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Thread: The Sound of My Eyebeams: JDRook's builds and blather

  1. #1
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    The Sound of My Eyebeams: JDRook's builds and blather

    I figure it was about time I started posting up my own stuff on the new boards. I have a few projects and concepts I want to flesh out, a few tv series I may attempt to build, and hopefully at least a few things others can use as a resource.

    INDEX

    QCG Project - The Twenty
    1 Battlesuit - Victor Primeaux and the Unity Suit
    2 Construct - The Guardian known as II
    3 Crime Fighter - Tripplehorn
    4 Elemental - Calliope the Pneumoid
    5 Energy Controller - Cosmic Girl - Penelope Quinn
    6 Gadgeteer - Hector Krawczynski - Professor Hex
    7 Martial Artist
    8 Mimic
    9 Mystic
    10 Paragon
    11 Powerhouse
    12 Psychic
    13 Shapeshifter
    14 Speedster
    15 Summoner
    16 Supernatural Creature
    17 Totem
    18 Warrior
    19 Weapon Master
    20 Weather Controller
    Last edited by JDRook; 03-25-2017 at 08:08 AM.
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  2. #2
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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    I'd started this years ago and never got past the first handful of archetypes. I'll be reposting them to get back into the groove, and including a link to the old boards where my notes are, but I'll be making even more detailed and pedantic notes based on new ideas.

    One
    Archetype: Battlesuit
    Abilities: Genius
    Advantages: Combatant + 1 reroll worth 5p
    Skills: People Person x2
    Offense:Weapon Array
    - Plasma Blast
    - Electrified Shell
    + 3 AEs worth 3p
    Defense: Standard for all Battlesuits
    Movement: Gravity Drivers
    Utility: Standard



    Victor Primeaux - PL 10

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

    Advantages
    Accurate Attack, All-out Attack, Assessment, Close Attack 6, Connected, Fascinate (Persuasion), Improved Initiative, Interpose, Jack-of-all-trades, Move-by Action, Well-informed

    Skills
    Expertise: Business 8 (+16), Insight 4 (+10), Perception 4 (+10), Persuasion 8 (+10)

    Powers
    Unity Armor (95p - 19p for Removable) = 76p
    . . Armored Shell: Protection 8 (+8 Toughness; Impervious) = 16p
    . . Comm System: Radio Communication 2 (Feature: Can dial into cellphone networks) = 9p
    . . Defense Amplifier: Enhanced Trait 16 (Traits: Dodge +4 (+9), Parry +4 (+8), Fortitude +4 (+7), Will +4 (+10)) = 16p
    . . Gravity Drivers
    . . . . Flight 7 (Speed: 250 miles/hour, 0.5 miles/round) = 14p
    . . . . Space Flight: Movement 2 (Environmental Adaptation: Zero-G, Space Travel 1: within solar system) = 4p (1p)
    . . Sealed Systems: Immunity 10 (Life Support) = 10p
    . . Sensors: Senses 2 (Extended: Vision 1: x10, Infravision) = 2p
    . . Weapon Array
    . . . . Electrified Shell: Damage 6 (DC 21; Reaction 3: reaction) = 24p
    . . . . Electro-Stunner: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Accurate 4: +8, Alternate Resistance (Dodge), Increased Range: ranged) = 24p (1p)
    . . . . Plasma Blast: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged) = 24p (1p)
    . . . . Strength and Accuracy Booster: Enhanced Trait 22 (Traits: Strength +8 (+8), Advantages: Close Attack 6) = 22p (1p)

    Offense
    Initiative +5
    Electrified Shell: Damage 6, +8 (DC 21)
    Electro-Stunner: Affliction 10, +10 (DC Dog/Fort/Will 20)
    Grab, +8 (DC Spec 18)
    Plasma Blast: Damage 10, +10 (DC 25)
    Throw, +2 (DC 23)
    Unarmed, +8 (DC 23)

    Defense
    Dodge 9/5, Parry 8/4, Fortitude 7/3, Toughness 9, Will 10/6

    Power Points
    Abilities 44 + Powers 76 + Advantages 10 + Skills 12 (24 ranks) + Defenses 8 = 150

    Complications
    Identity
    - hard to decide whether to go with classic secret in the helmet or "screw it, I'm Iron Man."

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    PL Analysis: Offensively, Victor only hits PL10 with his Plasma Blast and Electro-Stunner. Unarmed he's PL8 as long as the suit is active, and Throwing is PL5. Outside the suit he's effectively PL1 at just about everything.
    Defensively, he's at PL9 vs Ranged Damage attacks, PL8.5 otherwise while in armor. Without the armor his Fort/Will gives a PL4.5, with his other defenses around PL3.

    Abilities are very human average except for "super-intellect", and I bumped up AWE to comparable levels, because why not?

    Advantages show some personality. Tradeoffs favour precision over power, as well as decisive action (Improve Initiative) and selflessness (Interpose). Observation and evaluation are still the centre of his style, though.

    Skills are broader than shown, since his JoaT gives him +8 in Investigation, Technology and Treatment. Some med school, engineering and applied scientific method should cover that background-wise.

    Powers are mostly simple, but could use a little clarification:
    - "Defensive Amplifiers" are largely undefined but cover all of the other defenses, so it takes some initiative to give descriptors to them. Dodge and Parry can be maneuvering jets or deflection plates or mech-assisted reflexes or any combination; Fortitude could be tied into Life Support with sensory and atmospheric filters; Will is probably the weirdest, possibly with some kind of EM delta-wave technobabble or maybe just some tinfoil in the helmet.
    - Space Flight may not come up often, so it could be swapped out for something like Aquatic.
    - There's some wiggle room in the Strength and Accuracy Boosters to build up either Str or Accuracy a little more. It could be built in, or different configurations could be a power stunt.
    Last edited by JDRook; 03-09-2017 at 07:30 PM.
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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    Two
    Archetype: Construct
    Abilities: Golem
    Advantages: Brawler w/choice
    Skills: Brute x2
    Primary: Blast
    Defense: Fast and Tough
    2nd Def: Inhuman Brain

    The Guardian known as II - PL 10

    Strength 8, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 4, Presence 2

    Advantages
    Chokehold, Fast Grab, Improved Grab, Improved Hold, Power Attack, Prone Fighting

    Skills
    Close Combat: Grab 4 (+10), Intimidation 14 (+16)

    Powers
    Eye Blast: Damage 8 (DC 23; Accurate 6: +12, Increased Range: ranged) = 22p
    Inhuman Brain: Immunity 10 (Common Descriptor: Mental Effects) = 10p
    Makeshift Handholds: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: surfaces with material Toughness less than Strength modifier) = 1p
    Serpent Body = 8p
    . . Leaping 1 (Leap 15 feet at 4 miles/hour)
    . . Movement 1 (Slithering, Advantages: Prone Fighting)
    . . Senses 3 (Acute: Scent, Infravision, Tracking: Infravision: -1 speed rank)
    . . Speed 1 (Speed: 4 miles/hour, 60 feet/round)
    . . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
    Stonescale: Protection 10 (+10 Toughness; Impervious) = 20p
    Unliving: Immunity 33 (Aging, Critical Hits, Fortitude Effects) = 33p

    Offense
    Initiative +0
    Eye Blast: Damage 8, +12 (DC 23)
    Grab, +10 (DC Spec 18)
    Throw, +0 (DC 23)
    Unarmed, +6 (DC 23)

    Complications
    Monstrous: II looks like a 7' humanoid cobra, including a tail instead of legs, covered in polished stone scales.

    Defense
    Dodge 8, Parry 10, Fortitude Immune, Toughness 10, Will 4

    Power Points
    Abilities 30 + Powers 95 + Advantages 4 + Skills 9 (18 ranks) + Defenses 12 = 150

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    PL Analysis:
    Offensively: Eye Blast PL10, Grab PL9, Unarmed PL7, Throw PL4
    Defensively: Close Damage PL10, Ranged Damage PL9, techicially PL4 for Fort/Will although Immune to most of those attacks anyway.

    Mechanically, I dropped and changed a few things. Having maxed Athletics didn't seem as useful as having all the component benefits as powers for half the cost, so I got a rank of each. I also made Wall-Crawling limited by STR as per a trick in the Strength Power Profile for the fun of it, allowing II to climb any sheer wall with Toughness 7 or less. I dropped Sensory Immunity since the other immunities make it almost unnecessary, at least for the cost. Defenses I just distributed out for cleaner presentation.

    With the extra points, I tried to get a better idea of what II's best function would be. Between the maxed Athletics and high Intimidation, I got a sense of a hunter, while the Improved Grab made me think more capture than kill. To incorporate a scary grabby hunter, I decided the golem had a snake theme and it all came together. Added Slithering to the movement suite, turned Improved Grab into a Tail, and bumped up II's Grab skill.

    Overall it still feels like a character that would serve another, but it's definitely more fleshed out.

    Last edited by JDRook; 03-03-2017 at 08:43 PM.
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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    Three
    Archetype: Crimefighter
    Abilities: Dark Avenger
    Background Advantages: Incredible Presence
    Mental Advantages: Criminologist + reroll worth 2p
    Physical Advantages: Acrobat
    Skills: Athlete & Avenger
    Eqiuipment: Contemporary



    Tripplehorn - PL 10

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

    Advantages
    Agile Feint, Assessment, Daze (Intimidation), Defensive Roll 2, Equipment 8, Evasion, Improved Critical 2: Dual Blades, Improved Initiative, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 7, Skill Mastery: Acrobatics, Skill Mastery: Expertise: Streetwise, Skill Mastery: Intimidation, Startle, Well-informed

    Skills
    Acrobatics 7 (+12), Athletics 7 (+10), Close Combat: Unarmed 6 (+16), Expertise: Streetwise 9 (+12), Insight 4 (+7), Intimidation 14 (+16), Investigation 4 (+7), Vehicles 5 (+10)

    Powers
    Dual Pistols: Damage 8 (DC 23; Increased Range: ranged, Split: 2 targets) - 17ep
    . . Dual Blades: Strength-based Damage 5 (Alternate; DC 23, Advantages: Improved Critical 2; Split: 2 targets) - 1ep

    Equipment
    Cell Phone (Smartphone), Dual Heavy Pistol-Blades [Dual Pistols: Damage 8, DC 23; Increased Range: ranged, Split: 2 targets], Motorcycle, The Den

    Offense
    Initiative +9
    Dual Blades: Strength-based Damage 5, +10 (DC 23)
    Dual Pistols: Damage 8, +12 (DC 23)
    Grab, +10 (DC Spec 13)
    Throw, +12 (DC 18)
    Unarmed, +16 (DC 18)

    Defense
    Dodge 12, Parry 13, Fortitude 8, Toughness 6/4, Will 11

    Power Points
    Abilities 70 + Powers 0 + Advantages 30 + Skills 28 (56 ranks) + Defenses 22 = 150

    - Swapped the standard Close Attack 2 plus some Parry for 2 ranks of Fighting just to clean up the page. Also swapped Awareness and Presence to cater to rolled Skills & Advantages, and also dropped Intellect a rank to increase individual skills.

    -Added Agile Feint to fill out the Acrobatics set, making him just a little more Nightwing-y. Dropped Equipment by turning the customized weapons into hybrid dual weapons.

    - Moved points around all over, particularly to increase Insight & Intimidation, and also figured Streetwise could be used with Well-Informed for knowing the criminal element on the spot.


    - Rather than mess around with the conventional complement of assault rifle, pistol and knife, I figured I'd combine them all into a customized pair of bladed pistols. I tried not to make them too flexible considering that they are still equipment-based. Technically each individual pistol-blade is equivalent to Damage 4 with STR or Ranged, but add up to rank 8 when focused on a single target, all without any of the problematic elements of Multiattack. It could be a little strong for some GMs, but they do max out at PL9 with the blades and PL10 with the guns.
    Last edited by JDRook; 03-09-2017 at 07:46 PM.
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    Re: The Sound of My Eyebeams: QCG 20 - Elemental

    Four
    Archetype: Elemental
    Abilities: Embodiment
    Advantages: Choice + Imposing (choices)
    Skills: Native
    Type: Air Elemental
    Primary: Android Host
    Offense:Air Control Array
    - Air Blast
    - Suffocation
    + 1 AE worth 1p



    Calliope the Pneumoid - PL 10

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

    Advantages
    Air Form: Accurate Attack, Daze (Deception), Defensive Roll 2, Taunt
    Android Form: Daze (Intimidation), Power Attack, Startle

    Skills
    Expertise: Elements: Air 8 (+8), Perception 4 (+7), Ranged Combat: Air Control 6 (+8)
    Air Form: Deception 6 (+7), Stealth 4 (+5)
    Android Form: Close Combat 4 (+8), Intimidation 6 (+7)

    Powers
    Air Control
    . . Air Blast: Damage 12 (DC 27; Increased Range: ranged)
    . . Suffocation: Progressive Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged, Progressive)
    . . Wind Control: Move Object 8 (6 tons; Increased Range: perception)
    Elemental Constitution: Immunity 13 (Aging, Critical Hits, Life Support)
    Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
    Two Forms
    . . Creature of Air (Activation: Standard Action)
    . . . . Clear as the Air: Concealment 2 (Sense - Sight, Notes: Invisible by default - can swirl in ambient dust/debris to become visible as a Free Action)
    . . . . Gaseous Forrm: Insubstantial 2 (Gaseous; Permanent)
    . . . . Nimble & Tricksy: Enhanced Trait 20 (Traits: Dodge +5 (+14), Parry +5 (+15), Deception +6 (+7), Stealth +4 (+5), Advantages: Accurate Attack, Daze (Deception), Defensive Roll 2, Taunt)
    . . Pneumoid Body (Activation: Standard Action)
    . . . . Airtight: Immunity 30 (Fortitude Effects; Custom 10: adds to Life Support)
    . . . . Armored Shell: Protection 8 (+8 Toughness)
    . . . . Strong & Scary: Enhanced Trait 6 (Traits: Strength +6 (+7), Stamina -8 (-6), Intimidation +6 (+7), Close Combat +4 (+8), Advantages: Daze (Intimidation), Power Attack, Startle)

    Offense
    Initiative +1
    Air Blast: Damage 12, +8 (DC 27)
    Grab, +4 (DC Spec 11)
    Suffocation: Progressive Affliction 6, +8 (DC Fort 16)
    Throw, +2 (DC 16)
    Unarmed, +4/+8 (DC 16/22)
    Wind Control: Move Object 8 (DC 18)

    Defense
    Dodge 14/9, Parry 15/10, Fortitude 9/Immune, Toughness (4/2)/8, Will 9

    Complications
    Power Loss: The Pneumoid chassis can be lost, stolen or broken. Without it, Calliope cannot speak or physically interact with humanoids, as well as losing the powers of the form.

    Power Points
    Abilities 28 + Powers 86 + Advantages 0 + Skills 9 (18 ranks) + Defenses 27 = 150



    The original rolls pointed to a Android Body option, but I really liked the idea of having a wind sprite as an alternate form. Going back over the other options, most give a choice between Deception- or Intimidation-based traits, so I decided to both-and as much as possible and made the Android Form intimidating and the Air Form deceptive.

    To make the forms more narratively interesting, I decided the Android Form is actually a pneumatic robot of sorts - hence, Pneumoid - using air pressure to run all of its capabilities, including giving the sprite a way to speak using an woodwind-style voicebox built into the 'Moid. This is also how I got the name Calliope. With my planned history of Calliope running back to the Renaissance engaging with generations of inventors, I can imagine it in a steampunk or even pre-industrial style, with the body made of wood, brass and fabric bellows.

    I'm not sold on whether to make the character feminine. I like the sprite as non-gendered, and using it as a basis for the legend of Pinocchio the wooden boy, but all the best artwork I find is based on female forms, and Calliope does sound like a feminine name.
    Last edited by JDRook; 03-10-2017 at 01:59 PM.
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    Re: The Sound of My Eyebeams: Street Mage

    Just for a change of pace, I thought I'd post up one of my early experiments. I took a few of the lower level spells from a different RPG and tried to translate them for M&M. Once I had them all in front of me, I saw a connecting theme of special senses and sense-blockers, and thought this would actually be an excellent suite of powers for the Crimefighter archetype, replacing nightsight goggles and smoke bombs with equivalent spells.

    I made a PL4 version in 2e and 3e even tried a test combat with the old 2e version. I've played with a few other variants, but the most interesting to me is a PL10 Artificer.


    Seth Merrick - Street Mage (PL10)

    Strength 2, Stamina 3, Agility 8/4, Dexterity 3, Fighting 7, Intellect 7, Awareness 4, Presence 2

    Advantages
    Artificer, Defensive Roll 3, Equipment 1, Improved Disarm, Improved Grab, Improved Trip, Jack-of-all-trades, Ritualist, Skill Mastery: Acrobatics, Well-informed

    Skills
    Acrobatics (+12/+4), Close Combat: Techwand 6 (+13), Expertise: Magic 8 (+15), Ranged Combat: Nimbus Gloves 6 (+9), Technology 8 (+15), Stealth (+8/+4)

    Powers

    Magic Utility Belt (Removable) - 17p (21p - 4p removable)
    . . Enhanced Spider Climb
    . . . . Leaping 1 (Leap 15 feet at 4 miles/hour)
    . . . . Movement 4 (Safe Fall, Swinging, Wall-crawling 2: full speed; Quirk: only near a surface)
    . . . . Speed 1 (Speed: 4 miles/hour, 60 feet/round)
    . . . . Spiderlike Nimbleness: Enhanced Trait 11 (Traits: Acrobatics +4 (+12), Agility +4 (+8), Advantages: Skill Mastery)
    . . Veil of the Void: Concealment 10 (All Senses)

    Nimbus Gloves (Removable) - 18p (22p - 4p removable)
    . . Blinding Flash: Perception Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Perception Area: DC 16 - Visual, Selective)
    . . Cloud of Smoke: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 2: 60 feet radius sphere, DC 14, Attack: Dodge, Selective)
    . . Sunbeams and Thunderbolts
    . . . . Light & Shadow: Environment 2 (Other: Variable: Light and Visibility 2, Radius: 60 feet; Selective, Selective, Notes: Seth can create true sunlight, a cloud-like fog or anything in between using Light and Visibility ranks, and can have different effects in different areas.)
    . . . . Lightning Taser: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, DC 18; Alternate Resistance (Dodge), Increased Range: ranged, Indirect 4: any point, any direction, Split: 2 targets; Limited Degree, Quirk: Must be in cloud radius)

    Sensor Cowl (Removable) - 7p (9p - 2p removable)
    . . Astral Projection: Remote Sensing 6 (Affects: 2 Types, inc. Visual - Visual & Hearing, Range: 1800 feet; Subtle: subtle; Side Effect 2: always - Defenseless and Immobile)
    . . See Aura: Senses 6 (Analytical (Type): Visual, Detect: Physical State (Visual) 2: ranged, Detect: Emotional State (Visual) 2: ranged, Advantages: Assessment)
    . . See Invisible, Sense Magic & Evil: Senses 6 (Awareness: Magic (Mental), Awareness: Supernatural Evil (Mental), Counters Concealment: Invisibility, Darkvision, Advantages: Uncanny Dodge)

    Techwand (Easily Removable (indestructible)) - 8p (11p - 4p removable + 1p Indestructible)
    . . Smartwand: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Feature 2: Functions as high-end smartphone)
    . . Staff/Sticks/Nunchuks/Whip: Strength-based Damage 3 (DC 20, Advantages: Improved Disarm, Improved Grab, Improved Trip; Reach (melee) 2: 10 ft., Split: 2 targets, Variable Descriptor: close group - Transformable Weapon)

    Equipment
    MageCave, Small vial of live spiders 1

    Offense
    Initiative +8
    Blinding Flash: Perception Area Affliction 6 (DC Fort 16)
    Cloud of Smoke: Burst Area Concealment Attack 4 (DC Dog 14)
    Grab, +7 (DC Spec 12)
    Lightning Taser: Affliction 8, +9 (DC Dog/Fort/Will 18)
    Staff/Sticks/Nunchuks: Strength-based Damage 3, +13 (DC 20)
    Throw, +3 (DC 17)
    Unarmed, +7 (DC 17)

    Complications
    Alternative Medicine: Seth's done a lot of research into alternative spell components and incorporated most of them into the Techwand, however he hasn't found a way around eating a live spider to cast the full Spider Climb spell, and it's "just SO COOL!"
    Power Loss: All of Seth's spells require speaking and gestures to activate, although he doesn't need to do either if he has the Techwand.

    Defense
    Dodge 12, Parry 8, Fortitude 6, Toughness 6/3, Will 10

    Power Points
    Abilities 64 + Powers 50 + Advantages 8 + Skills 14 (28 ranks) + Defenses 14 = 150
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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    Following some of your builds here. Tripplehorn seems fairly interesting... especially those blade guns!

    Haven't looked over the others yet, I'm waiting for some of the archetypes that I'm more into.
    My builds can be found in the Roll Call forum here. And, here's the latest version of The Cast.
    Currently playing in: Cosmic Adventures, Identity Lost and All Hail the Cube

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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    Quote Originally Posted by Rush View Post
    Following some of your builds here. Tripplehorn seems fairly interesting... especially those blade guns!
    Thanks! Years ago I did a show where I had a prop dagger with a derringer built into the side of the hilt, presumably based on some "high age of piracy" design. I thought it was the coolest thing ever and have yet to be proven otherwise; I really don't know why they don't come up more often in fiction.

    The picture I liked partly for that old-school pistol look, but in my mind's eye they look more like long-barrelled revolvers with the blade integrated into the barrel, so forged as a single piece. Nor would they be so straight and smooth; I imagined them more hooked and serrated, partly because as an Alternate Effect I was piling on thing like Improved Disarm and Weapon Break. I dropped most of that since I was still keeping it as equipment, but I guess if I wanted to either redistribute or save up some points, I could probably build them as an Easily Removable Device for about 10p (not including the Gun-Fu Selective Area Attack AE I thought up).

    Haven't looked over the others yet, I'm waiting for some of the archetypes that I'm more into.
    Fair enough. I certainly don't like all of the archetypes, although playing around with the possibilities does give me more appreciation for them. I honestly didn't think Crimefighter would be so great, expecting another Batman-lite, but Tripplehorn has really grown on me. Actually, these first 4 have all got a little twist to them that I hadn't expected when I started, but that may be partly due to them ripening in my head for a few years. Hopefully I can ride that creative wave through the rest of the archetypes.

    Next up: Cosmic Girl!
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    Re: The Sound of My Eyebeams: JDRook's builds and blather

    Five
    Archetype: Energy Controller
    Abilities: Charismatic
    Advantages: Disciplined + 2p reroll
    Skills: Cool + 4p reroll
    Type: Cosmic Energy
    Offensive Powers: Energy Control w/ Quick Change
    Offense:Air Energy Control w/ Quick Change
    - Energy Blast
    - Energy Burst (2 options)
    + 2 AEs worth 2p
    Defense: Cosmic Damage Immunity
    - Energy Absorption
    Utility: Energy Senses
    - Energy Form + 14p reroll

    Source

    Cosmic Girl - Penelope Quinn - PL 10

    Strength 10/0, Stamina 13/3, Agility 3, Dexterity 3, Fighting 3, Intellect 0, Awareness 2, Presence 3

    Advantages
    Assessment, Attractive, Teamwork

    Skills
    Expertise: Popular Culture 4 (+4), Insight 4 (+6), Intimidation 7 (+10), Perception 4 (+6), Persuasion 4 (+7), Ranged Combat: Cosmic Control Array 5 (+8)

    Powers

    Cosmic Absorption
    . Cosmic Empowerment: Enhanced Trait 30 (Traits: Strength +10 (+10), Stamina +10 (+13), Will -10 (+4); Fades) - 15p
    . Cosmic Feeding: Regeneration 5 (Every 2 rounds; Persistent; Source: Cosmic Energy) - 5p

    Sense Cosmic Energy: Senses 1 (Awareness: Cosmic Energy) - 1p

    Cosmic Energy Form (Activation: Free Action) - 59p +1 Alternate Form
    . Cosmic Body: Insubstantial 3 (Energy) - 15p
    . Cosmic Flight: Flight 4+12 ([Stacking ranks: +12] Speed: 30 miles/hour, 500 feet/round or 125000mph/250 miles per round) - 8p
    . Crackling Aura: Damage 2+6 ([Stacking ranks: +6], DC 17/23; Reaction 3: reaction) - 8p

    . Cosmic Control: Damage 12 (DC 27; Increased Range: ranged) - 24p + 4 AEs
    . . Gathering Implosion: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20, Penetrating 4)
    . . Megablast: Burst Area Damage 8 (Alternate; DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
    . . Powerful Aura: Damage 6 (Alternate; DC 21; Reaction 3: reaction, Stacks with: Crackling Aura: Damage 2+6)
    . . Supersonic Flight: Flight 12 (Alternate; Speed: 8000 miles/hour, 16 miles/round; Stacks with: Cosmic Flight: Flight 4+12)

    Alternate Human Form (Alternate; Activation: Free Action) - 1p
    . Cosmic Damage: Immunity 5 (Damage Effect: Cosmic Damage)
    . Human Appearance: Morph 1 (+20 Deception checks to disguise; Single form, Advantages: Attractive)
    . Minimal Flight: Flight 1, Subtle

    Offense
    Initiative +3
    Cosmic Control: Damage 12, +8 (DC 27)
    Crackling Aura: Damage 2+6, +3 (DC 23/17)
    Gathering Implosion: Burst Area Damage 10 (DC 25)
    Grab, +3 (DC Spec 20/10)
    Megablast: Burst Area Damage 8 (DC 23)
    Throw, +3 (DC 25/15)
    Unarmed, +3 (DC 25/15)

    Complications
    Identity/Power Loss: Quinn has only a few powers in her human form; her senses and absorption. However, absorbing too much cosmic energy can force her to change.
    Motivation: Acceptance: Penelope wants to be part of the human world.
    Cosmic Destruction: Quinn's powers are not very refined and potentially damaging to everything around her.

    Defense
    Dodge 7, Parry 4, Fortitude 15/5, Toughness 3, Will 4/14

    Power Points
    Abilities 34 + Powers 81 + Advantages 2 + Skills 14 (28 ranks) + Defenses 19 = 150


    I did draw a little inspiration from Jamiroquai, but figured this character could be an alien taking human form in search of acceptance. Her normal form is the energy form, a coherent body of cosmic energy. I thought it would be more interesting to tie most of her powers to that form. I brought in the aura damage and flight as well and put everything into an alternate form.

    Mechanically, the Absorption broke PL by raising Fortitude to 18. That with Will 8 is technically PL13. I was playing with ignoring the extra Fort for save purposes, letting it max out at 12, but allowing those extra points to offset the Fade for 6 rounds. Buying off the Fort bonus from the STA boost was another option, keeping both Fort and Will at 8 but letting Toughness increase. The third and most interesting option to me was to do a kind of Hulk-style transformation and have her drop her Will as her power increases. This meant lowering Fort and raising Will in her human form to much more extreme levels, but I tried to keep it reasonable for PL10.

    With the leftover points I built a Regeneration option that feeds off cosmic energy, but figured it could also be triggered by what I've called the Gathering Implosion. Descriptor-wise, I thought I'd razzle-dazzle the usual concept, so instead of the Close Burst being an explosion of energy, it's actually a manifestation of her drawing energies to her, triggering the Absorption Boost and incidentally frying everything in a 30' radius. This is obviously highly destructive, so it's the kind of thing she would avoid using to minimize collateral damage. Ideally, she would try to only use it while in flight, creating a spherical, flashy and probably noisy blast that would transform her into her cosmic form and, if maintained long enough, would also heal her up.

    The question is what exactly does "Cosmic Energy" cover? If her body is made of it, what can she pass through, what materials are transparent to or able to conduct cosmic energy? Pointwise the form should be somewhat more powerful than Gaseous Form and less so than fully Insubstantial.

    Her human form as an Alternate allows for a lot of possibilities. Initially I did it since the Cosmic Energy Immunity already exists as part of Insub 3, but then I decided to add Morph to Quinn to help keep her identities separate, some basic flight just to get her off the ground for her implosive transformations, and Attractive to go with her Cool and Popular skillsets. There's still about 45p left of space in the slot, so the only real limits are based on concept; whatever traits her human form could have that wouldn't carry over to her cosmic form.
    Last edited by JDRook; 03-21-2017 at 06:58 PM.
    My old Atomic Think Tank thread

    I will build characters in HeroLab for you! Send me your finished design or even your original concept!

  10. #10
    Keeper of Secrets
    Join Date
    Apr 2014
    Location
    Calgary, Alberta, Canada
    Posts
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    Re: The Sound of My Eyebeams: Professor Hex

    Six
    Archetype: Gadgeteers
    Abilities: Adventurer
    Advantages: Standard plus Natural Leader
    Skills: Standard plus Explorer
    Offensive Powers: Force Armor
    Defensive Powers: Displacer Field
    Movement Powers: Boot Jets
    Innate Powers: Mental Database



    Source

    Hector Krawczynski - Professor Hex - PL 10

    Strength 10/2, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 8, Awareness 5, Presence 2

    Advantages
    Assessment, Beginner's Luck, Eidetic Memory, Equipment 3, Improvised Tools, Inspire 2, Inventor, Leadership, Skill Mastery: Athletics, Skill Mastery: Technology

    Skills
    Athletics 5 (+15/+7), Close Combat: Unarmed 6 (+10), Expertise: Science 10 (+18), Insight 2 (+7), Perception 3 (+8), Ranged Combat: Gadgets 6 (+8), Stealth 4 (+6), Technology 10 (+18), Vehicles 4 (+6)

    Powers

    Boot Jets (Removable)
    . . Can Hover: Feature 1
    . . Leaping 5 (Leap 250 feet at 60 miles/hour)
    . . Movement 1 (Safe Fall)
    . . Speed 2 (Speed: 8 miles/hour, 120 feet/round)

    Displacer Field (Removable)
    . . Enhanced Trait 12 (Traits: Dodge +6 (+14), Parry +6 (+14))
    . . Protection 4 (+4 Toughness; Sustained)

    Force Armor (Removable, Notes: All slots have Activation - Move)
    . . Enhanced Strength 8 (+8 STR)
    . . Focussed Force: Damage 7 (DC 22; Accurate 2: +4, Increased Range: ranged)
    . . Force Aura: Damage 4 (DC 19; Reaction 3: reaction)
    . . Force Shapes: Create 8 (Volume: 250 cft., DC 18)
    . . Lifting: Move Object 8 (6 tons)
    . . Stun Burst: Burst Area Affliction 8 (1st degree: Dazed, Vulnerable, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition; Limited Degree)

    Special Skills: Enhanced Trait 2 (Advantages: Assessment, Skill Mastery; Custom: Activation Move on Force Array (point balancing))

    Equipment
    The Hexplex - Tou 10, Size Large
    Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop.
    Totals: Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
    Offense
    Initiative +2
    Focussed Force: Damage 7, +12 (DC 22)
    Force Aura: Damage 4, +4 (DC 19)
    Grab, +4 (DC Spec 20)
    Lifting: Move Object 8, +8 (DC 18)
    Stun Burst: Burst Area Affliction 8 (DC Fort 18)
    Throw, +2 (DC 25)
    Unarmed, +10 (DC 25/17)

    Defense
    Dodge 14/8, Parry 14/8, Fortitude 9, Toughness 6, Will 9

    Power Points
    Abilities 54 + Powers 39 + Advantages 11 + Skills 25 (50 ranks) + Defenses 21 equals 150


    Little bit of cleanup on this one. Traded a few ranks of Athletics for Skill Mastery, consolidated Awareness traits, dropped a Force Armor slot to bump up Insight.

    I still don't have a good grasp on what the descriptors are for the Displacer Field and the Force Armor. Hopefully I can catch some inspiration and it'll gel for me.

    I was thinking this Gadgeteer could be the latest in the "Gepetto" line mentioned in Calliope's writeup. It could be that he's built that latest android body.
    Last edited by JDRook; 03-22-2017 at 06:15 PM.
    My old Atomic Think Tank thread

    I will build characters in HeroLab for you! Send me your finished design or even your original concept!

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