrained but otherwise uneventful life until she was thirteen, and Misha nine. During one of the rare instances where Artom was spending time with Katya and Misha along with Gregor and Nata. There was a sharp knock at the door. Gregor answered and was immediately shoved aside by a pair of black-clad men with firearms. They demanded that Katya come with them. Gregor and Artom knew full well that they had learned of Katya's abilities and wanted to bend them to their own purposes. The two men attempted to wrest the weapons from the gunmen, while ordering Nata to flee with the children. As Katya was leaving the back door, she saw both her father and uncle shot before her eyes. As the door slammed shut, she snapped. The pair of gunmen were about to follow their quarry out the door when the wall was smashed in and Katya punched one of them through it. The other one opened fire on Katya in vain and was swiftly overpowered. In her rage Katya punched him in the face. His spine snapped and he slumped in her grasp, his weight tearing through his coat and revealing the tattoo of an octopus on his chest. When she realized what she'd done, Katya wept. Fearing that more men would come for them, Nata sent Katya and Mikael to America, to live with the Edward van Dyke, a lifelong friend. Edward took them in and now, years later, Katya is a junior in high school. She's met a few friends and is doing quite well in her academics. Aside from a few isolated incidents, she's managed to reign in her power thus far. That said, her life is about to become quite interesting.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    Apex:

    Abilities (52 Points): Strength 12, Stamina 11, Agility 2, Dexterity 2, Fighting 6, Intellect -1, Awareness 3, Presence -1
    Skills (13 Points, 26 Ranks): Athletics 3 (+15), Intimidation 12 (+13 w/ Growth Bonus), Perception 7 (+10), Ranged Combat: Throwing 4 (+6)
    Advantages (10 Points): All-Out Attack, Diehard, Fearless, Great Endurance, Improved Grab, Improved Smash, Interpose, Takedown, Ultimate Toughness, Withstand Damage
    Powers (65 Points):
    Accelerated Healing: Regeneration 10 [10 points]
    Bone Spurs: Reaction Damage 3 (Being Touched, Noticeable) [11 points]
    Hulking Physique: Growth 4 (Innate, Permanent) [9 points]
    Hybridized Physiology: Immunity 3 (Disease, Environmental Radiation, Starvation, Poison, Suffocation, Half Effect), Immunity 4 (Environmental Heat, Cold, Pressure, and Vacuum) [7 points]
    Charging Brute: Speed 2 [2 points]
    Strongest There Is: Feature 1 (Automatically win contests of Strength in the case of a tie) [1 Point]
    Super-Toughness: Protection 2, Impervious Toughness 11 [13 points]
    [I]Feats of Strength (Array):[I] [12 points Total]
    -Shockwave: Burst Area Affliction 9 (Extra Condition, Limited to Along the Ground, Limited Degree, Resisted by Fortitude, Dazed and Vulnerable, Stunned and Prone) [9 points]
    -Groundstrike: Burst Area Damage 9 (Limited to Along the Ground) [1 point Alt]
    -Tremendous Bounder: Leaping 9 [1 point Alt]
    -Power-Lifting: Enhanced Strength 9 (Limited to Lifting) [1 point Alt]
    Offense:
    Unarmed Strike: +6 Melee, Damage Rank 12
    Throwing: +6 Ranged, Damage Rank 12
    Defense (10 Points): Dodge 5, Parry 5, Fortitude 11, Toughness 13, Will 7
    Complications:
    Accident: Apex is very strong and has less control over his own strength than other high-power heroes do, so he has the potential to inflict damage beyond his intent.
    Impulses: Although the scientists that bred Apex intended him to fight alongside any Justice League members, Apex still has latent urges to fight Kryptonians, as despite their best efforts, the researchers were unable to totally erase the instincts imprinted in his progenitor over generations of accelerated evolution. Apex realizes that these instincts are not normal and seeks to suppress them, but instinct possesses tremendous power over all beings, normal and extraordinary alike.
    Monstrous: As the spawn of Doomsday, Apex is terrifying to behold. Furthermore, the terrifying appearance is amplified by the widely known knowledge of Doomsday's deeds.
    Temper: Apex's "father" was known for his towering rage, and although the human rationality contributed from his female genetic contributor lessens that tendency towards murderous rampages, Apex still has anger problems.
    Relationship: Apex has no parents in the proper sense, but he does have a young woman named Anna to keep him company until he finds a place to where she can live in safety. He has grown to be very protective of her. He feels like he has a debt to her for teaching him to speak better, and to read, write, etc.
    52 Points (Abilities) + 13 Points (Skills) + 10 Points (Advantages) + 65 Points (Powers) + 10 Points (Defenses) = 150 Points

    Apex was an experiment using the genetic material of Doomsday. Initially the scientists involved in the experiment intended to use the beast to counter the threat of rogue Kryptonians, but the experiment hit a rough spot when it turned out that there was insufficient genetic material to make a full clone. So the researchers used the only material they could find and had the know-how to hybridize: human DNA. So as a result, the spawn was less powerful than Doomsday by a huge margin, but lacked his insane rage, and was more receptive to discussion. When talking to him and teaching him things like they would any infant, they named him Dane, but spoke of him as Apex, as he was an creature of power insurmountable by earthly powers, they believed. They believed they could control their creation, but when his self-awareness proved intolerable, they were forced to lock it away. In the closing stages of the third World War, Apex's stasis field was damaged, and the creature woke up. It rampaged through the facility, the memory of its final moments before imprisonment fresh in its mind. Only there was no opposition. The facility was deserted, dark, and quiet. When Apex finally left the facility, it was greeted by a nuclear wasteland, and the somewhat simple-minded creature was stunned by what he saw. It began leaping across the country, desperately searching for what happened. He found little save desolation. Dane wondered what he was to do. Dane sat down fell into deep thought, or as close to deep thought as its below average brain could achieve. After a short while, a clamor from behind it arose: Weeping, from within a wrecked house. Apex walked into the house to find a young woman weeping. She was nearly hysterical, crying over a burnt body. She turned around fast and fainted at his sight. Apex instantly realised why she had reacted the way she did, and resolved to help her in the only way he could: With his strength. He carried her unconscious body for miles until he found an unraided food source, and laid her down to rest. When she finally woke up, he began comforting her in the best way his limited vocabulary allowed, and eventually he conveyed that he had no wish to hurt her. Her name was Anna, and she had been with her father, wandering the wastes until he died when the gas main of a house he was looting sprung a leak. She was lost and scared. She asked him if he could stay with her, and he agreed, out of desire for companionship, at least until he could find another place for her to stay where she would be safe. Since then, he has been wandering the wastes, searching for a safe place for Anna.
    Originally posted by Build Notes
    This is a build for a post-apocalyptic game, and the GM preferred that we limit our immunities, so that's why Apex has two seperate sets of immunities, and lacks Life Support, which I initially desired for the build.
    Last edited by AverageJoe; 17th January 2016, 04:27 PM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    Abyss PL10

    Abilities
    Strength -, Stamina -, Agility 5, Dexterity 3, Fighting 6, Intellect 0, Awareness 4, Presence 0

    Powers
    Being From Between The Stars:
    Void Being: Insubstantial 4 [Permanent; Affects Corporeal, Innate], Possession: Affliction 9 [Dazed, Compelled, Controlled, Resisted by Will; Cumulative; Feature: Merge With Subject, Subtle 2, Affects Corporeal, Insidious]
    Alt: Mind Rend: Damage 9 [Alternate Resistance: Will, Burst Area, Selective; Subtle 2, Insidious, Affects Corporeal]
    Alt: Telekinesis: Move Object 10 [Subtle 2, Precise]
    Move Unseen: Concealment 2 [Sight, Smell], Reconstitution: Regeneration 2, Not Alive In The Traditional Sense: Immunity 30 [Fortitude Effects; Absent Stamina, Absent Fortitude], Ply The Invisible Currents: Flight 1
    Make Its Presence Plain: Feature 1 [Can Change Host Body's Eyes to Dark Purple and Back Again]
    (66 points)

    Advantages
    Assessment, Eidetic Memory, Fascinate 1 [Deception], Fearless, Hide in Plain Sight, Move-by Action

    Skills
    Acrobatics 6 (+11), Athletics (+0), Close Combat: Unarmed 4 (+10), Deception 10 (+10), Insight 6 (+10), Intimidation (+0), Investigation 4 (+4), Perception 6 (+10), Persuasion (+0), Stealth 9 (+14)

    Offense
    Initiative +5

    Defense
    Dodge 12, Parry 11
    Toughness 0 (Def Roll 0), Fortitude Immune, Will 10
    Power Points
    Abilities 36 + Powers 66 + Advantages 6 + Skills 23 + Defenses 19 = Total 150

    Complications
    Monstrous: When visible in its natural form Kruyq'ielmi is a dark, throbbing, vaguely humanoid mass of pure emptiness. People find that terrifying to behold.
    Quirk (Mute): Unless inhabiting a corporeal body, Kruyq'ielmi cannot speak to any non-void being individual.
    Stigma: The act of inhabiting and taking complete control and ownership of another's body is generally frowned upon, but Kruyq'ielmi does that all the time.

    Kruyq'ielmi is a void being, a race of incorporeal beings that live in the cold void between the stars. They are neither living nor dead, neither male nor female, they simply exist. Void beings find great joy in exploring the unknown wonders of the universe. They are free from typical concerns such as eating, sleeping, aging, and the like, they are effectively immortal, and have the ability to possess and control the bodies of other lifeforms. They spend the vast majority of their time slowly drifting through the universe in search of discovery. This search for new experiences led a particular void being called Kruyq'ielmi to earth. A relatively young individual (only several million years old), this was only the second planet Kruyq'ielmi visited, and the first with sentient life. It began to relish living on a world full of beings that could think, feel, and make conscious decisions just like itself, but it also felt a desire to help them. They fought among themselves, with exceptional super-beings at the forefront of the conflicts. Kruyq'ielmi took a liking to the strong moral compass of those we call heroes, and wants to help them out, but needs to figure out a way to contact them without freaking them out.

    Here is what Kruyq'ielmi appears as when outside of a host and visible.

    When inside a host body, Kruyq'ielmi appears exactly like the host, except that it can turn its eyes into pitch-black orbs to differentiate itself.
    Last edited by AverageJoe; 7th November 2015, 02:00 PM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    Ha! That'll teach me to just type whatever... Thanks for the catch, I'll change that.

    Leave a comment:


  • Arthur Eld
    replied
    Re: AverageJoe's ALL ORIGINAL (Usually) Builds (Concept Bank)

    About the Revenger, he doesn't really need, or get any benefit from, Penetrating and Multiattack 10.

    You can't have more ranks in an Extra than you have on the Effect. So those should be capped at 8.

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  • AverageJoe
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    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    The Revenger PL12

    Abilities
    Strength 6, Stamina 5, Agility 6, Dexterity 4, Fighting 14, Intellect 1, Awareness 4, Presence 1

    Powers
    "There is Iron in His Hands":
    Piercing Fist: Damage 2 [Strength-Based; Penetrating 8]
    Alt: Blurring Strikes: Damage 2 [Strength-Based; Multiattack 8]
    (13 points)

    Advantages
    Agile Feint, All-out Attack, Chokehold, Defensive Attack, Defensive Roll 3, Diehard, Fast Grab, Fearless, Improved Critical 4 [Unarmed Attacks], Improved Defense, Improved Disarm, Improved Grab, Improved Initiative 1, Improved Hold, Takedown 2, Uncanny Dodge, Weapon Bind, Instant Up, Prone Fighting, Move-by Action, Teamwork, Set-Up, Contacts, Connected

    Skills
    Acrobatics 6 (+12), Athletics 10 (+16), Deception (+1), Insight 6 (+10), Intimidation 8 (+9), Investigation 4 (+5), Perception 8 (+12), Persuasion 6 (+7), Stealth 8 (+14)

    Offense
    Initiative +10
    Piercing Fist +14, Damage 8, Penetrating 10, Improved Critical 4
    Blurring Strikes +14, Damage 8, Multiattack 10 Improved Critical 4

    Defense
    Dodge 16, Parry 16
    Toughness 8 (Def Roll 3), Fortitude 10, Will 14

    Power Points
    Abilities 82 + Powers 13 + Advantages 30 + Skills 28 + Defenses 27 = Total 180

    Complications
    Quirk (Detached)
    Temper

    The Revenger is heavily based on Mr. Fixer from Sentinels of the Multiverse. He's a martial artist who is the stoic silent type but is also very strong. He has good potential for damage particularly against targets he doesn't need to be accurate against. He gets critical hits often (16-20 range will do that) and he can power attack, which combine for a Damage rank 18 strike, either with penetrating 10, or if he doesn't need it, multiattack which could push the damage rank up to 23. That'll leave a mark. Granted that's pretty idealistic, but he can still handle himself well in most fights. If he needs to, he can go the grappling route if necessary. He also has Takedown 2, which means that he can pretty easily mop the floor with a whole bunch of minions if need be.
    His greatest shortcomings come in two areas: One, he's not superhuman, so he really cannot deal with flying targets, especially energy controllers who don't need to come down to do damage, Speedsters give him grief since he can't catch them so he can't hit them. Two, he has trouble with unliving things. Constructs, Undead, and other non-living things are a real pain, since they often have ludicrously high toughness, regeneration, and are not susceptible to non-lethal methods of fighting (ever try choking out a golem? It doesn't work.) So in summary he definitely has his strengths (mows through minions like crazy, excellent at subdual and stealth, great teamwork skills) but he's very beatable.
    Last edited by AverageJoe; 17th October 2015, 04:19 PM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    Fissure PL9

    Quote: "<Kein opfer zu groß>"

    Abilities
    Strength 12, Stamina 12, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 3, Presence 1

    Powers
    Bedrock Body:
    Rock Hard Body: Growth 12 [Dense; Permanent; Innate], Nigh-Indestructible: Impervious Toughness 12, Blood of Stone: Regeneration 5 [Persistent], Rock of Ages: Immunity 11 [Aging, Life Support]
    (58 points)
    Earthmaster:
    Earthquake: Affliction 5 [Extra Condition, Alternate Resistance, Extended 3, Burst Area; Limited Degree, Limited to Along the Ground (Resisted by Dodge, Overcome by Fortitude, Dazed and Vulnerable, Stunned and Prone]
    Alt: Crafter of Stone Unparalleled: Transform 5 [Transform earth materials into other earth materials and/or shapes]
    Alt: The Rock Yields to Him: Burrow 10 [Penetrating]
    Alt: Strength of Mother Earth: Power-Lifting 10 & Leaping 10
    (23 points)

    Advantages
    All-out Attack, Power Attack, Fearless, Diehard, Interpose, Ultimate Effort [Toughness Effects], Improved Grab, Improved Hold, Chokehold, Withstand Damage

    Skills
    Athletics 0 (+12), Deception (+1), Expertise: Engineering 6 (+6), Insight 0 (+3), Intimidation: Note: Perm Growth modifier included. (+7), Perception 5 (+8), Persuasion (+1), Ranged Combat: Throwing 5 (+6), Stealth (+1)

    Offense
    Initiative +1
    Unarmed +6, Damage 12
    Throwing +6, Damage 12

    Defense
    Dodge 0, Parry 6
    Toughness 12 (Def Roll 0), Fortitude 12, Will 6

    Power Points
    Abilities 22 + Powers 81 + Advantages 10 + Skills 8 + Defenses 14 = Total 135

    Complications
    Accident: Albert is made stone, which causes him to be VERY heavy (around 1 ton), to the point where he can't walk around in most buildings above their bottom-most floors without collapsing them, because buildings aren't built to withstand massive amounts of weight concentrated in a very small area. Furthermore, Albert is very strong, and he can cause significant collateral damage simply by missing a punch, which hit a car or building or what have you and cause substantial damage.
    Foreign: Albert doesn't speak English. Enough said.
    Monstrous: Albert is made of stone, which can be intimidating when the stone man in question is causing small earthquakes and throwing cars around like rag-dolls.

    Background: Albert was born in a small town in Bavaria, where he was born into a family of stone-workers and engineers. He always had an innate affinity with stone, which he could shape with a thought. Despite having to hide this likely mutant ability, he enjoyed using it for his hobby of sculpting. He sought to carry on his family's legacy by joining the Bundeswehr Pioneer Corps, the German equivalent of the Corps of Engineers. He served proudly for several years, earning praise for his bravery under fire. Eventually his fearless bravado got him badly wounded. The doctors who tended to his injuries were baffled, saying that he should've been dead, and the only explanation they could muster was that he stubbornly refused to die. In order to rescue him, they decided to go to drastic measures, an experimental regenerative serum that was made to rescue super-humans from the clutches of death. Not only did the serum heal him, but his body adapted it, and his innate affinity for stone manifested in a very obvious way. His body turned into sentient stone, and he found that his strength was beyond what he previously thought possible, and he grew to realize that the earth was no longer something he could manipulate, it talked to him and yielded to his demands. He served as an assault leader for his unit for several years before being granted an honorable discharge. He sought to find use for his incredible abilities. Where that search has led him is a story that is now unfolding...

    Appearance: Albert appears as a very muscular man of 6'2", but he's quite stocky; wide enough that most people can easily hide behind him (he uses this trait to better block attacks against his friends with his body). His skin is a light grey of stone (since that's what he's made of) and hairless.

    Personality: Albert is usually very much of the gentle sort. He knows he's intimidating, but he doesn't like it when people are afraid of him. He's usually calm and soft-spoken, with a particular fondness for children as they aren't afraid of talking to him. He also likes nice women who don't fear him. He hates when defenseless people are threatened and that is usually sufficient to get him seeing red.
    When in battle, however, he's a totally different person. The fanatical bravery that won him praise in the military fires his spirit into action. He's passionate, he's vicious, he shouts zealous oaths at the top of his lungs, such as "<Stehe auf und schlagen sie nieder!>" and "<Nehmen sie herz! Es gibt herrlichkeit in unseren schmerz!>" His zeal leads him to often reckless acts of insensate courage and self-sacrifice.
    All-in-all, he's passionate and driven about what he believes in, and if he begins to develop friendships with his teammates he will defend them unto death.
    Last edited by AverageJoe; 4th October 2015, 10:28 AM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    Mercury (Villain) PL12

    Abilities
    Strength 4, Stamina 0, Agility 3, Dexterity 1, Fighting 10, Intellect 2, Awareness 2, Presence 0

    Powers
    Mimetic Polyalloy Body:
    Construct: Immunity 30 [Fortitude Effects; Reduced Trait (Stamina)], Metal Skin: Protection 12, Impact Resistant Body: Impervious Toughness 12
    (44 points)
    Amorphous:
    Elastic Properties: Elongation 3, Polymorphic Technology: Morph 3 [Metamorph], Liquid Form: Insubstantial 1, Morphic Weaponry: Damage 5, Swift Reconstruction: Regeneration 6
    (37 points)

    Advantages
    Assessment, Fearless, Uncanny Dodge, Eidetic Memory

    Skills
    Acrobatics 7 (+10), Athletics 4 (+8), Close Combat: Unarmed 2 (+12), Deception (+0), Insight 6 (+8), Intimidation (+0), Investigation 6 (+8), Perception 8 (+10), Persuasion (+0), Ranged Combat: Firearms 10 (+11), Stealth 9 (+12), Technology 8 (+10)

    Offense
    Initiative +3
    Morphic Weapons +12, Damage 9

    Defense
    Dodge 12, Parry 12
    Toughness 12 (Def Roll 0), Fortitude 0, Will 12

    Power Points
    Abilities 44 + Powers 81 + Advantages 4 + Skills 30 + Defenses 21 = Total 180

    Complications
    Emotionless
    EMP Vulnerability



    Natasia Longinovic is the result of an experiment in artificial intelligence gone rogue. The scientists created her to be a commercial product, a mechanical slave that could be bought and used to do mundane chores. However the prototype's construction went horribly wrong. The metal which was supposed to be poured into a mold and left the harden instead was infused with the AI to early, leading the entire mass of metal to take on a mind of its own rather than there being a small computer controlling an otherwise empty shell. The AI killed all the scientists except one, an intern named Natasha Longinovic who pleaded for her life, a plea which confused the AI. It wondered what it was. It looked down at itself, a liquid metal humanoid completely devoid of features; neither male nor female. It soon realized it could change its shape, appearance, and texture at will, and decided to copy the body of the intern. Realizing that there could be only one Natasha Longinovic, the AI snapped her neck, and threw her body into the facility's furnace. The new Natasha blended in quickly to common society. She realized quickly that other humans were simply no match for her. She also noticed that humans were self-destructive, reckless and irrational. She therefore concluded that the only way to ensure humanity's safety would be for ones of purer morality to dominate man. Namely, machines. Machines, she reasoned, were simply superior to humans in their emotionless demeanor, resilient construction, and cold efficiency. Natasha elected to begin working towards such a dominion of machine over man. She has infiltrated a powerful tech firm RossCorps, and has firmly cemented herself among the company's leadership. She seeks to make more intelligent machines to help her dominate the world and finally bring peace to mankind.
    Last edited by AverageJoe; 7th September 2015, 10:18 AM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    Voidwalker (Hero) PL10

    Abilities
    Strength 2, Stamina 2, Agility 3, Dexterity 1, Fighting 7, Intellect 6, Awareness 2, Presence 1

    Powers
    Flippity Floppity Gravity:
    Flip UP!: Move Object 8 [Burst Area, Continuous; Limited to Pulling Upwards]
    Alt: Flip DOWN!: Move Object 10 [Burst Area, Damaging; Limited to Pulling Downwards]
    Gravitic Defenses: Protection 7, Free-Falling: Movement 1 [Safe Fall], Directional Pull: Movement 2 [Wall-Crawling]
    Alt: Light-Footed: Movement 2 [Water-Walking]
    (47 points)
    Deep-Space Acclimated:
    Space Survivor: Immunity 4 [Suffocation Effects, Vacuum, Starvation & Thirst], Free-Fall Adaptation: Movement 1 [Environmental Adaptation - Zero Gravity]
    (6 points)

    Advantages
    Connected, Eidetic Memory, All-out Attack, Instant Up, Precise Attack 2 [Cover & Concealment]

    Skills
    Acrobatics 10 (+13), Athletics 4 (+6), Close Combat: Unarmed 6 (+13), Deception 6 (+7), Expertise: Astronaut 6 (+12), Insight (+2), Intimidation (+1), Investigation 6 (+12), Perception 6 (+8), Persuasion (+1), Stealth (+3)

    Offense
    Initiative +3
    Unarmed Attack +7, Damage 2

    Defense
    Dodge 8, Parry 11
    Toughness 9 (Def Roll 0), Fortitude 8, Will 8

    Power Points
    Abilities 48 + Powers 53 + Advantages 6 + Skills 22 + Defenses 21 = Total 150

    Complications
    Unconscious Manipulation
    Accident



    A gravity controller with a twist in that he doesn't have the typical telekinetic sort of powers, but instead one who reverses gravity. Alternatively, he can amplify normal gravity to the point where it's damaging. He's also a guy who can survive almost indefinitely in deep space thanks to his immunities and adaptation to zero-gravity environments. His first complication represents that when he's not conscious, be it because he was knocked out or because he's asleep, his reverse gravity turns on, meaning he cannot sleep indoors without being pinned down unless he wants to be gravely inconvenienced (He'd have to fall back into earth's atmosphere, fall down, and probably be on a different part of the world.
    Last edited by AverageJoe; 29th August 2015, 07:47 AM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    Raiyoku (Hero) PL8

    Abilities
    Strength 4, Stamina 3, Agility 3, Dexterity 1, Fighting 6, Intellect 1, Awareness 2, Presence 2

    Powers
    Above the Masses:
    One With the Wind: Flight 10, Eyes of the Hawk: Senses 12 [Extended 3, Distance Sense, Counters Illusion, Counters Concealment, Rapid Sight 3, Darkvison], Skystrike: Damage 2 [Strength-Based; Multiattack]
    (36 points)

    Advantages
    Agile Feint, Animal Empathy, Improved Initiative 2, Languages 1, Taunt, Move-by Action, Defensive Roll 2

    Skills
    Acrobatics 6 (+9), Athletics (+4), Close Combat: Unarmed 4 (+10), Deception 4 (+6), Insight 4 (+6), Intimidation 8 (+10), Perception (+2), Persuasion 10 (+12), Stealth (+3)

    Offense
    Initiative +11
    Skystrike +10, Damage 6

    Defense
    Dodge 7, Parry 10
    Toughness 5 (Def Roll 2), Fortitude 6, Will 4

    Power Points
    Abilities 44 + Powers 36 + Advantages 9 + Skills 18 + Defenses 13 = Total 120

    Complications
    Gruff
    Secrets



    Suzu Kagome is the person who fills the "tough and rough girl" role in the group. She is also a useful tactical asset as she can fly fast and see very far, and swoop down and strike with minimal repercussion.

    Suzu Kagome is a tough girl who is the eldest student of the school, at 19 years old. While she may not be the strongest student, nor have a truly devastating power, she is respected for her experience and seniority by her peers. She particularly excels at information gathering as her powers are easily controllable and subtle; a trait many of the students lack and wish they did. Because of this, Kagome leads a yoga club centered around self-control and inner calm, teaching other students that if they can make peace with themselves, they can reign in their wild powers. Not much is known about Kagome's childhood, she refuses to speak of it, and even the school officials don't know too much about where precisely she came from. In fact, she was the only student who wasn't recruited to the school, she just showed up when the faculty moved in, calmly demonstrated her abilities, and was promptly accepted in. Regardless of her origin and her gruff exterior, she has an air about her that tells of her strong will and devotion to fighting the good fight.
    Last edited by AverageJoe; 19th August 2015, 11:41 AM.

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  • AverageJoe
    replied
    Re: AverageJoe's ALL ORIGINAL Builds (Concept Bank)

    Purifier (Hero) PL8

    Abilities
    Strength 0, Stamina 3, Agility 2, Dexterity 2, Fighting 1, Intellect 3, Awareness 3, Presence 6

    Powers
    Hands of Mercy:
    Undo Harm: Healing 5 [Ranged, Energizing], Defensive Field: Deflect 5, Personal Warding: Protection 5
    (30 points)
    Powerful Physiology:
    Hyper-Immune System: Immunity 2 [Poison, Disease], Wounds Closing Before My Eyes: Regeneration 5
    (7 points)

    Advantages
    Attractive 2, Defensive Roll 3, Leadership, Trance, Improved Defense

    Skills
    Acrobatics 3 (+5), Athletics 3 (+3), Deception 0 (+6), Insight 6 (+9), Intimidation 2 (+8), Investigation 4 (+7), Perception 4 (+7), Persuasion 6 (+12), Stealth (+2), Technology 4 (+7), Treatment 12 (+15)

    Offense
    Initiative +2

    Defense
    Dodge 4, Parry 4
    Toughness 11 (Def Roll 3), Fortitude 6, Will 8

    Power Points
    Abilities 40 + Powers 37 + Advantages 8 + Skills 22 + Defenses 13 = Total 120

    Complications
    Do No Harm
    Relationships



    This is character number 3 for our group's possible hero high style campaign. This guy is the nice guy who is good in social environments. He's also got a unique combat mechanic in that he abstains from actually fighting in favor of keeping his friends alive and well.

    Richard Goodwin loves his powers, probably more than anyone he knows. Once you get to know him, it becomes readily apparent why. Richard has always despised violence and wants instead to help people. Before his powers manifested, he was dead set on being a doctor. He would watch documentaries about famous scientists who found cures to deadly diseases, excelled in the biology as he understood that knowing how living things work is the first step to keeping them alive. One day, his younger brother fell off his bike and broke his leg. The injury was serious, the bone had snapped forward and was protruding out of his leg. Richard immediately inspected it, his hands fishing in his backpack for the supplies to make a splint, but upon holding his brother's leg, the bleeding stopped abruptly. Richard was stunned by this, and when he put his hands back on the leg, the bone began to retreat into the wound, and knitted right before his eyes, and the wound followed suit. Neither Richard nor his brother could believe their eyes. Within a week Richard's family was visited by a representative of a school for people with truly amazing abilities. There, they said, Richard could learn about his powers, advance them, perhaps to the point where he could do even more great medical feats.
    Last edited by AverageJoe; 25th August 2015, 05:22 PM.

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