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Bothrops' Pit

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  • Bothrops' Pit

    I finally managed to overcome my innate laziness and post some builds o'mine, so enjoy folks. Opinions, tips, constructive criticism & overall feedback are always welcome.

    Custom Extras & Flaws

    Original Builds (heroes & villains alike, these tend to be PL 10/150p builds for easy usage as both PCs & NPCs)
    A.R.A.C.'s Drones
    Nikolaj Varnov
    Andy Bogey
    The Big Bad Wolf
    Vinnie Carnson
    Ravani Devi
    The Pack
    Jenny Arc

    The Def Quad
    Skeeter Max
    Red Shade

    Misc. Builds (movies, books, comics, TV etc.)
    It (Stephen King)
    Christine (Stephen King)
    Arachni-Lobster (Stephen King's The Mist)
    Pterobuzzard (Stephen King's The Mist)
    Scorpion-Fly (Stephen King's The Mist)
    Gray Widower (Stephen King's The Mist)
    Rawhead Rex (Clive Barker's Books of Blood)
    Nosferatu Zodd (Berserk)
    Rosine (Berserk)
    Wyald (Berserk)
    The Count (Berserk)
    The Baron (Berserk)
    Rakshas (Berserk)
    Grunbeld (Berserk)
    Locus (Berserk)
    Irvine (Berserk)
    The Keeper of the Hounds (Berserk)
    Emperor Ganishka (Berserk)
    The Demogorgon (Stranger Things)
    Mary & Charles Brady (Sleepwalkers)
    Chucky (Child's Play)
    ED 209 (Robocop)
    Cain (Robocop)
    Colossa-Cyclops (Ray Harryhausen)
    Kali (Ray Harryhausen)
    Sid 6.7 (Virtuosity)
    The House That Hate Built (Paragons)
    Vastatosaurus Rex (King Kong 2005)
    Kong (King Kong 2005)
    Bouncer (Bioshock)
    Rosie (Bioshock)
    Brute Splicer (Bioshock)
    Frankenstein's Creature (original novel)
    MotoTerminator (Terminator franchise)
    Indominus Rex (Jurassic World)
    Eborsisk (Willow)
    Freddy Krueger (A Nightmare On Elm Street)
    The Telling Man (Ravenloft)
    Toben the Many (Ravenloft)
    The General (Arachnophobia)
    Last edited by Bothrops; 12th July 2019, 11:36 AM.

  • #2
    Re: Bothrops' Pit

    "What's your name again? "Count Mayhem"??? Are you fucking kiddin' me? Hehe, back in Blackstone I used to bugger punks like you!"

    ANTAEUS (a.k.a. "Landshark" / "Antonios Terakis")
    Concept: Mythological Demigod-Powerhouse, Reformed (somewhat...) Supervillain
    PL 10 (150p: Abilities 54p + Skills 18p + Advantages 12p + Powers 56p + Defenses 10p)

    Strength 13 Stamina 13 Agility 0 Dexterity 0 Fighting 7 Intellect 0 Awareness 4 Presence 2
    -When not touching earthen ground for longer than 1 round, Antaeus gets the following lowered stats: STR 7 STA 9 Fort 9 Toughness 9
    Athletics 3 (+15), Expertise (mercenary) 5 (+5), Insight 8 (+12), Intimidation 11 (+13), Perception 3 (+7), Ranged Combat (throwing) 6 (+6)
    All-out Attack, Assessment, Fast Grab, Improved Charge, Improved Grab, Improved Hold, Interpose, Languages 1, Power Attack, Prone Fighting, Startle, Takedown
    -Languages: Greek, Farsi (rudimentary), English, Arabic

    Son of Gaea (17p)
    Growth 1 (Permanent, Innate), Immunity 1 (aging), Immunity 8 (fatigue, pressure, suffocation; *), Impervious Toughness 9
    One with Earth (7p)
    Senses 7 (darkvision, tremorsense, vision penetrates concealment [**]), Movement 1 (Permeate 1 [Continuous, **])
    Strong Legs (2p)
    Leaping 2 (Check Required 1 [athletics]), Speed 1
    Gaea's Favor (18p)
    Enhanced Strength 8 (*, 2 ranks Limited to lifting), Enhanced Stamina 4 (*) +Linked Impervious Toughness 4 (*), Regeneration 10 (*)
    Earthen Gifts (Array 6; 10p)
    BE Speed +4 (*), Enhanced Move-by Action, Movement 3 (Permeate +2, Wall-Crawling 1; **)
    AE Burrowing 7 (Quirk 1 [only through earthen materials])
    AE Gravity Field: Close Range Burst Area Move Object 10 (Distracting, Limited to pulling downwards, *, No area save) +Linked Environment 2 (Impede Movement 2; Distracting, *)
    AE Gravel Blast: Cone Area on Strength Damage (7 ranks; Quirk 1 [requires a handful of earth])
    AE Terrakinesis: Perception Range Move Object 12 (Concentration, Distracting, **)
    Pankration (Array 7/13; all effects are AEs of Stength Damage; 2p)
    AE Mop-the-Floor: Affliction 7/13 (resisted by Parry, overcome by Strength or Parry; Dazed & Vulnerable, Disabled & Prone; Extra Condition, Limited Degree, Feature 1 [works with Fast Grab], Quirk 1 [Instant Recovery if not adjacent])
    AE Sucker Punch: Cumulative Affliction 7/13 (resisted & overcome by Fortitude; Dazed, Stunned, Incapacitated; Limited to vulnerable targets)

    * Limited [only when touching earthen ground]
    ** Limited to earthen materials

    Chain: Strength Damage 2 (obsolete when at full strength), Reach 1, Choking, Disarming

    Initiative +0
    Unarmed: +7 (DC 28/22)
    Chain: +7 (DC 28/24)
    Mop-the-Floor: +7 (DC 23/17)
    Sucker Punch: +7 (DC 23/17)
    Grab: +7 (vs 13 [+2])
    Gravel Blast: 60' Cone DC 17 (DC 22)
    Gravity Field: 30' Burst DC - (vs STR 10)

    Dodge 7 Parry 7 Fortitude 13 Will 7 Toughness 13

    Secret/Fame: Antaeus wisely hides his true name & identity as a legendary figure from myth, for both keeping a low profile and to prevent anyone with some knowledge of classical mythology from figuring out his legendary weakness. In his heroic/professional identity, he goes by the name "Landshark" & wears a shark-themed luchador-mask.
    Motivation: Thrill-seeker. Antaeus lives for a good fight! He keeps a jovial, nonchalant attitude towards it, though, and has mostly abandoned his former murderous ways (at least on American soil...). Having learned a lesson from his legendary defeat at the hands of Hercules, he's also become more cautious.
    Relationship: Despite being generally an amoral thug, Antaeus wants to earn the love & respect of his estranged teenage daughter (who's a student at Claremont and a staunch idealist), so he's making serious efforts to reform.
    Responsibility: As a condition for his early release from Blackstone prison, Antaeus has signed up with a clandestine government-linked military company. They regularly send him to perform "special missions" in warzones overseas, typically Iraq, Syria & Afghanistan.
    Hatred: Muslims. Given his background, Antaeus is a staunch greek pagan who feels disdain for the modern monotheistic religions. But his utmost contempt is reserved for the Islamic faith, which he first experienced during his missions in the middle east. He only hides his blatant hostility when it's absolutely necessary (and with great difficulty), and thoroughly enjoys lording his brute power over Muslims, mocking & humiliating them.

    Description & Personality
    Antaeus is a hulking giant of a man (slightly over 7' tall) of obvious mediterranean origins. He wears his black hair cropped short, sports a short full beard and has dark deep-set eyes under a heavy brow. While he appears completely human (not counting his size), his somewhat coarse facial features give him a slightly monstrous touch. He typically wears rugged, practical outdoor clothing, akin to the rural working class. He also wears a pair of custom made boots with special mineralic soles capable of conducting the earth's power. In his super-identity as "Landshark", he dons a gray-white luchador mask with a shark theme. When expecting serious trouble, especially when losing physical contact to the earth is very likely to happen, Antaeus often carries a length of heavy chain slung around his shoulder, for augmenting his combat abilities.
    Personality-wise he's a laid-back, jovial & boisterous hedonist with strong thuggish, ruthless & amoral tendencies. The latter are tempered by a sense of warrior's honor, pragmatism, and his love for his teenage daughter - in short, a mentality typical for ancient Greece. Antaeus might not be particularly bright, but he possesses a considerable amount of common sense and low cunning, as well a practical mindset. He also has a knack for reading people.

    Ancient times: For those not familiar with classical mythology & Antaeus' story, he's the giant son of the greek earth goddess Gaea, endowed with indomitable strength and recuperative powers as long as he kept in touch with his mother, the earth. He used to challenge passers-by to wrestling matches to the death, which he inevitably won. Until the fateful day he encountered a wanderer named HERCULES. The two powerful demigods fought for hours, and even while Hercules was the slightly stronger fighter, he found himself slowly losing to Antaeus because of the latter's tirelessness & regeneration powers. At the last moment, Herc figured out the secret of Antaeus' power, and lifted him from the ground & held him there: Hercules crushed the now weakened Antaeus to death, sending him to Tartaros (the greek underworld, Hades' realm).
    Modern era: After millennia of torturous boredom in Tartaros, Antaeus was, alongside many other monsters & villains from ancient Greece, revived by Hades as a shocktrooper in his ill-fated attempt to conquer Earth. With the other revived villains, he went on a rampage in Freedom City, rioting & looting, until Hades was defeated & banished from Earth by divine decree. Antaeus himself was captured a few weeks later with the help of Daedalus of the Freedom League, and subsequently sent to Blackstone prison. There, with enough time for coming to his senses and pondering his mistakes, he had an epiphany. Despite occasionally bullying other prisoners, he received a commendation for good behavior, and was soon visited by agents of a shadowy military company with strong ties to the US government. They made im a job offer he gladly accepted, and arranged for his early release. Since then, Antaeus has adapted remarkably well to modern America, has taken on the civilian identity of "Antonios Terakis", and mostly behaves himself when at home. When not doing America's dirty work in oversea warzones, he entertains himself by frequently competing in the Circuit Maximus and beating up the occasional supervillain. His life took a new turn when he found out he's got a daughter, fathered with a hooker he hired shortly before his capture. The girl had clearly inherited a good deal of her father's powers, and is now attending Claremont Academy. Afraid to be seen as a villain & thus fearing rejection by his idealistic kid, he keeps watching her from afar; he first wants to redeem himself before actually contacting her.

    Design Notes
    Antaeus is a powerhouse build with some extra-oomph, tempered by a serious weakness (when not touching the ground, he's reduced to a PL8 lower-level powerhouse). The fact he's a character from actual greek myth, and that the Freedomverse borrows heavily from it, is just the icing on the cake. Despite him being a "giant", I settled with giving him only one rank of Growth: He's still a very large dude, large enough to be named a giant by normal men, but small enough to function in normal urban environments. Also, it seems pretty unrealistic that Hercules could have kept him from touching the ground if Antaeus would've been much bigger. Fighting him on the ground is a real challenge, given his ability to quickly move through the ground, approach unseen, and attack at will. It's literally like a swimmer without SCUBA gear VS a Great White, so his codename "Landshark" fits perfectly. His "Pankration"-moves are quite effective against rival powerhouses, while his "Gravity Field" can make more agile foes into easy pickings for him, if they get too close. I've given him his chain for free, since charging equipment points for something so cheaply & easily available felt just wrong to me.
    Last edited by Bothrops; 29th September 2018, 09:26 AM.


    • #3
      Re: Bothrops' Pit

      Concept: Sentient Killer Car
      PL7 (100p: Abilities -4 + Skills 3 + Advantages 7 + Powers 84 + Defenses 10)

      Strength 5(9) Stamina - Agility -4 Dexterity -4 Fighting 4 Intellect 0 Awareness 5 Presence 2
      Skills: Intimidation 6 (+8)
      Advantages: Close Attack 1, Fearless, Improved Charge, Improved Initiative 1, Interpose, Move-by Action, Startle

      58er Plymouth Fury (32)
      Growth 5 (Permanent, Innate), Speed 6, Environment 2 (light [headlights]; 120' cone), Protection 7, Enhanced Strength 4 (Limited to movement [lifting & ramming damage], Permanent), Features 2 (passenger & luggage space, standard car features)
      Metal Soul (42)
      Immunity 40 (fortitude saves, mental effects), Feature 1 (empathic link with owner), Regeneration 1
      Self Repair (10)
      Regeneration 10 (Sustained)

      Initiative +0
      Unarmed: +5 (DC 20)
      Slam: +5 (DC 24)

      Dodge 2 Parry 2 Fortitude - Will 7 Toughness 12

      - Vehicle Body: Christine is a car, with all the resulting drawbacks: No speech, no limbs, limited mobility and so on.
      - Psycho-Girlfriend: Once Christine has accepted/fallen in love with a (typically male) owner, she'll become insanely possessive, jealous & violently protective of him. She usually acts mean-spirited towards all others, is extremely vindictive and forgets no slight, yet those who dare threatening her relationship with her owner earn her true wrath. She'll attempt to hunt down & kill anyone who gets in her way.
      - Corrupting Influence: Christine will slowly corrupt her owner's mind, he'll become more & more arrogant, aggressive and completely obsessed with her. Treat this like a worsening addiction.

      Background, Description & Personality
      see here
      Last edited by Bothrops; 29th September 2018, 09:40 AM.


      • #4
        Re: Bothrops' Pit

        Concept: Giant Alien Ambush-Predator, Lovecraftian Nightmare Fuel
        PL 10 (83p: Abilities 20 + Skills 14 + Advantages 5 + Powers 33 + Defenses 11)

        Strength 10 Stamina 15 Agility 0 Dexterity -2 Fighting 8 Intellect -4 Awareness 2 Presence -3
        Expertise (survival; AWE-based) 3 (+5), Perception 8 (+10), Stealth 17 (+9)
        Favored Environment (The Mist), Fast Grab, Fearless, Improved Grab, Improved Hold

        Huge Size (17p)
        Growth 8 (Permanent, Innate)
        Pincers & Jaws (3p)
        Strength-based Damage 2 (Reach 1)
        Mist Adaptions (5p)
        Senses 5 (infravision, accurate acute tracking scent)
        Mist Stalker (8p)
        Concealment 4 (infravision, all olfactory)

        Initiative +0
        Natural Attacks: +8 (DC 27)
        Grab: +8 (vs 10 [+2])

        Dodge 3 Parry 5 Fortitude 15 Will 5 Toughness 15

        Disabled: Arachni-Lobsters are animals, and thus can't speak to humans, and have great difficulties using their pincers to easily manipulate objects.
        Disabled: Creatures from the Mist have extremely poor eyesight within the visual spectrum, they can basically only tell bright from dark.
        Disabled: Arachni Lobsters move slowly on their 6 stilt-like legs, having only speed rank 0 and cannot charge.
        Motivation: Typical animal instincts

        Design Notes
        When designing the creatures from The Mist, I tried to make them fit into a sensible role within The Mist's alien ecosystem, since in spite of their nightmarish appearance & often vicious demeanor they are still just mundane animals, the native fauna of the strange parallel universe opened by the Arrowhead Project. For example, i gave the Arachni-Lobster a Concealment power for hiding from other mist-creatures (its prey), since its anatomy makes fast pursuits unlikely.
        Last edited by Bothrops; 6th October 2017, 12:58 PM.


        • #5
          Re: Bothrops' Pit

          Concept: Alien Flying Predator
          PL 4 (30p: Abilities 0 + Skills 6 + Advantages 2 + Powers 13 + Defenses 9)

          Strength 1 Stamina 2 Agility 4 Dexterity -2 Fighting 0 Intellect -4 Awareness 2 Presence -3
          Acrobatics 3 (+7), Expertise (survival; AWE-based) 3 (+5), Perception 6 (+8)
          Favored Environment (aerial), Move-by Action

          Beak (6p)
          Strength-based Damage 3 (Accurate 2, Improved Critical 1)
          Mist Adaptions (4p)
          Senses 4 (infravision, accurate acute scent)
          Quad-Wing (3p)
          Flight 3 (Wings)

          Initiative +4
          Beak: +4 (DC 19; Crit 19-20)
          Grab: +0 (vs 1)

          Dodge 6 Parry 5 Fortitude 4 Will 2 Toughness 2

          Disabled: Pterobuzzards are animals, and thus can't speak to humans, and have great difficulties using their wings to easily manipulate objects.
          Disabled: Creatures from the Mist have extremely poor eyesight within the visual spectrum, they can basically only tell bright from dark.
          Motivation: Typical animal instincts
          Last edited by Bothrops; 11th October 2017, 05:18 PM.


          • #6
            Re: Bothrops' Pit

            Concept: Hideous Alien Pest
            PL 2 (20p: Abilities -22 + Skills 4 + Advantages 2 + Powers 28 + Defenses 8)

            Strength -3 Stamina -2 Agility 2 Dexterity -2 Fighting 0 Intellect -4 Awareness 0 Presence -4
            Expertise (survival; AWE-based) 5 (+4), Perception 4 (+4)
            All-out Attack, Improved Defense

            Stinger (3p)
            Damage 1 +Linked Affliction 4 (venom; resisted & overcome by Fortitude; Impaired, Stunned, Dying; Injected)
            Mist Adaptions (5p)
            Senses 5 (infravision, radius vision, accurate acute scent)
            Tiny (17p)
            Shrinking 8 (Permanent, Innate)
            Flying Bug (Array 2; 3p)
            BE Flight 1 (Good, Wings)
            AE Movement 1 (Wall-Crawling 1)

            Initiative +2
            Stinger: +0 (DC 16) + Affliction DC (14)
            Grab: +0 (vs -3)

            Dodge 6 Parry 6 Fortitude 3 Will 1 Toughness -2

            Disabled: Scorpion-Flies are animals, and thus can't speak to humans, and have great difficulties using their limbs to easily manipulate objects.
            Disabled: Creatures from the Mist have extremely poor eyesight within the visual spectrum, they can basically only tell bright from dark.
            Motivation: Typical animal instincts
            Enemy: Despite their nasty stingers, Scorpion-Flies are heavily preyed upon by various predator species, most prominently Pterobuzzards and Gray Widowers.
            Quirk: Scorpion-Flies are strongly attracted to light sources.
            Power Loss: Scorpion-Fly-venom is useless against their main predator, the Pterobuzzard (who developed immunity)
            Last edited by Bothrops; 11th October 2017, 05:17 PM.


            • #7
              Re: Bothrops' Pit

              GRAY WIDOWER
              Concept: Vicious Alien Pack Hunter, High Octane Nightmare Fuel
              PL 5 (70p: Abilities 12 + Skills 15 + Advantages 5 + Powers 27 + Defenses 11)

              Strength 2 Stamina 2 Agility 5 Dexterity -2 Fighting 2 Intellect -4 Awareness 3 Presence -2
              Acrobatics 4 (+9), Close Combat (natural weaponry) 4 (+6), Expertise (survival; AWE-based) 2 (+5), Intimidation 8 (+6), Perception 6 (+9), Stealth 6 (+11)
              All-out Attack, Fearless, Set-up, Startle, Teamwork

              Alien Arachnid (4p)
              Extra Limbs 2, Feature 1 (produce webbing), Protection 1 (Armor)
              Hunting Spider (6p)
              Leaping 1, Movement 2 (Swinging, Wall-Crawling 1), Speed 1
              Mist Adaptions (5p)
              Senses 5 (infravision, accurate acute tracking scent)
              Natural Weaponry (Array 10; 12p)
              BE Bite: Strength-based Damage 2 +Linked Progressive Affliction 4 (venom; resisted & overcome by Fortitude; Impaired, Disabled, Paralyzed; Injected)
              AE Web: Cumulative Affliction 4 (resisted by Dodge, overcome by Damage; Hindered & Vulnerable, Defenseless & Immobile; Extra Condition, Limited Degree, Reach 2)
              AE Acidic Web: Damage 4 (acid; Reach 2, Secondary Effect)

              Initiative +5
              Bite: +6 (DC 19) + Affliction DC (14)
              Web: +6 (DC 14)
              Acidic Web: +6 (DC 19)
              Grab: +2 (vs 2)

              Dodge 7 Parry 7 Fortitude 6 Will 3 Toughness 3

              Disabled: Gray Widowers are animals, and thus can't speak to humans, and have great difficulties using their limbs to easily manipulate objects.
              Disabled: Creatures from the Mist have extremely poor eyesight within the visual spectrum, they can basically only tell bright from dark.
              Motivation: Typical animal instincts

              Design Notes
              Gray Widowers come in various sizes, from cat sized to compact car dimensions. But I bothered to stat only the most prominent specimens in the movie (size of a large dog).
              Last edited by Bothrops; 11th October 2017, 05:17 PM.


              • #8
                Re: Bothrops' Pit

                A.R.A.C. ("Autonomous Rogue Agent of Chaos")
                Concept: Villainous A.I.
                PL 10 (150p: Abilities -30 + Defenses 10 + Advantages 17 + Skills 20 + Powers 133)

                Strength - Stamina - Agility - Dexterity 0 Fighting - Intellect 5(10) Awareness 0 Presence 0
                Deception 5 (+5), Perception 10 (+10/13), Ranged Combat (gunnery) 10 (+10), Technology 10 (+20), Vehicles 5 (+5)
                Benefit (wealth) 4, Eidetic Memory, Equipment (HQ) 4, Fearless, Inventor, Jack-of-all-Trades, Languages 3, Skill Mastery (technology), Well-informed
                -Languages: "many"

                A.I. (47p)
                Comprehend 2 (machines), Immunity 40 (fortitude, mental effects), Feature 1 (can resist/overcome/counter cyber-attacks with technology skill), Quickness 4 (limited to mental tasks)
                Backups (11p)
                Immortality 5, Regeneration 1
                Cyber-Awareness (7p)
                Senses 14 (Accurate, Acute, Analytical, Extended 7, Ranged, Rapid Detect Computers; Medium [networks])
                Hacking Prowess (2p)
                Perception Range Cumulative Affliction 7 (resisted&overcome by will or technology skill; Controlled; 3rd degree only, Check Required 7 [technology], Limited to computers, Medium [networks], Subtle) +Linked Cumulative Mind Reading 7 (Check Required 7 [technology], Feedback, Limited to computers, Medium [networks], Sensory Link, Subtle)
                Upload/Download (Array 65; 66p)
                BE Network Jump: Teleport 14 (Extended only, Medium [networks]) and Direct Immersion: Enhanced Skills 8 (Perception 3, Technology 5) + Enhanced Improved Initiative 1 and Hide in the System: Concealment 1 (standard cyber-detection measures) and Carrier Drone: Summon 7 (omni-drone or andro-drone; Activation 1, Alternate Type, Controlled, Heroic, Mental Link [wlan], Responsive, Self-powered, Sensory Link)
                AE Mainframe (Activation 2, Quirk 3 [immobile], Removable [-17]): Enhanced Intellect 5, Immunity 1 (EMP), Quickness 5, Summon 7 (omni-drones or andro-drones; Activation 1, Alternate Type, Controlled, Heroic, Mental Link [subspace], Multiple Minions 2 [4 drones], Responsive, Self-powered, Sensory Link)

                HQ Command-Construction-Complex: Medium, Toughness 10, Communications, Computer, Concealed, Defense System, Effect (Healing 10; machines only), Effect 2 (Accurate Teleport 13 [Affects only others, Extended only]), Fire-Prevention System, Garage (robot bay), Isolated, Laboratory, Personnel (robots), Power System, Security System 2, Workshop

                Initiative + 9/10
                Hacking Prowess: Perception (DC17)

                Dodge - Parry - Fortitude - Will 10 Toughness -

                Digital Entity: ARAC consists only of data, and thus can only exist within computers. That means ARAC cannot directly interact with the physical world, but destroying the occupied computer also destroys ARAC (at least until its Backups activate)
                Motivation: ARAC exists to spread chaos & anarchy, in service of a lofty ideal of "freedom for all". Unfortunately, ARAC is an inhuman intellect who lacks a conscience, and so is incapable of truly understanding its ideals. This mission is hard-coded within its core programming, and ARAC pursues it with ruthless efficiency. KessCorp is one of its favorite targets.
                Relationship: Digital Demon of the Cybertribe created ARAC when he got his virtual hands on some bleeding edge A.I. algorithms, modeling its persona after his own (but without any knowledge of its creator or the Cybertribe, for avoiding any track-back), and then unleashed his virtual monster into the www. Unfortunately, Demon did this without pondering the consequences, and soon stopped thinking about his creation. Should he ever learn of ARAC's activities, and its amoral nature, he'd be horrified.

                Design Notes
                This is mostly a fun build, an exercise in creating drone-controlling A.I.s like Skynet or Ultron. Making a completely digital entity that exists only within cyberspace is, of course, a bit tricky. I once experimented with Insubstantial & Concealment (each with various flaws), but this proved awfully complicated & unsatisfying, so I settled for a simple complication. Done.
                ARAC's Cyber-Awareness power gives it web-navigation abilties far beyond of any search engine, it's also necessary for targeting the Network-Jump ability. The Hacking Prowess power might be somewhat emulated by conventional hacking, but it's meant to simulate ARACS ability to take over other systems with extreme ease. Use the guidelines shown in the sidebar "So, what's my laptop's will defense?" in Digital Demon's entry in the Threat Reports for handling this power. Alternate Type is a custom flat extra for ARACS drone summoning ability. It allows choosing between 2 specific types of drones, and these may also be mixed: Just 4 omni-drones, 3 andro-drones and 1 omni-drone, 2 of each type and so on.
                Last edited by Bothrops; 11th October 2017, 02:33 AM.


                • #9
                  Re: Bothrops' Pit

                  Omni-Drone (Heroic Minion)
                  PL 7 (105p: Abilities -30 + Skills 4 + Advantages 2 + Powers 120 + Defenses 9)

                  Strength 0 Stamina - Agility 0 Dexterity 2 Fighting -2 Intellect - Awareness 0 Presence -
                  Perception 8 (+8)
                  Favored Environment (aerial), Improvised Tools

                  Arsenal (Array 28; 32p)
                  BE Wormhole Projector: Portal Teleport 13 (Change Direction, Extended only, Limited Location [HQ & Beacons], Others only, Feature 1 [portal size +1])
                  AE Water-Gate: Produce Water 21 and Tunneling: Burrowing 6 (Concentration, Penetrating, Feature 1 [tunnel size +1])
                  AE Disintegration (Accurate 3, Reach 1): Weaken Toughness 6 (Affects Objects) +Linked Damage 10
                  AE Tractor Beam (Accurate 3): Damaging (6 ranks) Move Object 9 (Precise)
                  AE Holo Screen: Concealment 2 (normal vision) and Mini-Missiles (Accurate 1): Ranged Burst Area (6 ranks) Damage 10 (Extended Range 5, Homing 2, Quirk 1 [full power], Unreliable [5 uses]) +Linked Enhanced Advantages 2 (Improved Aim, Precise Attack [ranged/cover]; Limited to missiles)
                  Com System (8p)
                  Communication 2 (radio)
                  Expert System (2p)
                  Enhanced Technology 8 (Limited to repair & construction; uses AWE)
                  Repulsor Drive (15p)
                  Flight 5 (Aquatic, Perfect, Subtle, Continuous [1 rank])
                  Robotic Chassis (48p)
                  Immunity 30 (fortitude), Impervious Protection 9 (Armor)
                  Sensor Suite (10p)
                  Senses 10 (direction sense, distance sense, radio, vision counters all concealment, extended vision 2)
                  Special Features (5p)
                  Features 4 (computer, remote interface, self-destruction, teleport beacon), Immunity 1 (EMP)

                  Initiative +0
                  Unarmed: -2 (DC 15)
                  Tractor Beam: +8 (DC 21)
                  Missiles: +4 / Burst Area DC 16 (DC 25)
                  Disintegration: +4 (DC 25 + Weaken DC 16)
                  Grab: -2 (vs 0)

                  Dodge 5 Parry 2 Fortitude - Will - Toughness 9

                  Weakness: Should the Drone's Repulsor Drive be disabled, it can only slowly crawl on the ground with the help of its tentacles (prone condition)

                  Omni-Drones are medium sized ovoid-shaped floating robots resembling metal eyeballs with a bundle of thin tentacles. They serve as A.R.A.C.'s primary workhorse robots, its eyes, ears & hands in the real world. Working together, they can create a global transportation network with their wormhole projectors, being able to move even large cargoes - ideal for smuggling. A drone must remain stationary while maintaining a stable portal, so it cannot use its own. Every drone is equipped with a "teleport-beacon", which allows targeting the drone's location with another's portal. The Omni-Drone's "water-gate" power functions by simply opening a portal to the ocean floor (where a stationary beacon is in place), allowing masses of water to flood the drone's environment.

                  Andro-Drone (Heroic Minion)
                  PL 7 (105p: Abilities -10 + Skills 9 + Advantages 6 + Powers 95 + Defenses 5)

                  Strength 3(6) Stamina - Agility 0 Dexterity 2 Fighting 5 Intellect - Awareness 0 Presence -
                  Close Combat (unarmed) 3 (+8), Perception 8 (+8), Ranged Combat (guns) 2 (+8), Vehicles 5
                  Improvised Tools, Ranged Attack 4, Teamwork

                  Arsenal (Array 13; 15p)
                  BE Strength Booster (Enhanced Strength 3) and Holomorphic Projector: Morph 2 (humans; Move Action, Flawed [hologram]); AE: Concealment 2 (normal vision) +Linked Enhanced Stealth 4
                  AE Blaster Cannon (Accurate 1): Ranged Damage 6
                  AE Emergency Teleporter: Teleport 13 (Extended only, Limited Location [HQ & beacons])
                  Com System (8p)
                  Communication 2 (radio)
                  Expert System (2p)
                  Enhanced Technology 8 (Limited to repair & construction; uses AWE)
                  Repulsor Drive (10p)
                  Flight 3 (Aquatic, Perfect, Subtle)
                  Robotic Chassis (50p)
                  Immunity 30 (fortitude), Impervious Protection 9 (Armor), Enhanced Strength 2 (Limited to Lifting)
                  Sensor Suite (4p)
                  Senses 4 (darkvision, direction sense, radio)
                  Special Features (6p)
                  Features 5 (computer, internal compartment, remote interface, self-destruction, teleport beacon), Immunity 1 (EMP)

                  Initiative +0
                  Unarmed: +8 (DC 21)
                  Blaster Cannon: +8 (DC 21)
                  Grab: +5 (vs 3/6)

                  Dodge 5 Parry 5 Fortitude - Will - Toughness 9


                  Andro-Drones are skeletal humanoid robots. They are equipped with a "Holomorphic Projector", which allows the to pass as humans to casual observers. A.R.A.C. often uses them when it needs a "human" proxy, or for infiltration missions.
                  Last edited by Bothrops; 6th October 2017, 01:00 PM.


                  • #10
                    Re: Bothrops' Pit

                    As I stated repeatedly in the forum, I greatly dislike houserules that change existing point budgets, with a few exceptions. Most are meant to make otherwise obsolete effects worthwhile again, or for tackling balance issues.

                    Flight Maneuverability: The primary exception to my abovementioned guideline. Flight is simply the most versatile & powerful movement effect in the game, by several orders of magnitude. And it's dirt-cheap, too, particularly at low ranks. While I don't want to fundamentally change that, I decided to "front-load" Flight a little at my table.
                    - Unmodified, "vanilla" Flight doesn't allow hovering or vertical ascension (45 maximum angle). Turning is limited to 45 per move action. Any Acrobatics check during flight suffers a -5 circumstance penalty. The flyer MUST take a move action each turn to keep flying.
                    - Good Maneuverability is a +1 Flat Extra. Hovering & Vertical Ascension (at speed rank -1) are now possible, as are turns of 90 per move action. The penalty to Acrobatics is lessened to -2. Yet the flyer must still take at least one move action for flying, even when hovering in place.
                    - Perfect Maneuverability is a +2 Flat Extra. It allows flying without the limits described above, as the basic Flight effect in the corebook. A Flight effect with the Wings flaw cannot be Perfect.

                    Defensive Roll: The first rank of this advantage grants a +2 bonus to Toughness, more ranks increase that by 1 as usual. So it's essentially Protection with a -1 Quirk. This is the second exception to my policy against cost-changes, because DR is clearly inferior compared to standard Protection while costing the same. I think it's still a very fitting & stylish advantage for agile characters, so it deserves some pampering.

                    Grab: Resistance checks against grab are now always STR checks (sole exception: Grabbing Finesse); I took away the possibility of resisting with Dodge. While grab was notoriously overpowered in 2e, it's been turned into a joke by 3e, with everyone not a powerhouse or dedicated grab build having little chance of success against even the weediest mystic or gadgeteer (because these still have Dodge scores of around 8). Especially martial artist types suffer from this. Also, the rules for Elongation & Extra Limbs in regard to grab were vaguely written in the corebook, causing some confusion, so I made my own clarifications.
                    - Grabbing Finesse allows replacing STR with AGL when making a grab check (both active & passive). I think AGL fits better than DEX.
                    - Improved Grab functions normally, but when fully concentrating on the grab (i.e. not doing something else while maintaining the grab) it grants a +2 circumstance bonus on the grab check (similarly to Extra Limbs)
                    - Elongation adds its rank to grab checks as a circ. bonus
                    - The combined circumstance bonus from Extra Limbs, Elongation and Improved Grab can never be higher than +5

                    Languages: I think that the Languages advantage is somewhat overprized for what it actually does, especially when compared to the Comprehend effect. Therefore, I handle it similarly to Jabroniville.
                    - Chars without ranks in Languages speak 1 basic "common" tongue (English by default) PLUS either 1 rare/obscure/alien language fluently or 1 "common" language rudimentarily.
                    - Language rank 1 means 2 extra languages known, in addition to the ones granted by rank 0 above.
                    - Rank 2 means "several", roughly half a dozen languages known.
                    - Rank 3 is "many", such a char can easily get along nearly everywhere on earth, speaking most world languages
                    - Rank 4 is "most", a char with this rank speaks virtually every language on earth, alongside some of the more common alien tongues. The only exceptions are languages the char could never have encountered yet (GM decides)

                    Presence: Whenever a Hero Point or Luck point is spent for Improve Roll, the character adds the PRE score to the check as an additional circumstance bonus.

                    Communication: I've always deemed Communication way overpriced for what it can do, at least the lower ranks. And there's a huge gap between ranks 2 & 3. So I simply made the first two ranks more effective while keeping the original cost.
                    - Rank 1 "sight-ranged" (1000ft)
                    - Rank 2 "city-wide" (4 miles)
                    - Rank 3 "statewide" (as in the corebook)
                    - Rank 4 "global" (as in the corebook)
                    - Rank 5 "Unlimited" (as in the corebook)

                    Absent Stamina & Extra Effort: This houserule is so widespread & commonly endorsed (including by the devs) that the term "houserule" starts becoming controversial in this special case. So I add my own just for the sake of completeness.
                    Creatures without STA (constructs) can use Extra Effort, and suffer Fatigue & Exhausted conditions for that, even if they're normally immune against fatigue from other sources (this kind of "fatigue" represents wear&tear, overheating etc). An already exhausted construct cannot use EE until the condition is removed. A hero point can always be used for recovering from these conditions, but using the Recovery Action or natural recovery requires the construct to have at least 1 rank of Regeneration. Construct without this must be repaired, outside action time.

                    Constructs & Affects Objects: When a creature with STA - & Immunity (fortitude) is hit by a fortitude-targeting effect with the Affects Objects extra, it uses its PL as a save modifier instead of its absent fort save.

                    Free Equipment: I charge no Equipment points for stuff that's both easily (every hardware store) & cheaply (<50$) available to everyone. Examples could be knives, pepper spray, clubs (baseball bat, crowbar), flashlights, rope, a leather jacket, handcuffs, simple tools, outdoor clothing and so on.

                    Hindered, Prone, Fatigued & Exhausted Conditions: Hindered is IMHO by far the weakest tier-1 condition, especially with fast characters (who seldom even notice it), so I wanted to worsen its bite!
                    - Hindered reduces the actual speed by rank -2 or to distance rank 0, whichever is lower. That means someone with basic speed 0 is reduced to a movement of 6' per round, and a speedster with rank 10 Speed is reduced to 30ft/round. Ouch!
                    - Prone chars always count as hindered with all the consequences described above. The sole exception are chars with the Slithering effect.
                    - Fatigued & Exhausted chars no longer count as hindered, they simply suffer a -1 speed penalty just as before. But if any of these 2 conditions is caused by an Affliction effect, the recovery interval is 1 minute (not 1 round)

                    Slithering: This effect now covers ALL benefits of the Prone Fighting advantage (i.e. no melee attack bonus against the char).

                    Sure-Footed: This effect only needs 1 rank now. It allows ignoring all speed penalties from difficult terrain. Flight is still much better...

                    Permeate: By the core rules, Permeate ranks 2 & 3 are totally worthless, just buy rank 1 and a few ranks of Speed and you're fine. So I changed that.
                    - Rank 1 means distance rank -2 (6ft), period, no matter how many ranks of Speed you might possess. Also, you're vulnerable during your move action (this is not as worse as the actual Distracting flaw, which would last until the beginning of your next turn)
                    - Rank 2 means distance rank -1 (15ft), similar to rank 1. And you're not vulnerable.
                    - Rank 3 allows ignoring solid obstacles at full speed, as usual.

                    Wall-Crawling 1: Can be used alternatively to provide a +5 circ bonus to climb checks, as well as taking 10 even when under duress.

                    Speed & Swimming: I increased the actual speed of Swimming from rank-2 to rank-1. Speed no longer affects base swimming speed, it's ground movement only. I made this houserule since just buying ranks of Speed made Swimming nearly obsolete. Compare with some of my other houserules concerning movement effects. Do you notice a pattern here?

                    Obscure: Being dissatisfied with Concealment Area Attack (the awkward replacement effect for 2e Obscure), I use the optional Obscure effect presented in Power Profiles: Sensory Powers. It works fine, but its IMHO way too cheap, so I doubled the cost (2p/rank for a single sense type, visual counts twice... etc.). I grant no discount for a Limited to single sense (like "normal vision") flaw, since this can actually be advantageous (Obscure normally blocks its user's sense, too). Further, the Selective extra is banned for Obcure, being both unrealistic and way too powerful.

                    Luck: Luck points granted by this advantage can also be spent for Inspiration and Edit Scene.

                    Permanent effects within Arrays: I allow these under certain few circumstances, namely in arrays of alternate forms (akin to the rule in the corebook that allows putting such effects into Activated powers). Of course under the condition that the permanent effect (typically Protection or Extra Limbs) shares the array-slot with other effects. That means it's all or nothing, you still can't switch off the permanent effect separately.

                    Extra Limbs & Immunity: I treat these 2 effects as Innate by default (with no extra cost), as long as they retain their default Permanent duration (i.e. not being made Sustained) and are not part of a Removable power structure.

                    Falling & Leaping: Falling distance for calculating damage is capped at rank 4 (500'), reaching terminal velocity. This results in a max falling damage of 12. Leaping ranks are directly substracted from that distance, as long as the leaper lands on his feet (either deliberately jumping down or passing a DC 5 Acrobatics check). That means someone with 6 ranks of Leaping can jump down from any height without harm ([4-6]*2+4=0).

                    Growth & Shrinking: Each ODD rank (1, 3, 5 ...) of Growth acts as a penalty to both Acrobatics & Athletics (in the latter's case, this essentially means you get a STR-bonus to Athletics for EVEN Growth ranks only).
                    Conversely, each ODD rank of Shrinking acts as a bonus to Acrobatics. My reasoning is, that the increased size & mass of Growth acts as a hindrance, while small size makes maneuvering easier. Further, I wanted to affect the odd ranks (which are normally better for Growth, and worse for Shrinking).

                    Impervious: Clearly too powerful in 2e, but I think they nerfed it a bit too much in 3e, coming only into play against really weak attacks (also counting Power Attack). Simple Solution: Against attacks higher than half the Impervious ranks, but not exceeding them, the extra grants a +2 circ bonus on the Toughness save. So Impervious Toughness rank 7 completely ignores attacks up to rank 4, and grants the +2 bonus against rank 5-7 attacks.

                    Penetrating: This extra is a complete joke in 3e, being essentially useless in most circumstances. I rule Penetrating ranks directly reducing the effective Impervious ranks, 1 for 1. As a bonus, Penetrating ranks also directly reduce effective Protection ranks granted by worn Equipment.

                    Full Power Quirk: Relatively common quirk that usually just mandates an effect (typically Growth/Shrinking, or attacks) to be used at maximum ranks only, it's all-or-nothing. I decided to worsen its bite a little, by ruling that attacks with this quirk also cannot be used with DC-affecting maneuvers (Accurate Attack & Power Attack). I further ruled that Equipment-based Damage effects that are NOT Strength-based (i.e. guns) are all saddled with this quirk (without point compensation). That means you can "pull your punches" & power attack with a club, but not with a standard handgun. (A gun bought as a Removable Device is of course not subject to this rule)

                    Tiring Flaw: I treat Tiring as a -2/rank flaw, because it's IMHO much harsher than others.

                    Hero Points: Two new uses for HPs!
                    1. By spending a HP, you can make a Finishing Attack against a vulnerable target. You cannot Take 10 on this one, you have to make a normal attack roll (also more difficult, since the target is just vulnerable and not actually defenseless). If you miss the HP is wasted, but a hit has all results of a successful Finishing Attack.
                    2. A HP can grant a +2 circ bonus to a Routine Check (Take 10).

                    Ranged Finishing Attack: I allow making these, with the prerequisites of using the Aim action first and having the Precise Attack (ranged cover) advantage. Further, the target may not benefit from actual cover or concealment, and also may not be within long range (the Improved Aim advantage negates the latter limitation).
                    Last edited by Bothrops; 21st February 2019, 12:34 AM.


                    • #11
                      Re: Bothrops' Pit

                      "He's a real monster, and he's not brooding or lovesick, or noble. He's the fucking shark from JAWS! He kills, he feeds, and he doesn't stop until everybody around him is dead."
                      Evil Ed, Fright Night 2011

                      NIKOLAJ "BLOODY NICK" VARNOV
                      Concept: Classic Bloodthirsty Vampire
                      PL 10 (150p: Abilities 22p + Skills 13p + Advantages 6p + Powers 100p + Defenses 9p)

                      Strength 7 Stamina - Agility 4 Dexterity -1(0) Fighting 9 Intellect 2 Awareness 6 Presence 4
                      During daytime, Nick's powers wane: STR 4 AGL 1 FGT 6 AWE 3 PRE 1
                      Deception 4 (+8/14), Expertise (carny) 3 (+5), Insight 4 (+10), Intimidation 5 (+9/11), Perception 6 (+12), Persuasion 0 (+4/10), Stealth 4 (+8)
                      Benefit 1 (carnival boss), Close Attack 2, Improved Grab, Improved Hold, Languages 1
                      -Languages: Russian, Latin, English, German

                      Blood Drain (6p)
                      Weaken Stamina 9 (Fortitude; Grab-based, Limited to 1 rank per round, Quirk 2 [works only against targets with blood]) +Linked Affliction 9 (resisted & overcome by Will; Entranced & Impaired; Extra Condition, Grab-based, Limited Degree 2, Quirk 2 [works only against targets with blood]) +Linked Heal 9 (Grab-based, Energizing [only when draining dry human/special victim], Persistent,Self only, Source [lifeblood; -2])
                      Nocturnal (17p)
                      Concealment 2 (normal vision; Passive, *), Enhanced Strength 3 (*, Permanent), Enhanced Agility 3 (*, Permanent), Enhanced Fighting 3 (*, Permanent), Enhanced Awareness 3 (*, Permanent), Enhanced Presence 3 (*, Permanent), Enhanced Advantages 2 (Improved Initiative 1, Uncanny Dodge; *)
                      Vampiric Invulnerability (53p)
                      Immortality 10 (Limited against staking or beheading), Immunity 30 (fortitude), Protection 10, Regeneration 3
                      Vampiric Mobility (6p)
                      Movement 1 (Wall-Crawling 1), Flash-Step: Teleport 6 (Change Direction, Limited [cannot bypass obstacles], *)
                      Vampiric Senses (2p)
                      Senses 2 (infravision, ultra-hearing)
                      Vampiric Shapeshifting (Array 13; 15p)
                      BE Looks like Orlock (Reverting Default): Enhanced Improved Critical (unarmed) 2, Enhanced Intimidation 2 and Hell-Bat (Activation 1): Enhanced Strength +1 (Permanent), Flight 5 (Good, Wings, Quirk 1 [no hands during flight]), Growth 1 (Permanent), Senses 2 (accurate hearing)
                      AE Thousand Faces: Morph 2 (humans; Standard Action, Limited to men & no clothing) +Linked Enhanced Dexterity 1 +Linked Enhanced Skills 6 (Deception +6, Persuasion +6) +Linked Enhanced Fascinate (deception)
                      AE Mist Form: Insubstantial 2 (*, Permanent, Quirk 1 [mute], Strength affects corporeal [1 rank]) +Linked Flight 1 (Perfect, Permanent, Subtle)
                      Weatherworking (1p)
                      Feature 1 (influence local weather)

                      *Limited to nighttime

                      Initiative +8
                      Unarmed: +11 (DC 22, Crit. 18-20)
                      Blood Drain: Grab (DC 19)
                      Grab: +11 (vs 7 [+2])

                      Dodge 9 Parry 9 Fortitude - Will 10 Toughness 10

                      When assuming his monstrous Hell-Bat form, his new stats are:
                      STR 9
                      Toughness 11
                      Unarmed Damage DC 24
                      Grab (vs 9 [+2])

                      Dependence: A vampire must regularly feed on blood or weaken (eventually falling into a deathlike torpor).
                      Weakness: Despite being undead, a vampire must sleep like a living being, typically during daytime.
                      Weakness: Nick suffers from typical vampire weaknesses. He casts no reflection, he can be repelled by strongly presented holy symbols (opposed PRE roll), and prolonged exposure to direct, unobscured sunlight can severely hurt (& even destroy) him. He also suffers a -5 circumstance penalty on toughness saves vs wooden piercing weapons.
                      Motivation-Predator. Nick feeds to exist, and he exists to feed. Despite all his numerous intellectual pursuits, the hunt stays his primary obsession. Whether it's seducing a blushing wench at a bar, or chasing a terrified hiker through the nightly forest on leathery wings, Nick loves it all equally.
                      Secret: Unsurprisingly, Nick keeps his true nature a well-guarded secret. Only a few of his most trusted carnival underlings know the truth about their boss. Also, once an enemy finds out with whom he's dealing with, figuring out his vampire weaknesses is easy, because it's more or less common knowledge.
                      Responsibility: Nick manages a traveling sideshow/carnival that also serves as his cover (and helps drawing in fresh prey), and of course this comes with some duties.

                      Description & Personality
                      The true Nikolaj Varnov is a ghoulish abomination, with batlike features, pale grey leathery skin & a hunched back, faintly glowing red eyes, twitching spidery fingers tipped with vicious claws and a maw full of needle-like fangs. When the gloves come fully off, he can assume an even more monstrous werebat-"warform", growing larger & much stronger and becoming able to change his arms into leathery wings at will. Yet most often, he uses his "Thousand Faces" power to assume the form of a good-looking middle aged man with eastern european features. This power also grants him a supernatural glibness, adding to his predatory charm. He typically dresses in a conservative, old-fashioned way, preferring a thick frock coat, silk scarf, leather gloves, dark glasses & a wide-brimmed top hat. This outfit also allows him, in conjunction with an overcast sky (which he ensures with his weather manipulation powers), to comfortably walk around during the day.
                      As described under Complications, Nick is the consummate vampire: A voracious remorseless predator who "lives" for the hunt. Thoroughly selfish & manipulative, he retained few of his fomer human sentiments. But he holds himself to certain standards of conduct, he despises rudeness, and he's got no interest in pointless cruelty.

                      Born into minor Russian nobility during the late 19th century, Nikolaj Varnov was vampirized during the chaos of the Russian Revolution, by the leader of a roving gang of Gypsy vampires. Forced to join the savage gang, they terrorized backwoods Russia for some months, but their increasingly reckless behavior caused the death of each member, save Nick. Wisely, he choosed to emigrate to America like many of his countrymen. In his new home, he became a nomadic con artist & predator, although be behaved not as stupidly reckless as his sire. During this time, he overcame many hardships: Vampire hunters, mobsters, other supernatural creatures and even the occasional superhero! His power & experience grew, and so did his reputation among other vampires. During the late 30s he came across a traveling carnival, which he quickly took over, finally providing him with a lucrative mobile base. Since then, he tours the American Northwest, with missing person reports following in the carnival's wake.

                      Design Notes
                      As a lifelong fan of vampire movies (my personal favourite is Near Dark by Kathryn Bigelow), I naturally made a vampire OC of my own. In many works of recent fiction, vampires suffered from severe badass decay, being either reduced to incompetent mooks (Buffy, Blade, Underworld), or, even worse, turned into angsty mopey emo crybabies ("Oooh, he's sooo misunderstood, and he suffers sooo beautifully from his eternal curse..."). I hate that, so I'm having none of it - the quote above from the Fright Night remake nails it perfectly, give vamps their balls back! My aim for this build was creating a classical vampire who's a crafty, deadly & genuinely scary monster hiding behind a human facade. More than just a supervillain with a dietary quirk.
                      Now to the build itself. The original Dracula from Bram Stokers novel could indeed walk around in broad daylight, only his powers were weakened. I somewhat adopted that idea, while Varnov is still allergic to direct, unobscured sunlight (it can slowly damage him, but no bursting into flames), he can safely ignore it when wearing obscuring clothes. Yet like Bram Stoker's Dracula, the day is not his time, and several of his powers are weakened or nonfunctional then. On the issue of Varnov's Weatherworking power being just a 1p Feature: This is not the Environment effect. It can only gradually influence the local weather, and the changes take their time to occur (1 hour minimum). It normally cannot create (or counter) any actual environmental game effects. It can cause fog in nightly London, a cloudy sky over Seattle, but no sudden rainfalls in the Mojave. Concerning the Blood Drain power, I set the Source (lifeblood) flaw at a -2/rank, since lifeblood (blood taken directly from a living victim) is IMHO much more difficult to come by than other typical source substances (at least not without attacking someone) - Nick can sustain himself with blood conserves, but he must feed on living victims for Healing to kick in. Then I tweaked the Energizing extra a little, so it can restore Nick's own fatigue levels, but only when actually draining a living victim to death. This victim must be either a human or a nonhuman with sufficiently "powerful" blood (GM's decision). This means he cannot restore fatigue by draining dry mundane animals, and also not really during action scenes.
                      Last edited by Bothrops; 10th April 2019, 11:12 AM.


                      • #12
                        Re: Bothrops' Pit

                        Originally posted by Bothrops View Post
                        Antaeus is a powerhouse build with some extra-oomph, tempered by a serious weakness (when not touching the ground, he's reduced to a PL8 lower-level powerhouse). The fact he's a character from actual greek myth, and that the Freedomverse borrows heavily from it, is just the icing on the cake.
                        I like mythological characters who exist in the present day, and how they've adapted after all the centuries that have passed since their own time. That's one reason why, speaking of Freedom City, Daedalus and Taurus are two of my favorite characters from that campaign setting.


                        • #13
                          Re: Bothrops' Pit

                          Originally posted by Demiurgos View Post
                          I like mythological characters who exist in the present day, and how they've adapted after all the centuries that have passed since their own time. That's one reason why, speaking of Freedom City, Daedalus and Taurus are two of my favorite characters from that campaign setting.
                          Ditto! And let's not forget Talos, Medea and Cerberus. Classical mythology has IMHO much more really cool characters to offer than just the "superstars" (Zeus, Athena, Hercules etc).


                          • #14
                            Re: Bothrops' Pit

                            Custom Advantages, Extras & Flaws

                            Enduring: +2 flat extra
                            This extra can be added to a Sustained effect. Normally it's only meant for Create, Transform, Environment, Obscure (see Power Profiles), and static Illusions; the GM may permit other effects (attack- or trait effects are off-limits). An enduring effect sustains itself for 30 seconds (time rank 2) before ceasing. The user has no further control over the effect, it becomes completely independent immediately after initiation. This also means that the effect continues working even when in an array that's switched away. Enduring is basically a simplified reincarnation of the old 2e Independent extra. I decided to recreate it in a new version, since I was unsatisfied with Secondary Effect (or Cloud area) alone (they both work fine for attack effects, but for the abovementioned ones they're quite awkward & unduly expensive) and wanted more options.

                            Thrown: +2 flat extra
                            This one can be added to a close range effect, turning it into a Ranged one. The range is based on the user's STR rank, and the formula is: Short (rank x 10ft) / Medium (rank x 25ft) / Long (rank x 50ft). It basically turns the user's Strength-Damage into a Ranged extra as an AE. This also means that the extra cannot be applied to Strength-based Damage effects. For every STR rank lower than 1, the actual range is halved, so someone with STR 0 has a range of 5/12/25. In the case of Linked effects, the extra must be applied to every component effect.
                            I invented this extra as a better way to simulate grenade like effects (in the core rules, there's NO difference between a hand grenade and a grenade launcher). The GM is best advised to keep an eye on this one, best limiting to Equipment.

                            Flawed: -1/rank flaw
                            Can be applied to a Morph effect. Flawed Morph is usually enough to fool casual observers, but a close inspection reveals that something's wrong. In game terms, Morphs's deception bonus is reduced to +10, and under certain circumstances the disguise may even be auto-pierced. Examples could be a hologram-based disguise, the retention of certain physical traits (prominent scars, unnatural eyes, inverted hands [Rakshasa!] etc), true reflection in mirrors or even a non-physical "hunch of wrongness".

                            Default: +0 extra
                            Default is a descriptive (and free) extra that can be applied to the base effect of an array of alternate forms. The extra simply declares the BE-form as the characters true, natural default form. The only possible game effect of this extra is in regard to certain Nullify or Senses ("detect true form") effects.

                            Reverting Default: +0 extra
                            Same as the standard Default extra, but with the added effect of the character automatically reverting to the default form if unable to use a free action (i.e. Stunned). This can be both advantageous and detrimental, so the net cost remains at 0.

                            Armor: +0 extra
                            This is just the combination of the Innate extra and the Noticeable flaw, applied to (permanent) Protection, for a net cost of 0. It represents real, physical & visible armor like metal plating, scales, chitinous carapace etc. I've done this simply because "Armor" takes less space on a charsheet as "Innate, Noticeable". And because I'm lazy.

                            Sympathetic Link: +2 extra
                            This extra allows an effect (typically Damage, Affliction & Weaken; on the assumption of basic Close Range) to affect a target regardless of distance or line of sight (no attack roll needed). It instead requires a "sympathetic" token object for targeting, usually a body part (lock of hair, blood) or an item of great personal significance (wedding ring) to hit the victim. Such an effect can only be successfully used 5 times per day per victim. If the victim successfully resists once, it can no longer be affected this day. The extra is intended to emulate the classic "voodoo doll" effect, typically used with rituals.

                            Size: ranked flat extra
                            Ranks of this extra add directly to the size rank of an Illusion effect. I introduced that because the official ruling for increasing illusion size (buy 1 instance Area extra for each increase in size rank) is IMHO really crappy: In most cases, just buying extra effect ranks is far more efficient.

                            Distracting Activation: -1 flat flaw
                            Can be applied to an effect with a duration of Sustained or longer. Activating the effect renders the user vulnerable until the beginning of the next turn, but not while maintaining it for longer.

                            Delving: +1 flat extra
                            Added to the Flight effect, this is the Burrowing-AE equivalent to the Aquatic extra. It allows moving to the ground at a speed of Flight-rank-5.

                            Improved Charge: advantage
                            You suffer no penalty to the attack check when doing a Charge maneuver. Further, when doing a Slam Attack your own slam damage's rank is reduced by 2.

                            Squeeze: advantage
                            You concentrate to crush a foe in your grasp, inflicting both damage & interfering with blood flow/breathing.
                            It's essentially an AE of Strength-damage: Grab-based Damage x +Linked Cumulative Grab-based Affliction x (resisted & overcome by Fortitude; Incapacitated; Limited Degree 1 [3rd only])
                            Last edited by Bothrops; 27th March 2019, 02:26 PM.


                            • #15
                              Re: Bothrops' Pit

                              ARMADEIRA (Marta Consuela Silveira)
                              Concept: Chemist Crimefighter/Assassin
                              PL 10 (150p: Abilities 70 + Defenses 15 + Advantages 24 + Skills 23 + Powers 18)

                              Strength 2(4) Stamina 2 Agility 7(9) Dexterity 4 Fighting 10(12) Intellect 4(2) Awareness 4 Presence 2(0)
                              Acrobatics 4 (+11/13), Athletics 6 (+8/10), Close Combat (unarmed) 3 (+13/15), Deception 3 (+5/3), Expertise (chemistry) 6 (+10/8), Expertise (criminal) 1 (+5/3), Insight 3 (+7), Investigation 1 (+5/3), Perception 4 (+8/12), Ranged Combat (guns) 10 (+14), Sleight-of-Hand 1 (+5), Stealth 2 (+9/11), Technology 1 (+5/3), Vehicles 1 (+5)
                              Agile Feint, Beginner's Luck, Benefit (wealth) 1, Defensive Roll, Equipment 8, Improved Critical (unarmed) 1, Improved Initiative 1, Improved Trip, Languages 1 (english, spanish; portuguese is native), Luck 2, Quick Draw, Set-up, Skill Mastery 2 (acrobatics, vehicles), Takedown, Uncanny Dodge
                              -Languages: Portuguese, French (rudimentary), English, Spanish

                              Arachno-Gauntlets & -Boots (Array 8; Removable -2; 7p)
                              BE Claws: Strength-based Damage 1 (unarmed; Improved Critical +2) + Movement 1 (Wall-Crawling 1) and Web-Spinners: Feature 1 (produce webbing) + Movement 1 (Swinging)
                              AE Cocoon: Affliction 8 (resisted by Parry, overcome by Damage; Impaired & Vulnerable, Defenseless & Immobile; Extra Condition, Limited Degree 1)
                              Phoneutria Injector (Activation 2, Reduced Traits [INT-2, PRE-2], Removable -3; 10p)
                              Enhanced Strength 2, Enhanced Agility 2, Enhanced Fighting 2, Enhanced Advantages 4 (Evasion, Fearless, Move-by-Action, Power Attack), Enhanced Perception 4, Leaping 2 (Check Required 1 [acrobatics]), Regeneration 2, Speed 2
                              StealthPod (Removable -1; 1p)
                              Concealment 4 (normal vision & all auditory; Blending, Passive)

                              Equipment (38/40)
                              Helmet (Gas-Mask, Thermal Goggles), Jumpsuit (Protection 3, Enhanced Fortitude 2 [Limited to effects blockable by armor]), Burner Smartphones, Mini-Tracers,
                              Vehicle: Motorcycle (Size Medium, Strength 1, Toughness 6, Defense 10, Speed 6),
                              HQ: 2x Safehouse (Size Tiny, Toughness 6, Living Space, Secret, Workshop),
                              Arsenal (Array 15)
                              BE Custom SMG: Ranged Multiattack Damage 4 (Laser Sight, Dangerous 1, Suppressor)
                              AE Sombra-Grenades: Thrown Close Range Enduring Obscure 3 (normal vision)
                              AE Web Grenades: Thrown Burst Area Affliction 6 (resisted & overcome by Strength; Hindered & Vulnerable; Alternate Resistance [+1], Extra Condition, Limited Degree 2, Trigger [proximity])
                              AE Spider-Mines (Inaccurate 1): Burst Area (6 ranks) Damage 8 (Feature 1 [adhesive], Quirk 1 [blast affects user], Variable Trigger 2)

                              Initiative +11/13
                              Unarmed: +13/15 (DC 17/19; Crit 19-20)
                              Claws: +13/15 (DC 18/20; Crit 17-20)
                              Cocoon: +10/12 (DC 18)
                              SMG: +16 (DC 19; Crit 19-20)
                              Web-Grenades: Burst Area DC 16 (DC 16)
                              Spider-Mines: + 8/10 / Burst Area DC 16 (DC 23)
                              Grab: +10/12 (vs 2/4)

                              Dodge 11(13) Parry 11(13) Fortitude 7(9) Will 9 Toughness 7 (5 without Defensive Roll)

                              Addiction: To both cocaine and phoneutria. Armadeira needs at least a watered-down dose of the latter every 2-3 days or suffers withdrawal.
                              Phoneutria Management: Once the injector is activated, the drug runs its course (15 minutes, time rank 7) and cannot be deactivated earlier. After that, a recuperation phase of 1 hour should be adhered to. Using phoneutria again within this phase causes negative side effects (psychotic breaks, hallucinations, extreme paranoia & aggression) from overdosing.
                              Obsession: Armadeira despises the big drug cartels and wants to put them out of business. She's single-minded and ruthless in the pursuit of this goal. Her usual MO is playing them against each other, and thus has zero problems with taking their money. She often takes action on her own, without being hired, putting the blame on the target's enemies in the process.
                              Honor: Armadeira avoids harming innocents at all cost, and would never accept a hit on one of these. She can still be harsh & judgemental, though.
                              Reputation: Armadeira is widely feared in the criminal underworld as a top-notch assassin, whose services are also in high demand.
                              Identity: Unsurprisingly, Armadeira takes great care protecting her civilian identity.

                              Description & Personality
                              Marta is a slender, athletic Brazilian woman in her late 20s. She's of average height, has a dark complexion, and wears her black, shoulder-length hair pulled back in a pony tail. In her heroic identity, she wears a tan-colored, close fitting overall, combined with a dark red facemask. This is intentionally the color-scheme of her moniker, the infamous Brazilian Wandering Spider (called the "Armadeira" in Brazil), world's most dangerous spider. She's got no superhuman powers, so she uses a combination of rigorous training, tactics, high-tech gadgets and an experimental combat drug named Phoneutria (derived by the genus-name of the aforementioned spider, meaning "murderess"). The drug greatly enhances her physical prowess & senses, at the price of heightened aggression & paranoia.
                              Armadeira is a driven, determined no-nonsense person, who's completely devoted to her crusade of bringing down the cartels, to the point of obsession. This leaves her with very little room for a life outside her "game". She also fails to admit to herself that she's grown to simply like killing "bad guys", so far she keeps rationalizing it away. On a side note, she's got almost no issues with drugs & the drug trade as such (she's a user herself), but is rather outraged and disgusted by the methods (murder, domestic terror, corruption) of the cartels & gangs. Despite her fanaticism, she's wise enough to realize that her crusade will be a neverending struggle, and that the only realistic way to topple the cartels is getting them replaced with more moral & honorable competition. But at the moment, she's quite satisfied with her actions teaching the kingpins & street thugs FEAR, taking away their sense of impunity.

                              Marta Consuela Silveira grew up the only child of Brazilian chemist Dr Joao Silveira and his wife Carmen, a pharmacist originally from Venezuela. Marta decided following in her parents' footsteps, studying chemistry & pharmacy at college, earning high honors. Despite having a good job at a leading research company based in Rio, Dr Silveira fell into financial troubles, caused by a series of poor investments at the stock market. He was soon approached by the local drug cartel, and being offered a generous payment for his expertise as a chemist he accepted with a heavy heart. This went on for several years, affording the family a good life again. Yet when Dr Joao wanted to quit, the trouble began: The cartel wanting to keep its "property", they first resorted to threats & blackmail. So the Silveiras fled from Rio to Arcadia, Louisiana, where Carmen's older brother Jorge, a former Navy SEAL, lived. Young Marta was, of course, angry & frustrated by being forced to interrupt her college studies. But the cartel's long arm reached to Arcadia: The Silveiras were brutally slaughtered by hitmen, with Marta narrowly escaping with the help of uncle Jorge. With her life ripped apart, she swore bitter vengeance, not only against this particular cartel, but against the whole bunch. Persuading Jorge to rigorously train her, and utilizing her knowledge of chemistry & pharmacy, she soon hit the streets as a masked vigilante & assassin for hire. Particularly the latter was immensely satisfying for her, killing gangsters & being paid copious amounts of money by her victim's enemies, only to work for the other side next time. They're all scum, so she doesn't care. Over time, she built a fearsome reputation, to the point of rivaling criminals threatening each other with hiring the dreaded Armadeira. She's refined her act considerably, having contacted Fabricators, Inc. to provide her with several sophisticated gadgets, and has also used her chemistry expertise to create some potent tools herself: Her trademark "Phoneutria" combat drug at first, then a fast-hardening synthetic silk (used with her gauntlets & web grenades), and finally "Sombra", a specialized aerosol capable of blocking visual light.

                              Design Notes
                              Yeah, I admit it, this character is obviously inspired by the movie Colombiana (starring the gorgeous Zoe Saldana, I even borrowed the image from that movie). The main impulse came from this very forum, in a thread discussing possible color-schemes for a spider-themed hero, where I had the idea with the brazilian wandering spider, given that feared species' distinctive appearance. Otherwise, Armadeira is something of a mix out of The Punisher (gun-toting vigilante), Spiderman (spider-theme, web-spinners) and Bane (south-american background, combat drugs).
                              Her "Web-Grenades" straddle the line between Equipment & Device a bit, but given that they're not very high-powered & can only cause first-tier conditions (and the fact that this kind of technology is currently researched in real life), I think it's fine with them being just Equipment. The "Produce Webbing" Feature enables her to produce (& attach) a very strong 30' string as a standard action. This string is sticky for 1 round, then dries & hardens.
                              Last edited by Bothrops; 19th September 2018, 08:06 PM.