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Thread: Builds on the Sun (Pistolero)

  1. #11
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    Re: Builds on the Sun





    "You wanna arm-wrestle for it?"

    SEXY MEGABRICK, PL 13, 195 points

    STRENGTH 16, STAMINA 17, AGILITY 9, DEXTERITY 1, FIGHTING 9, INTELLECT 1, AWARENESS 9, PRESENCE 6 * 136 points

    Advantages:
    Attractive 2, Close Attack 1, Interpose, Power Attack, Taunt * 6 points

    Skills:
    Deception 12 (+18, +23 w/Attractive), Expertise: Professional 7 (+8), Persuasion 12 (+18, +23 w/Attractive), Ranged Combat: Throwing 9 (+10) * 20 points

    Powers:
    Impervious Toughness 12 * 12 points

    Strong Legs - Speed 5, 1 AE * 6 points
    Leaping 5

    Sucker Punch - Affliction 16 (Resisted by Fortitude, Limited to enemies who are Vulnerable or Defenseless; Vulnerable, Defenseless, Incapacitated), Linked to Strength damage, 1 AE * 9 points
    Colossal Impact - Burst Area 8 added to Strength damage

    Tremendous Strength - Power-lifting 4, 2 AEs * 6 points
    Bracing - Sustained Impervious Toughness 4 (16 total)
    Strong Legs - Leaping 4

    Offense:
    Initiative +9
    Unarmed +10 (Close Damage 16, DC 31)
    Sucker Punch +10 (Close Damage 16 and Affliction 16, DC 31 and DC 26)
    Melee Weapon +10 (Close Damage variable)
    Thrown Object +10 (Ranged Damage variable)

    Defense:
    Dodge +9, Parry +9, Toughness +17, Fortitude +17, Will +9 * 0 points

    Total: Abilities 136 + Advantages 6 + Skills 20 + Powers 33 + Defense 0 = 195

    Sexy Bricks usually don't get top tier A-list treatment in comic book universes. It's probably because they make it hard to invest the proper amount of gravitas into epic battles. Can you imagine how humiliating it would be for Darkseid or Thanos if he was about to remake the universe in his own image, and somebody gave him a wink and blew him a kiss and punched him out?



    It wouldn't be this humiliating. But it would be close!

    Still, I made a PL 13 Space Karate Guy, so here's a PL 13 Sexy Brick. The only real difference, aside from being better at all the things the Sexy Brick was already good at, is the addition of Colossal Impact, which lets you hit things so hard the shockwave damages everything else around you. Any PL 13 brick should be able to do at least a little teamwrecking, after all. I've noticed that the higher PL gets, the more restrictive 15 points per level starts to feel: you have to choose between keeping your existing abilities at PL caps and branching out to new abilities.

  2. #12
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    Re: Builds on the Sun





    I wanted to use a picture of the robot Lucy Liu army from Futurama, but I couldn't find a good one.

    SEXY MICROBRICK, PL 6, 90 points

    STRENGTH 8, STAMINA 8, AGILITY 3, DEXTERITY 1, FIGHTING 4, INTELLECT 0, AWARENESS 4, PRESENCE 3 * 62 points

    Advantages:
    Attractive 2, Taunt * 3 points

    Skills:
    Deception 8 (+11, +16 w/Attractive), Expertise: Professional 3 (+3), Persuasion 7 (+10, +15 w/Attractive), Ranged Combat: Throwing 4 (+5) * 11 points

    Powers:
    Impervious Toughness 5 * 5 points

    Sucker Punch - Affliction 8 (Resisted by Fortitude, Limited to enemies who are Vulnerable or Defenseless; Vulnerable, Defenseless, Incapacitated) * 4 points

    Tremendous Strength - Power-lifting 2, 2 AEs * 4 points
    Bracing - Sustained Impervious Toughness 2 (7 total)
    Strong Legs - Leaping 2

    Offense:
    Initiative +3
    Unarmed +4 (Close Damage 8, DC 23)
    Sucker Punch +4 (Close Damage 8 and Affliction 8, DC 23 and DC 18)
    Melee Weapon +4 (Close Damage variable)
    Thrown Object +4 (Ranged Damage variable)

    Defense:
    Dodge +4, Parry +4, Toughness +8, Fortitude +8, Will +4 * 1 point

    Total: Abilities 62 + Advantages 3 + Skills 11 + Powers 13 + Defenses 1 = 90

    And one more to round out the set. A sexy microbrick is strong enough to carry a double-decker bus down the street or lift ridiculously huge weights in a novelty supergym, and at least moderately bulletproof. To a full PL 10 the microbrick is a lightweight, but to ordinary people this is an absurd amount of raw power.

    Like space karate troopers, sexy microbricks probably need to be in large groups to be a good fight for superheroes, but it's hard to think of good excuses for an army of them. Military-grade Stepford wives? Super-steroid laboratory disguised as a Chippendales? Radiation leak at a boy band rehearsal? Asgardian beauty pageant? Succubus gym club?

    Actually, the best use for an army of sexy microbricks might be to have them avoid combat and just do a massive combined taunt every round. Be the supervillain that never goes anywhere without at least half a dozen gun molls and hype men.

  3. #13
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    Re: Builds on the Sun





    Click click boom boom.

    HELL SLAYER, PL 10, 150 points

    Strength 4, Stamina 5, Dexterity 1, Agility 2, Fighting 10, Intellect 1, Awareness 10, Presence 0 * 66 points

    Advantages:
    Fearless, Move-By Action, Power Attack, Takedown * 4 points

    Skills:
    Athletics 2 (+6), Expertise: Arcane 2 (+3), Intimidation 13 (+13), Ranged Combat: guns 11 (+12), Technology 2 (+3), Treatment 2 (+3) * 16 points

    Powers:

    Rip and Tear - Strength-based Damage 6 (Limited to Staggered enemies and minions), Linked to Weaken Stamina 10 (Limited to Staggered enemies and minions), Linked to Healing 6 (Self Only) * 14 points

    Slayer's Armor - Removable * 16 points
    Immunity 8 (cold, disease, heat, poison, radiation, vacuum, suffocation)
    Immunity 5 (falling damage, Limited to half effect)
    Leaping 2
    Protection 5
    Enhanced Advantages: Evasion, Quick Draw

    Slayer's Arsenal - 21-point array, 4 AEs, Removable * 20 points
    Chaingun - Ranged Multiattack Damage 8, Improved Critical, 4 ranks Limited - cannot be used until gun has spun up
    Rocket launcher - Ranged Damage 8, Burst Area 5
    Unreasonably powerful shotgun - Ranged Damage 6, Accurate, Improved Critical, Linked to Weaken Stamina 6, Accurate
    Plasma rifle - Ranged Multiattack Damage 6, Accurate, Burst Area 2
    Stun Bomb - Ranged Burst Area Affliction 10 (Limited Degree, Fortitude resists; Dazed, Stunned)

    Speed 1 * 1 point

    Offense:
    First round chaingun + 12, Ranged Multiattack Damage 4 (DC 19)
    Spun-up chaingun +12, Ranged Multiattack Damage 8 (DC 23)
    Rocket launcher +12, Ranged Damage 8 (DC 23), Burst Area 5
    Shotgun +14, Ranged Damage 6 (DC 21), Weaken Stamina 6 (DC 16)
    Plasma rifle +14, Ranged Multiattack Damage 6 (DC 21), Burst Area 2
    Stun Bomb Burst Area Affliction 10 (DC 20)

    Defense:
    Dodge +10, Parry +10, Toughness +10, Fortitude +10, Will +10 * 13 points

    Possible Complications:

    Got a gun. Need a bigger gun - The Slayer's Arsenal is a large number of Easily Removable weapons given a lower price discount because of the difficulty of removing all of them. Individual weapons in the arsenal might still be susceptible to disarms, however, and this might be worth giving the Hell Slayer a hero point, at the GM's discretion.
    Path of Perpetual Torment - Although his motivations may vary, the Hell Slayer has one purpose in life: killing demons. Killing things other than demons is acceptable but disappointing. Not killing anything at all is terribly frustrating.

    Abilities 66 + Advantages 4 + Skills 16 + Powers 51 + Defense 13 = 150

    The Hell Slayer's guns are a little odd. Although they seem similar to ordinary firearms, they never need reloading, they seem to appear right out of the armor when he wants them, and they're more devastating than conventional guns should perhaps be--especially the shotgun. Speaking of which, note that the Weaken effect on the Hell Slayer's shotgun is not ranged. It performs reasonably well at a distance, but its ideal usage is shoved directly into something's mouth.

    The chaingun fires slowly at first and gradually speeds up. For the weapon's Limitation, firing it once at rank 4 in any given fight is usually enough to spin the barrels up to full speed, and in subsequent rounds it can be used at rank 8.

    The plasma rifle does just a little bit of splash damage. Burst Area 2 is fairly feeble, but if you manage to defeat anything with it you deserve to feel proud of yourself.

    I haven't playtested it, but I think the Hell Slayer would lose a one-on-one fight against the Space Karate Guy or Sexy Brick. Rip and Tear lets him chew through multiple weaker enemies more or less indefinitely, though. The Hell Slayer should shine brightest when presented with a horde of foes in an environment he can use to keep them from surrounding him all at once.

  4. #14
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    Re: Builds on the Sun







    I was driving around the other day... and a cop pulls me over.

    And then he goes, "Hey... are you small?"

    I said "No, I'm tall, I'm tall!"

    He said "Well I'm gonna have to measure you."


    SIZE-SHIFTER, PL 10

    Strength 2/-1 to 14, Stamina 2 to 14, Dexterity 2, Agility 8, Fighting 6, Intellect 6, Awareness 6, Presence 2 * 68 points

    Advantages:
    Accurate Attack, All-Out Attack, Evasion 2, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Inventor, Startle, Takedown * 11 points

    Skills:
    Acrobatics 2 (+10), Expertise: Science 12 (+18), Intimidation 12 (+8 to +20), Ranged Combat: Throwing 4 (+6), Stealth 0 (-4 to +20), Technology 14 (+20) * 22 points

    Powers:
    Biochemical Expansion - Growth 12, Dynamic, two Dynamic Alternate Effects: Strength +12, Stamina +12, Intimidation +6, Speed +1, Stealth -12, Dodge and Parry -6 * 29 points
    Biochemical Reinforcement - Enhanced Strength 6, Enhanced Stamina 6, Dynamic
    Biochemical Compaction - Shrinking 12, Dynamic: Strength -3, Intimidation -6, Speed -1, Stealth +12, Dodge and Parry +6

    Immunity 5 (environmental heat and cold, high pressure, suffocation) * 5 points

    Leaping 8, Acrobatics check required, one Alternate Effect * 5 points
    Speed 4 (Speed 3 to 5)

    Defense:
    Dodge +12/+6 to +18, Parry +12/+6 to +18, Toughness +2/+2 to +14, Fortitude +2/+2 to +14, Will +6 * 10 points

    Total: Abilities 68 + Advantages 11 + Skills 22 + Powers 39 + Defense 10 = 150 points

    Growth and Shrinking are pretty cheap in 3E, which leaves a size-shifting hero with plenty of points left over for other things. This size-shifter is a brilliant inventor, as size-shifters frequently are, and absolutely terrifying at full size. I put growth and shrinking together in a dynamic array with plain old enhanced physical attributes, so the size-shifter can juggle his or her caps depending on the needs of the moment and how much space there is to work with. Here are some sample allocations:

    Maximum size: Attack +6, Damage +14, Defense +6, Toughness +14, Intimidation +20, Stealth -4, Speed 5
    Large size: Attack +6, Damage +11, Defense +9, Toughness +11, Intimidation +17, Stealth +2, Speed 4
    Medium size: Attack +6, Damage +8, Defense +12, Toughness +8, Intimidation +14, Stealth +8, Speed 4
    Small size: Attack +6, Damage +4, Defense +15, Toughness +5, Intimidation +11, Stealth +14, Speed 4
    Minimum size: Attack +6, Damage -1, Defense +18, Toughness +2, Intimidation +8, Stealth +20, Speed 3

    Mutants and Masterminds tries to give "official" sizes for characters with different ranks of Growth, but the size of giants in comics usually changes from story to story and even page to page. The official profile for Giganta gives her extra ranks of Growth that don't increase her strength or stamina just to get her to the right height without making her stronger than Wonder Woman, but it seems easier to me to give her enough Growth to get her to the power level you want and just say "she's really tall, all right?"
    Last edited by RainOnTheSun; 07-09-2017 at 09:36 PM.

  5. #15
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    Re: Builds on the Sun (Size-Shifter)



    The Living Monolith is "sixty feet tall" like Hercules can lift "one hundred tons."

    MAJOR SIZE-SHIFTER, PL 13

    Strength 3/0 to 17, Stamina 3 to 17, Dexterity 3, Agility 9, Fighting 9, Intellect 9, Awareness 9, Presence 2 * 94 points

    Advantages:
    Accurate Attack, All-Out Attack, Evasion 2, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Inventor, Power Attack, Startle, Takedown 2 * 13 points

    Skills:
    Acrobatics 2 (+11), Expertise: Science 14 (+23), Intimidation 14 (+9 to +23), Ranged Combat: Throwing 6 (+9), Stealth 0 (-5 to +23), Technology 14 (+23) * 25 points

    Powers:
    Biochemical Expansion - Growth 14, Dynamic, two Dynamic Alternate Effects: Strength +14, Stamina +14, Intimidation +7, Speed +1, Stealth -14, Dodge and Parry -7 * 33 points
    Biochemical Reinforcement - Enhanced Strength 7, Enhanced Stamina 7, Dynamic
    Biochemical Compaction - Shrinking 14, Dynamic: Strength -3, Intimidation -7, Speed -1, Stealth +14, Dodge and Parry +7

    Immunity 10 (environmental heat and cold, high pressure, suffocation, fatigue effects) * 10 points

    Leaping 10, Acrobatics check required, one Alternate Effect * 6 points
    Speed 5 (Speed 4 to 6)

    Offense:
    Initiative +9
    Unarmed +9, variable damage
    Melee Weapon +9, variable effect
    Thrown Weapon +9, variable effect

    Defense:
    Dodge +16/+9 to +23, Parry +16/+9 to +23, Toughness +3/+3 to +17, Fortitude +3/+3 to +17, Will +9 * 14 points

    Abilities 94 + Advantages 13 + Skills 25 + Powers 49 + Defense 14 = 195

    Size-shifters are another archetype that rarely gets into the extreme end of comic book power levels. A person the size of a house isn't really much of a threat to a hero who can lift or destroy a skyscraper. A person the size of a skyscraper is, but then you have the problem of making both fighters recognizable in the same panel. Really high-powered giants mostly appear in different genres, where they can pick on somebody their own size.

    Maximum size (Growth 14): Attack +9, Damage +17, Defense +9, Toughness +17, Intimidation +23, Stealth -5, Speed 6
    Large size (Growth 8): Attack +9, Damage +14, Defense +12, Toughness +14, Intimidation +17, Stealth +1, Speed 6
    Medium size: Attack +9, Damage +10, Defense +16, Toughness +10, Intimidation +16, Stealth +9, Speed 5
    Small size (Shrinking 8): Attack +9, Damage +4, Defense +20, Toughness +6, Intimidation +12, Stealth +17, Speed 4
    Minimum size (Shrinking 14): Attack +9, Damage +0, Defense +23, Toughness +3, Intimidation +9, Stealth +23, Speed 4
    Last edited by RainOnTheSun; 07-09-2017 at 09:36 PM.

  6. #16
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    Re: Builds on the Sun (Size-Shifter)



    Sigh.

    MINOR SIZE-SHIFTER, PL 6

    Strength 2/1 to 8, Stamina 2 to 8, Dexterity 1, Agility 7, Fighting 4, Intellect 4, Awareness 4, Presence 1 * 50 points

    Advantages:
    Evasion 2, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Startle * 7 points

    Skills:
    Expertise: Science 8 (+12), Intimidation 10 (+8 to +14), Stealth 0 (+1 to +13), Technology 8 (+12) * 13 points

    Powers:
    Biochemical Expansion - Growth 6, Dynamic, two Dynamic Alternate Effects: Strength +6, Stamina +6, Intimidation +3, Stealth -6, Dodge and Parry -3 * 17 points
    Biochemical Reinforcement - Enhanced Strength 3, Enhanced Stamina 3, Dynamic
    Biochemical Contraction - Shrinking 6, Dynamic: Strength -1, Dodge and Parry +3, Intimidation -3, Stealth +6

    Offense:
    Initiative +7
    Unarmed +4, variable damage
    Melee Weapon +4, variable effect
    Thrown Weapon +4, variable effect

    Defense:
    Dodge +7/+4 to +10, Parry +7/+4 to +10, Toughness +2/+2 to +8, Fortitude +2/+2 to +8, Will +4 * 3 points

    Total: Abilities 50 + Advantages 7 + Skills 13 + Powers 17 + Defense 3 = 90 points

    Size changers don't really show up in large numbers very often, although hordes of giant robots or little fantasy goblins are common. It might be an interesting change of pace, though.

    Maximum size: Attack +4, Damage +8, Defense +4, Toughness +8, Intimidation +14, Stealth +1
    Medium size: Attack +4, Damage +5, Defense +7, Toughness +5, Intimidation +11, Stealth +7
    Minimum size: Attack +4, Damage +1, Defense +10, Toughness +2, Intimidation +8, Stealth +13

  7. #17
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    Re: Builds on the Sun (Size-Shifter)



    All I wanna do
    Is see you turn into
    A giant bowman, a giant bowman
    All I wanna be
    Is someone who gets to see
    A giant bowman


    GIANT BOWMAN, PL 10

    Strength 2 to 10, Stamina 3 to 11, Dexterity 4, Agility 13, Fighting 10, Intellect 1, Awareness 9, Presence 1 * 86 points

    Advantages: Accurate Attack, Agile Feint, Equipment 2, Improved Aim, Power Attack, Precise Attack 2 (ranged cover and concealment), Quick Draw, Ranged Attack 3, Ultimate Aim * 13 points

    Equipment:
    Motorcycle - Size M, Strength 1, Speed 6, Defense 10, Toughness 8 * 10 EP

    Skills:
    Acrobatics 2 (+15), Expertise: Streetwise 4 (+5), Intimidation 4 (+5 to +9), Sleight of Hand 2 (+6), Technology 2 (+3), Vehicles 4 (+8) * 9 points

    Powers:
    Biochemical Expansion - Growth 8, Dynamic, one Dynamic Alternate Effect: Strength +8, Stamina +8, Intimidation +4, Speed +1, Stealth -8, Dodge and Parry -4 * 19 points
    Biochemical Reinforcement - Enhanced Strength 4, Enhanced Stamina 4, Dynamic

    Good eyes - Extended Low-Light Vision * 2 points

    Variable Size Bow - Easily Removable. All powers in array except for Line Arrows and Smoke Arrows have eight ranks with the Limitation "one rank available per rank of Growth" * 18 points
    Impact and Piercing Arrows - Ranged Damage 13
    Blast Arrows - Ranged Burst Area Damage 9 (1-point Quirk: must hit a solid object before detonation)
    Flash Arrows - Ranged Damage 9 Linked to Ranged Affliction 9 (Dodge resists, Fortitude overcomes, Limited to vision, Cumulative; Impaired, Disabled, Unaware)
    Flame Arrows - Ranged Damage 9, Secondary Effect 8
    Line Arrows - Movement 1 (Swinging)
    Glue Arrows - Ranged Affliction 13 (Dodge resists, Damage overcomes, Extra Condition, Limited Degree; Hindered and Vulnerable, Immobile and Defenseless)
    Smoke Arrows - Ranged Cloud Area Concealment Attack 4 (all visual)
    Poison Arrows - Ranged Damage 9 Linked to Ranged Weaken Stamina 9

    Offense:
    Initiative +13
    Unarmed +10, variable damage
    Bow +7, variable effect

    Defense:
    Dodge +13 to +9, Parry +13 to +9, Toughness +3 to +11, Fortitude +3 to +11, Will +9 * 3 points

    Possible Complications:
    Pride - Heroes with skill-based powers are about as competitive as bricks are. It's especially bad for Giant Archers because their raw accuracy isn't actually all that great by superheroic standards. They're a good shot, but they aren't superhuman.
    One Arrow Left - Sometimes, when things are going too well for an archer, they run out of ammunition at an inconvenient moment.

    Total: Abilities 86 + Advantages 13 + Skills 9 + Powers 39 + Defenses 3 = 150

    Please pretend Ant-Man is a full size person on this cover.

  8. #18
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    Re: Builds on the Sun (Size-Shifter)



    Plus



    Plus



    PEACEKEEPER

    STRENGTH 12, STAMINA 14, AGILITY 6, DEXTERITY 1, FIGHTING 6, INTELLECT 1, AWARENESS 6, PRESENCE 8
    * 108 points

    Advantages:
    Close Attack 2, Power Attack * 3 points

    Presence Advantages:
    Attractive 2, Benefit (Cipher), Fascinate (Deception), Languages (French), Set-Up, Skill Mastery: Deception, Taunt

    Skills:
    Acrobatics 2 (+8), Deception 7 (+15/+20), Insight 5 (+11), Expertise: Streetwise 9 (+10), Ranged Combat: Throwing 7 (+8), Sleight of Hand 10 (+11) * 20 points

    Powers:
    Impervious Toughness 8 * 8 points

    Leaping 8, Acrobatics check required, 1 Alternate Effect * 5 points
    Speed 4

    Bracing - Sustained Impervious Toughness 4, 2 Alternate Effects * 6 points
    Numbing Strike - Weaken Fighting 8, Fortitude resists, Limited to vulnerable/defenseless enemies, Linked to Strength damage
    Strong Legs - Leaping 4 (up to 12 total)

    Offense:
    Initiative +6
    Unarmed +8 (Close Damage 12, DC 27)
    Thrown Object +8
    Numbing Strike +8 (Close Damage 12 linked to Weaken 8, DC 27 and DC 18)

    Defense:
    Dodge +6, Parry +6, Toughness +14, Fortitude +14, Will +6 * 0 points

    Total: Abilities 108 + Advantages 3 + Skills 20 + Powers 19 + Defense 0 = 150

    Complications:
    Secret (Anti-earthling) - Genevieve is from an alternate earth under the sway of the Tyranny Syndicate, an evil version of the Freedom League. After the accident that tossed her through worlds, she's made learning about her new home her highest priority, but her knowledge is still incomplete and off-kilter. She often sees people who she knew, or at least had heard of, on anti-earth, and has to remind herself that they're different people.
    Motivation (Responsibility) - On anti-earth Genevieve's job was to make sure the trains ran on time in dystopia. In her new world she thinks of herself as having the same job without the constant moral compromises.
    Bills to Pay - Genevieve doesn't actually have a lot of job skills outside of manipulating people. Her lifestyle isn't as lavish as it used to be, and she takes a lot of odd jobs to make ends meet. If she wanted to, she could make a lot more money as a super-powered mercenary or a con artist, or even just picking pockets, but she tries to resist the temptation to go back to her old way of life.
    Doppelganger - The world of Freedom City didn't have a Genevieve Kazan before she came to it, as far as she can tell. This probably just means her parents never met in this world, or something like that, but she still worries that someday, someone almost exactly like her will want to know what she's doing here.

    Background:
    Genevieve Kazan was born, abandoned, and largely self-raised in the slums of Paris, where she learned an important lesson about the world: In life there were people who had power and people who didn't. People with power got whatever they wanted, and people without it got nothing... unless they could trick or flatter it out of somebody stronger. So Genevieve got good at tricking people and flattering them. When her genetic quirk kicked in, making her stronger and tougher and even more charming than she already was, the Syndicate put her in their Empire City academy for indoctrinating super-powered enforcers. She became the star pupil quickly, not by being powerful or good at fighting, but by playing her rivals off each other and telling her teachers exactly what they wanted to hear. Genevieve graduated from the academy with a cushy job as highly paid muscle for the Syndicate and whatever dictator or crimelord they loaned her out to.

    And she hated it. Every day she tried to hold together a hopelessly corrupt society while hurting as few people as possible, without letting the Syndicate know how miserable she was. It came to a head when she decided to help one of Daedalus's pet scientists flee the country instead of turning over his new invention. The Syndicate caught them, but in the battle someone's powers reacted to the invention and threw Genevieve through a hole in space. Or... something. Physics isn't really her field.

    All she knows is that she woke up in a cleaner, friendlier Empire City called Freedom City, where nobody knew who she was, the money had differfent faces on it, and the Tyranny Syndicate smiled a lot and helped cats out of trees. She spent a few months feeling things out, learning what was different and what was the same, and decided to start a new life she could be proud of. She calls herself a Peacekeeper instead of an Enforcer now. Basically the same job with a friendlier name, but... this feels like a society worth protecting.

    Description: Genevieve is well over six feet tall, strongly built, and somewhat denser than an ordinary human being, but she's so good at presenting herself however she wants to be perceived that people sometimes don't even notice. She wears the nicest civilian clothes she can afford, which are respectable, but not as nice or expensive as the clothes she could afford on anti-earth. She also has a black cape and bodysuit for "official business." It used to be more revealing and have spikes on it, but on this world you can get away with having a less threatening costume.

    Personality: Genevieve usually presents a cheerful, even naive face to the world, but she's much more cynical and world-weary than she lets on. Genuine compassion and selflessness amaze her, and she'll do anything to protect them. She doesn't think of herself as having a secret identity: she doesn't tell people she's a mutant, but if she sees an opportunity to help someone with her powers in her daily life, she takes it. If they ask her for an explanation afterwards, she tells them whatever story she feels like, or pretends she doesn't know what they're talking about.

    Powers and Abilities: The mutation that made the Tyranny Syndicate put Genevieve in their Academy is very simple: She's strong, and she's tough. Strong enough to rip through armor plate with her bare hands, and tough enough to stand in the middle of an artillery barrage without being hurt, but still, not a complicated power. She considers it less valuable than her ability to manipulate people.

    Genevieve has been tricking people since she was old enough to speak. It's her principal survival trait, and lying comes as easily to her as breathing now. The words she chooses, the tone of voice, the accent she uses, her body language... all of it goes together in ways she sometimes isn't even consciously aware of to sell the fiction she wants. She's also an expert criminal, and skilled in seeing through the deceptions of others, although the people of Freedom City are... bizarrely honest, by her standards. It makes her self-conscious about her own dishonesty.

    This is a character I made for a game on another forum. The GM's house rules are that Impervious works like it does in second edition and ranks in Presence grant bonus advantages, and hey, I just happened to have an archetype that uses both of those things! So I took the Sexy Brick I statted out and used it as the base for a reformed criminal from another world scraping by on minimum wage jobs she hates. When/if she hangs on long enough to get extra pp, I'll probably put two more points into her Numbing Strike to bring it up to Power Level caps, take the Interpose advantage, and build up her social/criminal skills.

  9. #19
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    Re: Builds on the Sun (Peacekeeper)



    Image from https://twitter.com/dangzik. I liked the picture so much that I decided to make a quick build to go along with it.

    RENAULT FT TANK, 28 ep

    Size: Large Strength: 6 Speed: 1 Defense: 8 Toughness: 9 Powers: Puteaux 37mm gun (Ranged Burst Area Damage 4, Direct Hit Damage +2) OR Hotchkiss Machine Gun (Ranged Multiattack Damage 5, Extended Range), Impervious Toughness 7 (2 ranks Limited to half effect)

    Suggested gunner attack bonus: +4

    Suggested driver vehicle bonus: +2

    With these crew bonuses, a Renault FT is a Power Level 5 combatant, which feels about right to me. Roughly on par with a fully equipped and trained modern soldier, but with more of a focus on toughness and a lot more work required to keep it functioning properly. If the driver takes a defensive check every round in combat, the FT's size penalty and the driver's vehicle bonus cancel each other out and the FT's defense is a straight d20 roll.

    I'm assuming 2e rules for Impervious, which will stop any attack at rank 4 or lower and cut in half any attack of rank 5 or 6. Handguns will do nothing to this vehicle, any dedicated anti-tank weapon will mulch it, but there's a grey area in the middle where rifles and machine guns won't do much to it but if they're all you've got you might as well try. If you use standard 3e impervious, you should probably take the Limited modifier off those 2 ranks of Impervious. That makes the vehicle cost 29 ep instead of 28.

    Something worth noting is that, as groundbreaking and defining as this proto-tank was, it doesn't have the coaxial machine gun and cannon layout nearly every tank after it does. It's a tiny little tank, with a tiny little turret, and you get one gun and you're grateful for it.

  10. #20
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    Re: Builds on the Sun (Tiny little tanks)



    Picture by In-Hyuk Lee.

    ANDY WARHOL THE DESTROYER, PL 12

    Strength 4/10, Stamina 12, Dexterity 2, Agility 6, Fighting 12, Intellect 1, Awareness 3, Presence 2
    * 84 points

    Advantages:
    All-Out Attack, Evasion, Extraordinary Effort, Improved Defense, Interpose, Power Attack, Startle, Takedown 2, Uncanny Dodge * 10 points

    Skills:
    Acrobatics 4 (+10), Close Combat: Unarmed 2 (+14), Intimidation 20 (+22), Perception 8 (+11), Ranged Combat: Ki 5 (+7), Stealth 4 (+10), Technology 5 (+6) * 24 points

    Powers:
    Afterimages - Partial Concealment vs all visual senses * 4 points

    Flight 10, 1 Alternate Effect * 21 points
    Speed 10, Quickness 10

    Ki Techniques - 21 point array, 5 Alternate Effects * 26 points
    Physical Augmentation - Enhanced Strength 6, Multiattack 10, Quirk: cannot use Covering Fire
    Defensive Field - Immunity 20 (broad descriptor: energy, Limited to half effect), Impervious Toughness 11
    Casual Blast - Ranged Damage 7, Accurate 5, Improved Critical 2
    Sustained Barrage - Ranged Multiattack Damage 7, Distracting, Improved Critical 2
    Full Power Blast - Ranged Damage 17, Distracting, Improved Critical 4
    Destruction Wave - Damage 12 (Cone Area 2, Distracting, Tiring; Cone Area 3 on 9 ranks)

    Force field projector and scanner - 20 pp, Removable * 16 points
    Immunity 9: Critical hits, suffocation, all environmental conditions
    Senses 3 - Darkvision, Extended Vision
    Senses 5 - Detect life energy/"fighting power", Ranged, Acute, Extended 2
    Senses 4 - Sight penetrates concealment, distracting
    Ultimate Effort: Toughness saves

    Offense:
    Initiative +6
    Unarmed +14 (Multiattack Damage 10)
    Casual Blast +17 (Ranged Damage 7, crit. 18-20)
    Sustained Barrage +17 (Ranged Multiattack Damage 7, crit. 18-20)
    Full Power Blast +7 (Ranged Damage 17, crit. 16-20)

    Defense:
    Dodge +12, Parry +12, Toughness +12, Fortitude +12, Will +12 * 15 points

    Complications:
    Collateral Damage - Andy can be tremendously destructive. Fortunately, he knows it, and generally tries to avoid using his biggest blasts in populated areas.
    I Am The Hype - Andy firmly believes that he is the greatest warrior in the universe, and he continues to believe so in the face of all evidence to the contrary. He will confidently trash-talk people moments away from handing him his ass, and being defeated will dampen his self-confidence for, at best, a short period of time before he convinces himself he was tricked or cheated somehow.
    Funny-Looking - Andy has bright red skin, long white hair, and horns. He also likes to wear cowboy hats.
    Not From Around Here - Andy was a stranger to the earth in his own universe, let alone other universes.

    Total: Abilities 84 + Advantages 10 + Skills 24 + Powers 67 + Defenses 15 = 200 points

    Ann Duerhaal is part of the elite warrior caste of an alien race that acts as cosmic security forces and police. His warrior caste is very competitive, and when the Cosmic Coil gave him the opportunity to face challenges from other universes, he jumped at the chance to win fame and glory for himself that his fellow fighters could only dream of. He has occasionally been to planet earth, or at least an earth, and he was shocked to find that on earth Ann is not considered a masculine name. He also learned, however, that the name Ann Duerhaal sounds a lot like a celebrity named "Andy Warhol," and after making sure that Andy Warhol was an important and famous person, he started using that as his name around humans.

    Like Peacekeeper, Andy here is a character I made for a PbP. As you can probably guess, the game was supposed to have a fairly lighthearted tone. I started with "what if Freeza's army tried to be the Green Lantern Corps?" and went from there.

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