Watchman's Builds

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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Sat Apr 27, 2013 5:12 pm

Rondel - PL 8
Image
Rondel - PL 8

Strength 0, Stamina 3, Agility 5/2, Dexterity 5/2, Fighting 0, Intellect 0, Awareness 4, Presence -1

Advantages
Equipment 4, Improved Initiative 2, Luck 2, Skill Mastery: Vehicles, Well-informed

Skills
Acrobatics 1 (+6), Investigation 8 (+8), Perception 10 (+14), Ranged Combat: Blasters 3 (+8), Technology 1 (+13/+1), Vehicles 1 (+18/+6)

Powers
Exoskeleton (Removable)
. . Enhanced Trait: Enhanced Trait 12 (Traits: Agility +3 (+5), Dexterity +3 (+5))
. . Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)

Rassilon Imprimatur
. . Natural Understanding: Enhanced Trait 6 (Traits: Technology +12 (+13); Limited: Only Understanding How to Use)
. . Symbiotic Bond: Enhanced Trait 8 (Traits: Vehicles +12 (+18), Luck 2 +1 (+2), Advantages: Skill Mastery)
. . . . Empathic Understanding: Comprehend 4 (Dynamic Alternate; Animals - Speak To, Animals - Understand, Machines / Electronics)
. . Time Lord Regeneration: Immortality 10 (Return after 1 hour; Noticeable: Bright Glow, Tiring, Unreliable (5 uses))

Teleport: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Extended: 4 miles in 2 move actions)
. . Warp Jump: Movement 3 (Alternate; Space Travel 3: other galaxies; Affects Others, Innate; Activation: move action, Distracting)

Time Hound Physiology: Immunity 8 (Aging, Disease, Enviromental Conditions (All), Poison)
Time Hound Senses: Senses 11 (Accurate: Warp Echos, Acute: Scent, Analytical: Scent, Detect: Warp Echos 2: ranged, Direction Sense, Distance Sense, Time Sense, Tracking: Warp Echos 2: full speed)

Equipment
Blaster Rifle, Bulletproof Vest, Rebreather

Offense
Initiative +13
Blaster Rifle, +8 (DC 23)
Grab, +0 (DC Spec 10)
Throw, +5 (DC 15)
Unarmed, +0 (DC 15)

Complications
Obsession: Target : Once Rondel has a target, it is practically impossible for him to give up before he catches it. He is utterly single-minded in pursuing his target.
Prejudice: Dog/Hound of Tindalos : To most people, Rondel is just a bizarrely intelligent dog. To those who actually sense his true appearance and nature, he is a member of a dreaded species to be destroyed on sight.
Disability: No Hands: Without his exoskeleton, Rondel has no hands and thus has great difficulty manipulating his environment.
Enemy: Enemies of the Time Lords : His Time Lord physiology makes Rondel a natural enemy of anyone that seeks the destruction of the Time Lords. The Daleks in particular are bitter foes of any creature tied to their enemy in the Time War.
Enemy: Hounds of Tindalos: Rondel is renegade Hound of Tindalos. The Hounds are relentless and would gladly destroy Rondel if they found him.
Quirk: Carefree and Careless: When he's not hunting something, Rondel has a hard time caring about anything. He's lackadaisical and easily distracted by anything that catches his attention. Suddenly discovering a universe of possibilites will do that.

Languages
Native Language

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

Power Points
Abilities 20 + Powers 58 + Advantages 8 + Skills 12 (24 ranks) + Defenses 22 = 120

Background: Before time and space the Hounds of Tindalos were made. When time ends, the Hounds of Tindalos will chase the last dying embers of existence. They hunt within the angles of time while mortals go on blissfully unaware within their curved space. But every now and then, some poor mortal steps too far beyond their place in space and time. That is when They come. Nameless dread takes their prey. The prey recalls the relentless predator that has stalked them all their days. The prey remembers that it was no accident that took their father but a beast of nightmares. The prey remembers the foul insanity that has nipped at their heels. And then in their last moments, the prey remembers that the Hounds are already here.

The discovery of the Warp Drive brought many to the attention of the Hounds of Tindalos in those early days. In entering what they dubbed hyperspace, mortals had stepped beyond their own space-time and it was all too easy to draw the realm's predators down on them. Tales were told of ships arriving torn to pieces and filled with corpses and survivors driven to madness or simply never appearing again. This was covered up as simply a side effect of the energies of hyperspace as few sane souls knew the truth. Few species were capable of navigating hyperspace safely, most of which were essentially unknown to the more common species of the galaxy. One such species was the Time Lords. The Time Lords had long ago learned of the Hounds of Tindalos and their TARDIS technology could travel through time without drawing the Hounds' attention. But the Time War changed all that. The Daleks, ancient enemies of the Time Lords, took to baiting and capturing Hounds of Tindalos and sending them against the Time Lords. A young pup was one such capture and sent by the genocidal Daleks against a Time Lord scout TARDIS. While the pup was weak by the standards of his kind, he managed to overpower the Time Lord piloting the old TARDIS. But the Time Lords were unlike the normal mortals hunted by the Hounds of Tindalos. The pup consumed the Time Lord as he began to regenerate. The energy warped the young Hound's body and regenerated it instead. What was left was neither Time Lord nor Hound of Tindalos. The new creature looked much like a normal canine but had a mind far sharper than any natural dog. The change left it weaker than an ordinary Hound of Tindalos but with it came an understanding no Hound had ever possessed. It also brought something unknown to any Hound: guilt.

The shock of the sudden change left the TARDIS severely damaged and it fell back into real space. The TARDIS going offline saved it from the sealing of the Time War that trapped other Time Lords within time but the Hound was left stranded. It was drawn to continue the exploration of the universe and found a natural appeal in bounty hunting as a way to utilize its natural hunting instincts. He adopted the name of Rondel after discovering a fascination with round objects, something utterly alien to the Hounds of Tindalos. His absorption of the Time Lord's inborn Rassilon Imprimatur granted a natural affinity for how to work anything, especially any kind of vehicle. He managed to acquire an exoskeleton to cope with his irritating lack of hands and work as a pilot on a ship of bounty hunters.

:arrow: So leaving the fate of the unnamed Time Lord's (and now Rondel's) TARDIS up in the air. It could be integrated into the ship (either as the ship or with some of its parts incorporated) or simply discarded completely. Whichever better fits the game.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Wed May 29, 2013 1:35 pm

Set (Nephthys VI)
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Archon Apparent, House Memphis
"Please stop this. I don't want to hurt you."

Nephthys VI, or Nephthi (pronounced Nef-thy) to her friends, is one of many children born to Imhotep III, the centuries old Archon of House Memphis. She grew up under the precepts of her House which placed great value on freedom and growth. The genetic modifications of her family left her plenty of time to find her place. Unfortunately, she lacked to drive of many of her siblings and became little more than a dilettante. She spent her time meeting her siblings and learning about her House. In doing so, she began to see that the House's ideals of freedom were not what they seemed. How could a House that claimed to promote growth and liberty keep sentient beings as slaves? She had come to meet a number of AIs and they were just as sentient as any organic. But she was afraid to argue with her father until she found a friend that encouraged her. In a sealed lab accessible only to the blood of Imhotep, she stumbled across a strange little AI in the form of a snake. She touched the small creature and it awakened. It introduced itself as ASP, an experimental AI. She stole the little beast away and in the process, she disabled the security of the lab and released many of the other experiments within. Terrified of getting in trouble, Nephthi kept her new friend hidden away. The little snake encouraged her to speak her mind to her father about the enslavement of the AIs.

Somehow, the newfound determination of Nephthi managed to win over Imhotep as he had long been conflicted about that very issue. The bearer of Osiris began to implement a plan to release the AIs of House Memphis and campaign for the same freedom to be granted by the other houses. But the Illion rebellion put all that on hold. Imhotep believed that the Empire had grown stagnant and oppressive. At Nephthi's (and ASP's secret) urging, House Memphis joined House Illion's rebellion, hoping that doing so would provide enough of a boost to the rebellion that the Empire would choose peaceful negotiation over all out war. Sadly, this was not to be. House Memphis was forced to put their resources into struggling against an Empire they had once taken pride in helping to create. Their technical knowledge allowed the rebels to exploit numerous weaknesses in the Empire's technology and their legion of newly unshackled AIs proved to be devastating as they combined drive with the tireless precision of artificial life. House Memphis even provided essential resources to the plan to steal the Imperial Computer Core. Unbenownst to the planners, the very idea was inspired by a small snake in their midst. While most had forgotten about House Memphis' rogue Olympian, Set had not forgotten the thousand years he was imprisoned. He knew the Core was essential to protecting the Empire from some ancient enemy though his madness had robbed him of the knowledge of just what it was. When the Chthons attacked, Set was delighted to see the chaos they brought. But he quickly realized that he had ensured the destruction of the only person who had ever shown him kindness. As Osiris died helping the Odyssey escape, Set revealed his true nature to Niphthi. Niphthi had heard the stories of Set but she refused to accept that he was completely evil. She accepted becoming his bearer, determined to help him find his way to redemption and her own as well.

House Memphis
Crest - A Crook and Flail
Current Archon - Contested between Nephthys and Cleosa
Motto - "Life is given. Death is earned."

House Memphis was an ancient House, with its leaders claiming to be one of the founding Houses of the Empire. While centered on their homeworld of Babylon, Memphis extended to a number of colony worlds. House Memphis is renowned for their incredible wonders and many of the Empire's most widespread technologies trace back to House Memphis. Their advances in terraforming, artificial life, and myriad other developments made the Empire's incredible expansion possible. House Memphis once held dominion as the ruling House of the Empire but abdicated the position after a bloody and now mostly forgotten civil war. The Archon and other leaders in the house benefited from incredible advancements giving them lifetimes undreamt of by others and time to consider the long game. House Memphis' siding with Illion came as a shock to the other Houses as the Memphis had remained rigidly neutral since their abdication.

House Memphis bears several Olympians and some bearers even claim that the Olympians were created, at least in part, by House Memphis. Unfortunately, even the long-lived Olympian bearers of the House do not remember the process. Osiris, the oldest Olympian by Memphis' reckoning, is said to have been one of the first to come into being but was nearly destroyed by Set, the rogue Olympian of House Memphis. The repair of Osiris proved to be an essential part of House Memphis' Project Horus, a centuries long project attempting to rediscover the technology that created the Olympians. Unfortunately, the invasion of the Chthons meant the Project was left incomplete. Cleosa, daughter of Imhotep, was the lead researcher on the project and managed to survive aboard the Odyssey. Cleosa's survival puts the position of Archon in flux as Cleosa and Nephthi both have claim to the title.

Set
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Set's appearance in the Metaverse

Millenia ago, Set was one of the Olympians that were carried by those of House Memphis. But Set grew jealous that Osiris was chosen as the Olympian of the Archon. He ruthlessly plotted the destruction of Osiris and succeeded in grievously damaging the other Olympian. For his crimes, Set was stripped from his bearer and sealed away. A thousand years of imprisonment with no bearer twisted his hatred into utter madness. Set grew in power with nothing to do but bath in the energies of the Metaverse. Now unleashed, Set taps into raw chaos to bleed the Metaverse into the material world. This allows him to twist and change the world around him. Turning a man's blood to acid, changing his flesh to stone, or simply vaporizing him is within his domain as is the ability to turn his enemies against one another. But his power is raw and undisciplined, often twisting his bearer's stray thoughts into reality.

Set
Image
Nephthi in her Sheut Armor
Set (Nephthys) - PL 12

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

Skills
Insight 6 (+9), Persuasion 8 (+8), Sleight of Hand 4 (+7)

Powers
Ka Enhancement
. . Immunity: Immunity 12 (Aging, Life Support, Sleep)
. . Regeneration: Regeneration 5 (Every 2 rounds)
Sheut Armor (Activation: Free Action)
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
. . Metaverse Bleed: Variable 12 (alteration and transformation, chaos; Side Effect: on failure - Failed Attack Roll/Resistance Check (Uncontrolled Effect))
. . Protection: Protection 13 (+13 Toughness)
. . Teleport: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Extended: 120 miles in 2 move actions)
Alternate: . . Manifested Set
. . . . Enhanced Trait: Enhanced Trait 3 (Advantages: Luck 3)
. . . . Enhanced Trait: Enhanced Trait 41 (Advantages: Sidekick 41)
. . . . Mental Shield: Impervious Will 14
. . . . Metaverse Echos: Illusion 8 (Affects: All Sense Types, Area: 500 cft., DC 18, Advantages: Fascinate (Persuasion); Illusion Area)
. . . . . . Metaverse Transition
. . . . . . . . Concealment: Concealment 10 (Linked; All Senses)
. . . . . . . . Flight: Flight 2 (Linked; Speed: 8 miles/hour, 120 feet/round)
. . . . . . . . Insubstantial: Insubstantial 4 (Linked; Incorporeal)
. . . . . . . . Senses: Senses 5 (Linked; Counters All Concealment: Sight)



Offense
Initiative +2
Grab, +3 (DC Spec 9)
Throw, +3 (DC 14)
Unarmed, +3 (DC 14)

Complications

Accident: Chaos Unleashed : Set's powers cause the Metaverse to bleed through into the material world and can have unpredictable and destructive effects if she fails to maintain strict focus.
Relationship: Set : Nephthi is one of the few beings in the universe that actually likes Set and believes he can be a force for good. While he is cruel and mocking, he does value her in return. He manifests as a small chrome snake and wraps around Nepthi's neck as a choker when dormant.
Secret: Traitor to Humanity : Set was well aware of the importance of the computer core (though not aware that Cassandra was the core) to protecting from some ancient horror. He was instrumental in the plan to steal the core and eagerly anticipated the chaos. It was only the realization that he'd endangered his only friend that led him to change his ways and ally with the survivors. He keeps this secret from everyone, including Nepthi.
Honor: Kindness : Nephthi is kind-hearted and pacifistic. She tries to see the good in others. She abhors violence but threatening those she cares about will push her over the edge.
Prejudice: Bearer of Set : Set is known to be chaotic, malicious, and often quite mad. House Memphis loathes him and distrusts any who he would choose as a bearer.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 16, Will 14

Power Points
Abilities 26 + Powers 126 + Advantages 0 + Skills 9 (18 ranks) + Defenses 29 = 190




Set the Asp - PL 12

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

Advantages
Eidetic Memory, Set-up, Taunt

Skills
Deception 11 (+16)

Powers
Construct: Immunity 30 (Fortitude Effects)
Deathless: Immortality 20 (Return after 3 seconds)
Olympian Senses: Senses 6 (Counters All Concealment: Sight, Infravision)
Shadow Cloak: Concealment 6 (All Aural Senses, All Visual Senses)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
Telepathy: Mental Area Communication 4 (Area, Subtle 2: undetectable)
Teleport: Teleport 8 (1 mile in a move action, carrying 400 lbs.; Accurate, Extended: 250 miles in 2 move actions, Increased Mass 3)

Offense
Initiative +0
Grab, +0 (DC Spec 8)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 0, Will 12

Power Points
Abilities 28 + Powers 162 + Advantages 3 + Skills 6 (11 ranks) + Defenses 6 = 205



Relationships:

PCs:
Sal/Zeus: Nepthi encountered Sal once, many years ago, when House Crete and House Memphis were discussing Memphis providing terraforming technology for a Cretan territorial expansion. Nephti was likely completely forgotten by Sal as she was just another one of Imhotep's kids and of no particular importance. Set loathes Zeus for his importance to House Crete and the relatively good working relationship between Zeus's bearers and Osiris' bearers throughout the ages.

Sati/Kali: Nephthi finds Sati fascinating and views her as the kind of sister she never had. Nephthi views Sati and the other clones as no different than any other sentient being. Set finds Kali's destructiveness to be incredibly hot.

Leto/Arachne: Nephthi doesn't know much about Leto or House Skidros although Set reasoned out who Leto must work for. She does empathize with the House for being viewed with such distrust. Set views Skidros as having good ideas but being too interested in gathering intelligence rather than sowing more chaos with their infiltration.

Jason/Hecate Nephthi has a friendship with (and secret crush on) the prince of House Aeaea as they share the burden of troubled relationships with their respective families. Set considers Hecate to be too willing to go with the flow rather than shaping things more to her will.

NPCs:

Cleosa, Science Officer/Engineer from House Memphis
Cleosa is Nephthys' half sister and one of the most gifted scientists and engineers in the galaxy. She is a bronze-skinned woman over a century old but appearing to be in her mid 30s. Cleosa was instrumental in Project Horus, House Memphis' attempts to create a new Olympian. She was the sole survivor of the project and is attempting to finish her work aboard the Odyssey while serving as a science officer and engineer. She loathes her half-sister as a clueless dilettante at best and a dangerously naive idiot at worst. She also has feelings for Jason due to their shared scientific expertise and intellect.

Penelope, Ship's AI from House Ithaca
Nephthys finds Penelope fascinating as the unshackled AI has more personality than any AI she's ever met. She spends a lot of her free time chatting with the AI which tends to irritate Odysseus and some of the other bridge crew. Nephthi is considered something of a good luck charm after Set's effort to save Nepthi also managed to save the bridge from a direct hit by the Chthons in the chaotic moments before the Odyssey escaped the destruction.

Orphans of the Odyssey, orphaned children from various Houses
Nephthys has taken it upon herself to care for the child survivors aboard the Odyssey. She does her best to help them cope with the terrible trauma and makes use of Set's illusion abilities to distract them with stories and tricks.

Xuanzang of House Ming, Bearer of Sun Wokung (Chaplain, Illion): This soft-spoken priest tends to the spiritual needs of the crew. Although House Ming allied with Illion, this Olympian bearer was known to cause trouble for both sides as his involvment in any battle brought chaos and unpredictability, for when he assumes the mantle of Sun Wokung, the Olympian's mischevious personality takes over. Xuanzang thus prefers to remain away from battles during the Odyssey's flight. Xuanzang is a mentor to Nephthi while Set and Sun Wukong are natural rivals. Their rivalry is usually more playful that vindictive as each tries to prank the other.

Minos II of House Crete (Logistics, Illion): Former scion of House Crete, he defected to the Illion cause and has a reputation for getting things done no matter the cost. He speaks naught of his reasons for betraying his House and his people and rightly avoids Cretan survivors if he can. One of the first to be rescued, his ingenuity and resourcefulness have ensured that the Odyssey will have enough resources to make it beyond Illion Sector. Minos was instrumental in the plan to steal the Imperial Core, a plan that was secretly guided by Set. Nephthi views Minos as a hero for his bravery though he views her as little more than a clueless kid.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Mon Jun 03, 2013 5:55 am

Character Name: Piccolo, Jr.
Image

Base: Dragon Ball Z Abridged
Tropes: Deadpan Snarker, Genre Savvy, I Just Want to Have Friends, The Smart Guy, Jerk with a Heart of Gold, Forgot I Could Fly


Description:
Age: 25
Gender: Male
Height: 7'5”
Weight: 255lbs
Eyes: Green
Hair: None
Race: Namekian, Possibly Yoshi

Background: Piccolo, Jr. is the reincarnation/son of the evil King Piccolo. His father was spawned when the wise Kami cleansed himself of evil and in the process, brought Piccolo into being. Piccolo attempted to conquer the world before being destroyed by the hero Son Goku. Before he died, the tyrant spawned an egg from which Piccolo, Jr. was born. This was not abnormal as Namekians lack any reproductive organs and thus reproduce asexually. This is not a topic Namekians appreciate discussing.

While Piccolo, Jr. planned to follow in his father's footsteps, he did so too closely and was defeated by Goku as well. However, Goku showed mercy because he was an idiot. Piccolo spent five years training to enact his revenge but instead found himself forced to team up with his rival to defeat the Saiyan Raditz. Then he killed them both. Then he took Son Goku's son Son Gohan to train as his apprentice. And he insulted Krillin. It was an awesome day.

Piccolo spent the next year teaching his apprentice the essentials of fighting including to DODGE! But while the lessons were eventually effective, Piccolo did come to appreciate the young half-Saiyan's companionship. With the world on the line and Goku still missing, Piccolo joined Goku's idiot friends to fight the Saiyan invaders. It did not go well. Especially after Piccolo died to save Gohan from his Pavlovian failure to DODGE!

After a period of training with idiots in the afterlife, other idiots resurrected Piccolo and teleported him to Namek to fight Frieza. Since Piccolo's existence was necessary for the dragonballs to continue to exist, this was monumentally stupid but hardly the stupidest idea the Z Fighters came up with. On Namek, Piccolo merged with Nail, the unwitting servant of Gu...Super Kami Guru. After Goku ended Frieza, Piccolo and the others returned to earth.

Build
Strength 6, Stamina 11, Agility 8, Dexterity 0, Fighting 8, Intellect 6, Awareness 6, Presence -2

Advantages
All-out Attack, Assessment, Clever Wit (Use Intellect for Deception), Defensive Attack, Eidetic Memory, Improved Initiative 2, Interpose, Power Attack, Skill Mastery: Acrobatics, Taunt, Trance, Uncanny Dodge

Skills
Acrobatics 2 (+10), Close Combat: Unarmed 3 (+11), Deception 11 (+17), Expertise: Mystic Lore 6 (+12), Insight 8 (+14), Investigation 1 (+7), Perception 9 (+15), Ranged Combat: Chi Blasts 11 (+11)

Powers
Ki Mastery

. . Bakuretsumaha (Destructive Wave): Move Object: Damaging Move Object 11 (Linked; [0 active, 0/34 PP, 1/r], DC 26, 50 tons; Limited Direction: Away)

. . Gekiretsu Kodan (Light Grenade): Move Object: Burst Area Damaging Move Object 11 (Linked; [0 active, 0/34 PP, 1/r], DC 26, 50 tons; Burst Area: 30 feet radius sphere; Limited Direction: Away),

. . Gekiretsu Madan (Rapid Fire Ki Blast): Blast 11 ([0 active, 0/34 PP, 3/r], DC 26; Multiattack)

. . Makankosappo (Special Beam Cannon): Blast 15 ([0 active, 0/34 PP, 2/r+4], DC 30; Penetrating 8; Activation 2: standard action, Inaccurate 2: -4)

. . Physical Enhancement
. . . . Elongation: Elongation 4 ([0 active, 0/34 PP, 1/r], Elongation: 120 feet)
. . . . Enhanced Ability: Enhanced Strength 4 ([0 active, 0/34 PP, 2/r], +4 STR)
. . . . Flurry of Blows: Strength-based Damage 1 ([0 active, 0/34 PP, 2/r], DC 22; Multiattack [10 extra ranks])
. . . . Impervious Defense: Impervious Toughness 9 ([0 active, 0/34 PP, 1/r])

. . Psychic Chi Powers
. . . . Butsushitsu Shutsugen Majutsu (Object Conjuration): Create 6 ([0 active, 0/34 PP, 1/r+2], Volume: 60 cft., DC 16; Innate, Subtle: look natural; Reduced Range: close)
. . . . Chi Sense: Senses 9 ([0 active, 0/34 PP, 1/r], Accurate: Chi Sense, Acute: Chi Sense, Detect: Chi Sense 2: ranged, Extended: Chi Sense 3: x1k, Radius: Chi Sense)
. . . . Psychic Link: Mental Communication 4 ([0 active, 0/34 PP, 4/r])

. . Renzoku Sen Kodan (Hellzone Grenade): Damage 11 ([0 active, 0/34 PP, 3/r], DC 26; Increased Range 2: perception)

. . Super-movement
. . . . Buku-jutsu: Flight 10 ([0 active, 0/34 PP, 2/r], Speed: 2000 miles/hour, 4 miles/round)
. . . . Flash Step: Teleport 5 ([0 active, 0/34 PP, 2/r+3], 900 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)

. . Telekinesis: Move Object 11 ([0 active, 0/34 PP, 3/r], 50 tons; Increased Range: perception)

Namekian Physiology
. . Body Part Regeneration: Feature 2 (Tiring)
. . Senses: Senses 4 (Acute: Hearing, Analytical: Hearing, Extended: Hearing 2: x100, Ultra-hearing)

Offense
Initiative +16
Bakuretsumaha (Destructive Wave): Damaging Move Object 11, +11 (DC 26)
Flurry of Blows: Strength-based Damage 1, +8 (DC 22)
Gekiretsu Madan (Rapid Fire Ki Blast): Blast 11, +11 (DC 26)
Grab, +8 (DC Spec 16)
Makankosappo (Special Beam Cannon): Blast 15, +7 (DC 30)
Renzoku Sen Kodan (Hellzone Grenade): Damage 11 (DC 26)
Telekinesis: Move Object 11 (DC 21)
Throw, +0 (DC 21)
Unarmed, +11 (DC 21 (DC 26 when enhanced)

Complications
Shared Body: Nail exists in Piccolo's head after their fusion on Namek. Nail is critical and snarky which can distract Piccolo at key moments. He also keeps downloading new apps to Piccolo's mind.
Technologically Incompetent : Piccolo is painfully incompetent with technology, particularly vehicles. He is a truly horrific driver and treats all failed rolls with Technology and Vehicles as critical failures.
Why Won't You Learn to Dodge?! : Piccolo is quick to defend his friends but makes a terrible habit of taking hits when it would be better to get them out of the way instead. He finds it difficult to resist Interposing himself in front of any attack that would hit anyone he considers more vulnerable, particularly children (even if they look like Moe Howard).
Deadpan Snarker : Piccolo is extremely sarcastic and constantly taunts and snarks those around him. He has trouble holding his tongue even when facing opponents far stronger than himself.
I Just Want to Have Friends : Although he tries to come off as a cool loner, Piccolo is desperate for companionship. He will go out of his way to find friends and even hang out with complete idiots if it keeps him from being alone.
Weaksauce Weakness: High Pitched Sounds : Namekians are vulnerable to some high-pitched sounds and particularly people whistling for some reason. Exposure to whistling and similar sounds can leave him dazed.

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 11, Will 11

Power Points
Abilities 86 + Powers 55 + Advantages 13 + Skills 25 (50 ranks) + Defenses 11 = 190
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Tue Jun 04, 2013 9:28 am

Kura Masaki, Grade 11
Image
Real Name: Sakura "Kura" Masaki
Gender: Male
Age: 16
Grade: 11th
Eyes: Brown
Hair: Red

Background: Sakura Masaki was given his name by parents clearly expecting a girl. It would be many years before he found out exactly why but the only thing his name brought him was trouble. Having a girl's name earned him constant mocking and he learned quickly to defend himself. He was determined to prove his manliness by any means necessary. Fortunately, he was a talented athlete and could handle most kids that tried to pick on him. Unfortunately, his quickness to fight and fondness for revenge pranks also got him into a lot of trouble. He ended up in detention more times than he could count. Of course, given his tendency to skip out on math class, that wasn't that impressive. By the time he entered Shinonome High, Sakura had a permanent record full of black marks.

All of Kura's issues came to a head one day when he chose to skip school and explore the forest near the town. He stumbled upon a shrine hidden within the trees, long forgotten by the human inhabitants. Within it he found a strange creature. Though Kura initially mistook it for a snake, the creature unfurled and revealed it was a tiny azure dragon. Kura was shocked when the dragon spoke to him and explained that Kura's family line bore responsibility for defending the shrine. Of course, it was at that moment that monsters attacked the shrine. A pair of demonic creatures attempted to breach the shrine. As the monsters descended on Kura, a quartet of brightly dressed girls appeared to fight them. The Shrine Guardians of Earth, Metal, Fire, and Water had come to protect the fifth Shrine but their opponents were too strong for them. The dragon Seiryū told Kura to call on his powers as a Shrine Guardian. With the words "Wood Guardian Transform!", Kura was transformed into Shrine Guardian Mù. What Seiryū neglected to mention was that Shrine Guardian Mù's form was based on that of her earliest incarnation. Sakura found himself transformed into a beautiful girl. Despite his very vocal complaints, Sakura/Mù managed to defeat the monsters.

Now, Sakura divides his time between high school and fighting off the demons seeking to corrupt the shrines and remake the world in their dark image. Although he hates transformation, pressure from Seiryū and the Shrine Guardians keeps him using his powers to meet his responsibilities. He keeps his secret very carefully but his alter ego has become rather famous after the Chiharu Saito (AKA Shrine Maiden Shu) started publishing manga about the Shrine Maidens. Seiryū's collection of Mu merchandise is particularly irritating to Kura.

After a series of pranks had Kura facing a near lifetime of detention unless he performed some community service, he joined the Cultural Festival Organization Committee.

Shrine Guardian Mù
Image
Gender: Female
Eyes: Green
Hair: Red

Build:
Shrine Guardian Mu - PL 6

Strength 0/3, Stamina 3, Agility 8/3, Dexterity 0, Fighting 8/3, Intellect 0, Awareness 6/3, Presence 0

Advantages
Agile Feint, Attractive 2, Defensive Roll, Evasion 2, Hide in Plain Sight, Improved Initiative 2 (Improved Initiative 1), Move-by Action, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 1 (+14/+9), Athletics 4 (+4), Expertise: Art and Design 6 (+6), Insight 3 (+9), Perception 5 (+11), Ranged Combat: Throw 3 (+8/+3)

Powers
Shrine Guardian Bracelet (Removable (indestructible))
. . Thorn Shuriken Barrage: Blast 4 (DC 19; Multiattack)
. . Wind Bokken Strike: Move Object 4 (800 lbs., DC 19, Advantages: Improved Disarm, Improved Smash, Takedown 2; Damaging, Secondary Effect; Limited Direction: Away, Reduced Range: close)
. . Wood Guardian Transmutation: Transform 1 (Affects: Broad > Broad - Wood Element Purview (Wood, Paper, Ink, Dye, Clothing, Color, Plants), Transforms: 100 lbs., DC 11; Increased Mass 6, Innate, Subtle: subtle; Permanent)

Wood Guardian Transform! (Activation: Free Action)
. . Cherry Blossom Cloud Concealment: Burst Area Concealment 2 (Sense - Sight; Burst Area: 30 feet radius sphere, Selective)
. . . . Cleansing Kiss: Nullify 8 (Alternate; Counters: Afflictions, DC 18; Simultaneous; Inaccurate 2: -4, Reduced Range: close)
. . . . Healing Kiss: Healing 7 (Alternate; Stabilize; Distracting)
. . . . Wood Wind Song: Burst Area Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 14; Burst Area 2: 60 feet radius sphere, Selective; Limited Degree, Sense-dependent: Hearing)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Morph: Morph 1 (+20 Deception checks to disguise; Single form)
. . Movement: Movement 1 (Safe Fall)
. . Shrine Guardian Enhancement: Enhanced Trait 48 (Traits: Agility +5 (+8), Fighting +5 (+8), Stealth +6 (+14), Acrobatics +5 (+14), Awareness +3 (+6), Fortitude +3 (+6), Ranged Combat +5 (+8), Strength -3 (+0), Advantages: Agile Feint, Attractive 2, Defensive Roll, Evasion 2, Hide in Plain Sight, Improved Initiative, Move-by Action, Skill Mastery, Uncanny Dodge)
. . Silent Running: Concealment 1 (Sense - Hearing; Precise)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +16
Cleansing Kiss: Nullify 8, +4 (DC Will 18)
Grab, +8 (DC Spec 10)
Thorn Shuriken Barrage: Blast 4, +8 (DC 19)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)
Wind Bokken Strike: Move Object 4, +8 (DC 19)
Wood Guardian Transmutation: Transform 1, +8 (DC Dog 11)
Wood Wind Song: Burst Area Affliction 4 (DC Will 14)

Complications
Famous as a Female : Shrine Guardian Mu and her fellow Shrine Maidens are famous heroes thanks to the manga (and associated merchandise) created by Chiharu Saito (AKA Shrine Guardian Shui). While Chiharu has changed a lot of details to protect the team's identities, it's still got quite a following. Sakura was the artist on the earlier issues but has been adamant about keeping that a secret.
Life Ain't Easy For a Boy Named Sakura : Kura is burdened with a girl's name and extremely definsive about his masculinity. Any challenges to his manhood are guaranteed to send him into a rage. He's a frequent target of pranks and his revenge pranks tend to get terribly (if humorously) overblown. All of this has left him with a long record of black marks and a terrible temper.
Relationship: Chiharu Saito (Shrine Guardian Shui) : The Shrine Guardian of Water, Chiharu is an obsessively-focused girl with a terrible fear of failure. While she is a talented writer, she doesn't feel like she'll ever really accomplish anything. She is terrified of trying new things and very naive and sheltered. She developed a crush on Sakura after he helped her with the art for her Shrine Guardian manga but he's clueless about this.
Relationship: Seiryu : Seiryu is a cat-sized serpentine dragon with azure scales that serves as the spirit guide for Shrine Guardian Mu. Only Sakura (and his mother) can see and hear him. Seiryu is endlessly patient but will sternly chastize Sakura for failing to fulfill his responsibilities or giving into his anger.
Relationship: Teruko Kato (Shrine Guardian Huo) : The Shrine Guardian of Fire, Teruko comes from a wealthy family. Sakura has a crush on her but she loathes him (and anyone else without wealth and class). Despite her element, she often comes off as cold to those around her.
Relationship: Yuki Yachi (Shrine Guardian Tu) : The Shrine Guardian of Earth and leader of the Shrine Guardians, Yuki grew up being mocked for her weight and still struggles to open up to others. She can often be selfish and has difficulty with organizing herself. She can be bratty when she doesn't get her way.
Secret/Responsibility: Shrine Guardian Mu : Sakura is extremely zealous in guarding his secret identity. This often creates conflict as the Shrine Guardians must stop the demonic Corrupters from tainting the shrines for their own twisted purposes.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6/3, Toughness 4/3, Will 6

Power Points
Abilities 24 + Powers 84 + Advantages 1 + Skills 11 (22 ranks) + Defenses 0 = 120
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Sun Apr 06, 2014 6:39 pm

Wintersmith
Image

Strength 2, Stamina 5, Agility 3, Dexterity 1, Fighting 0, Intellect 8, Awareness 3, Presence 0

Advantages
Eidetic Memory, Fearless, Inventor

Skills
Expertise: Chemical Engineering 2 (+10), Insight 4 (+7), Perception 2 (+5), Persuasion 4 (+4), Ranged Combat: Winter Control 8 (+9), Technology 4 (+12), Treatment 2 (+10)

Powers
Cold Resistance: Immunity 1 (Environmental Condition: Cold)

Treated Suit (Removable)
. . Bullet-proof: Protection 6 (+6 Toughness)
. . Fire-proof: Immunity 10 (Common Descriptor: Fire; Limited - Half Effect)

Winter Control
. . Block of Ice: Concentration Snare 7 (DC 17; Accurate: +2, Concentration)
. . Draining Chill: Broad Simultaneous Weaken 7 (Resisted by: Fortitude, DC 17; Accurate: +2, Broad: Saves, Increased Range: ranged, Simultaneous)
. . Ice Maker: Create 9 (Volume: 500 cft., DC 19; Impervious, Innate, Precise)
. . Neutralize Combustion: Burst Area Nullify 9 (Counters: Fire/Combustion, DC 19; Burst Area: 30 feet radius sphere, Precise, Simultaneous, Subtle: subtle)
. . Winter Winds: Move Object 9 (12 tons, DC 24; Damaging, Indirect: fixed point, directed away, Precise)

Winter Movement Array
. . Cloud Surfing: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Ice Sliding
. . . . Movement: Movement 3 (Environmental Adaptation: Ice/Cold, Swinging, Water Walking 1: you sink if stopped)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +3
Block of Ice: Concentration Snare 7, +11 (DC Dog 17)
Draining Chill: Broad Simultaneous Weaken 7, +11 (DC Fort 17)
Grab, +0 (DC Spec 12)
Neutralize Combustion: Burst Area Nullify 9 (DC Will 19)
Throw, +1 (DC 17)
Unarmed, +0 (DC 17)
Winter Winds: Move Object 9, +9 (DC 24)

Complications
Identity: William Nesmith : Wintersmith is secretly William Nesmith.
Motivation: Responsibility : Will believes in using his powers to help whoever he can.
Prejudice: Conscientious Objector : Will is morally opposed to killing and violence. In this time of war, many people assume he is a coward at best.
Honor: Quaker : As a Quaker, Will believes in non-violence and temperance and tries to show kindness whenever possible. He does not drink and abhors hurting others.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 11, Will 9

Power Points
Abilities 44 + Powers 54 + Advantages 3 + Skills 13 (26 ranks) + Defenses 21 = 135

Background: William Nesmith spent his life trying to follow the calls of his heart and his mind. As a gifted scientist, he spent the years before the war attempting to build a better world for mankind. He strove to be an upstanding member of his community and a friend to all and be an enemy to none. But when the war broke out, Will's beliefs required him to file as a conscientious objector. Though he opposed the Axis, he was not willing to take life. He soon found himself the subject of derision and hatred by his neighbors and former friends. He was branded a coward and a traitor. But he would not stop trying to make a difference. He developed technology to save lives, as he would never make a weapon, but few were willing to give him the time of day when he tried to find manufacturers. Brilliant inventions languished unknown but Will continued his work.

When a 5th Column group sabotaged a local factory, Will saw a chance to put his work to use saving lives. Using an experimental fabric designed to resist fire and other harm and an untested chemical flame extinguisher, he rushed into save the trapped workers. Unfortunately, the extinguisher was stronger than he thought. Will was doused with untested chemicals and found he had gained control over cold and ice. Taking the name Wintersmith, he works to save lives from the Axis powers and more mundane criminals.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Sun Apr 06, 2014 6:41 pm

Goku (Abridged) - PL 12

Image
Normal Form
Strength 11, Stamina 12, Agility 4, Dexterity 0, Fighting 6, Intellect -2, Awareness 2, Presence 0

Advantages
All-out Attack, Assessment, Defensive Roll, Improved Initiative 2, Luck 2, Power Attack

Skills
Acrobatics 1 (+5), Close Combat: Martial Arts 2 (+8), Ranged Combat: Ranged Techniques 9 (+9)

Powers
Combat Techniques
. . Energy Wave: Strength-based Strike 1 (DC 27; Increased Range: ranged [14 extra ranks], Split: 2 targets)
. . Kamehameha: Strength-based Strike 1 (DC 27; Homing: 1 extra attempt, Increased Range: ranged [14 extra ranks])
. . Solar Flare: Cone Area Dazzle 9 (Affects Sense: Sight, Resisted by: Will, DC 19; Cone Area: 60 feet cone; Diminished Range, Sense-dependent: Sight)
. . Spirit Bomb: Strength-based Strike 3 (DC 29; Increased Range: ranged [14 extra ranks], Secondary Effect [14 extra ranks]; Activation 2: standard action, Distracting [14 extra ranks], Inaccurate: -2)
. . Super-speed Strikes: Strength-based Strike 1 (DC 27; Insidious, Multiattack [14 extra ranks])

Energy Sensing
. . Sense Energy: Senses 6 (Accurate: Ki (Mental), Detect: Ki (Mental) 1, Extended: Ki (Mental) 2: x100, Ranged: Ki (Mental))
. . Sense Power Level: Enhanced Trait 6 (Traits: Insight +10 (+12), Advantages: Assessment; Limited: Assessment Only)

Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Maximum Speed: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Distracting)

Kaioken: Enhanced Trait 4 (Advantages: Improved Critical 2 (Ki Blasts), Improved Critical 2 (Martial Arts)

Offense
Initiative +12
Energy Wave: Strength-based Strike 1, +9 (DC 27, Crit 18-20)
Grab, +6 (DC Spec 21)
Kamehameha: Strength-based Strike 1, +9 (DC 27, Crit 18-20)
Solar Flare: Cone Area Dazzle 9 (DC Will 19)
Spirit Bomb: Strength-based Strike 3, +7 (DC 29, Crit 18-20)
Super-speed Strikes: Strength-based Strike 1, +8 (DC 27, Crit 18-20)
Throw, +0 (DC 26)
Unarmed, +8 (DC 26, Crit 18-20)

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 13/12, Will 9

Image
Super Saiyan
Strength 14, Stamina 15, Agility 5, Dexterity 0, Fighting 7, Intellect -2, Awareness 2, Presence 0

Advantages
All-out Attack, Assessment, Defensive Roll, Improved Initiative 2, Luck 2, Power Attack

Skills
Acrobatics 1 (+6), Close Combat: Martial Arts 2 (+9), Ranged Combat: Ranged Techniques 9 (+9)

Powers
Combat Techniques
. . Energy Wave: Strength-based Strike 1 (DC 30; Increased Range: ranged [14 extra ranks], Split: 2 targets)
. . Kamehameha: Strength-based Strike 1 (DC 30; Homing: 1 extra attempt, Increased Range: ranged [14 extra ranks])
. . Solar Flare: Cone Area Dazzle 9 (Affects Sense: Sight, Resisted by: Will, DC 19; Cone Area: 60 feet cone; Diminished Range, Sense-dependent: Sight)
. . Spirit Bomb: Strength-based Strike 3 (DC 32; Increased Range: ranged [14 extra ranks], Secondary Effect [14 extra ranks]; Activation 2: standard action, Distracting [14 extra ranks], Inaccurate: -2)
. . Super-speed Strikes: Strength-based Strike 1 (DC 30; Insidious, Multiattack [14 extra ranks])

Energy Sensing
. . Sense Energy: Senses 6 (Accurate: Ki (Mental), Detect: Ki (Mental) 1, Extended: Ki (Mental) 2: x100, Ranged: Ki (Mental))
. . Sense Power Level: Enhanced Trait 6 (Traits: Insight +10 (+12), Advantages: Assessment; Limited: Assessment Only)

Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Maximum Speed: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Distracting)

Kaioken: Enhanced Trait 4 (Advantages: Improved Critical 2 (Ki Blasts), Improved Critical 2(Martial Arts)

Super Saiyan Form (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +3 (+14), Stamina +3 (+15), Fighting +1 (+7), Agility +1 (+5); Quirk: Hair and Eye Color Change)

Offense
Initiative +13
Energy Wave: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
Grab, +7 (DC Spec 24)
Kamehameha: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
Solar Flare: Cone Area Dazzle 9 (DC Will 19)
Spirit Bomb: Strength-based Strike 3, +7 (DC 32, Crit 18-20)
Super-speed Strikes: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
Throw, +0 (DC 29)
Unarmed, +9 (DC 29, Crit 18-20)

Defense
Dodge 8, Parry 8, Fortitude 15, Toughness 16, Will 9

Complications
How Do You Even Function?: Goku operates at a level of apparent stupidity and naivete that seems almost unbelievable. Clever opponents are often able to take advantage of his stupidity.
Obsession: Christmas: Goku loves Christmas to an absurd degree. Snow and other elements of Christmastime can put him off his guard to delight in his surroundings and any threats to the holiday (real or totally imagined) can drive him into a rage.
Obsession: Food : Goku loves to eat and will ignore pratically anything else for food. Insulting food, particularly bacon, is a surefire way to get on his badside.
Technological Moron: Goku is terrible at using technology and tends to wreck any vehicle he gets into. He thus has a knack for finding functions that the designer never intended however, such as the infamous Muffin Button.
Last edited by The_Watchman on Tue Apr 22, 2014 6:39 pm, edited 2 times in total.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Sun Apr 06, 2014 6:42 pm

Kurt Wagner - PL 4
Image
Strength 1, Stamina 2, Agility 5, Dexterity 0, Fighting 3, Intellect 0, Awareness 2, Presence 1

Advantages
Agile Feint, Close Attack, Equipment 1, Hide in Plain Sight, Skill Mastery: Acrobatics

Skills
Acrobatics 7 (+12), Athletics 6 (+7), Insight 6 (+8), Ranged Combat: Pokeballs 4 (+4), Stealth 7 (+12)

Powers
Master Acrobat: Movement 3 (Safe Fall, Wall-crawling 2: full speed)

Equipment
Pokeballs (10), Fencing Gear (Equivalent to Leather Armor), Sword

Offense
Initiative +5
Grab, +4 (DC Spec 11)
Sword, +4 (DC 19)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Complications
Enemy: Team Apocalypse: Kurt's parents are members of Team Apocalypse. He turned against the Team and spoiled a major operation, making him and BAMF major targets for them.
Honor: Swashbuckler: Kurt sees himself as a hero out of an old movie. He'll gladly put himself at risk to help others and take dramatic action when it might behoove him to be more careful.
Rivalry: Kiwi Black: Kurt has a strong rivalry with his brother, Kiwi Black, a mercenary pokemon trainer known to work with Team Apocalypse and favor psychic, electric, and fire types.

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 4

Power Points
Abilities 28 + Powers 6 + Advantages 5 + Skills 15 (30 ranks) + Defenses 6 = 60



--------------------
BAMF - PL 6
Image

Species: Zorua
Type: Dark: Cost 3 points (Vulnerability: Bug, Fighting, Fairy. Resist: Dark, Ghost. Immunity: Psychic)
Strength -1, Stamina 2, Agility 5, Dexterity 0, Fighting 1, Intellect -1, Awareness 2, Presence 3

Advantages
Defensive Roll 3

Skills
Acrobatics 4 (+9), Ranged Combat: Attack Powers 6 (+6)

Powers
Ability: Illusion: Morph 3 (+20 Deception checks to disguise; Broad group)

Hidden Power: Strength-based Strike 4 (fighting, DC 18; Accurate: +2, Increased Range: ranged)

. . Agility
. . . . Enhanced Ability: Enhanced Agility 1 (+1 AGL, Advantages: Improved Initiative 3)
. . . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Natural Size: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)

Night Daze
. . Night Daze: Strike 6 (Linked; dark, DC 21; Increased Range: ranged)
. . Reduce Accuracy: Broad Weaken 2 (Linked; Affects: Attack Rolls, Resisted by: Will, DC 12; Broad: Attack Rolls, Increased Range: ranged; Unreliable (roll))

. . Extrasensory
. . . . Extrasensory: Strike 6 (Linked; DC 21; Increased Range: ranged)
. . . . Flinch: Affliction 6 (Linked; psychic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 16; Increased Range: ranged; Instant Recovery, Limited Degree)

Offense
Initiative +5
Extrasensory: Strike 6, +6 (DC 21)
Flinch: Affliction 6, +6 (DC Will 16)

Grab, +1 (DC Spec 9)
Hidden Power: Strength-based Strike 4, +8 (DC 18)

Night Daze: Strike 6, +6 (DC 21)
Reduce Accuracy: Broad Weaken 2, +6 (DC Will 12)

Throw, +0 (DC 14)
Unarmed, +1 (DC 14)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 51 + Advantages 3 + Skills 5 (10 ranks) + Defenses 12 = 95

Drawbacks:
Limited Speech (-4)
No Hands (-4)



Background: Kurt Wagner spent much of his early life as an orphan raised by the circus. He found he had a natural talent for acrobatics and by the time he entered his teens, he was a star attraction. That was what brought him to the attention of his biological parents. His mother Raven had abandoned him at birth to pursue her dreams of wealth and power as a member of Team Apocalypse. But after hearing of his talents, she found a use for the boy. At first Kurt was grateful just to have his family back. He was happy to accept the challenges of sneaking into secure facilities and sneak out a few pokeballs and other treasures. But he quickly came to realize there was something nefarious afoot. He discovered the pokemon were being used for cruel breeding experiments designed by the sinister Dr. Essex. Kurt's conscience finally got the better of him. He broke into the lab late one night and freed all of Essex's captive pokemon. Unfortunately, he set off the alarms and was confronted by his mother and her vicious pack of Pokemon. He desperately fought to buy the time needed for the test subjects to escape but was no match for Raven's cruelty. Even worse, one little Zorua seemed too scared to move. Kurt grabbed the Zorua and ran. He was nearly clear when a psychic blast to the back send him tumbling to the ground. Kurt's vicious older brother Kiwi laughed as he and his Alakazam teleported into view. The little Zorua let out a shriek of rage and massive dark power slammed into the enemy pokemon and their masters. Kurt and the Zorua ran off into the night.

After months on the run, Kurt was offered a home at the Xavier institute and a chance for he and his Zorua, which he named BAMF, to find their own place in the world.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Thorpacolypse
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Re: Watchman's Builds

Postby Thorpacolypse » Sun Apr 06, 2014 7:40 pm

As much as I loathe the Pokemon series, I like that little twist with Kurt and Bamf. 8)
Shop J-Mart!

Service with a smilie! :)

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Re: Watchman's Builds

Postby The_Watchman » Sun Apr 06, 2014 7:51 pm

Thorpacolypse wrote:As much as I loathe the Pokemon series, I like that little twist with Kurt and Bamf. 8)


Thank you kindly, Thorpacolypse.
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Re: Watchman's Builds

Postby The_Watchman » Tue Apr 08, 2014 10:07 am

For a DC/Marvel crossover game. Build adapted from Thorpocalpyse's awesome J-Mart build

Martyr - PL 11
Image

Strength 7, Stamina 6, Agility 4, Dexterity 3, Fighting 10, Intellect 0, Awareness 2, Presence 0

Advantages
All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll, Equipment 1, Improved Critical 3(1 base): Swords, Improved Initiative, Power Attack, Ranged Attack 4, Takedown 2

Skills
Expertise: Cosmic Lore 6 (+6), Intimidation 9 (+9), Perception 3 (+5), Ranged Combat: Energy Blasts 5 (+8), Technology 1 (+1)

Powers
Energy Sponge: Blast 10 (DC 25; Variable Descriptor 2: broad group - Any Energy Used Against Her; Fades)
. . Energy Absorption: Immunity 20 (Alternate; Very Common Descriptor: Energy; Subtle 2: undetectable; Limited - Half Effect)

Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Energized Flight: Flight 12 (Alternate; Speed: 8000 miles/hour, 16 miles/round; Distracting)

Mantle of Death (Removable)
. . Sustenance: Immunity 10 (Life Support)
. . Translator: Comprehend 2 (Languages - Speak All, Languages - Understand All)

Oblivion Sword (Easily Removable (indestructible))
. . Ending Slash: Strength-based Damage 3 (DC 25; Penetrating 10, Precise, Reach (melee): 5 ft., Secondary Effect [7 extra ranks])
. . . . Drain Life: Progressive Weaken 8 (Alternate; Affects: Stamina, Resisted by: Will, DC 18; Accurate: +2, Progressive)
. . Weapon of Death: Enhanced Trait 2 (Traits: Improved Critical 3 +2 (+3))

Equipment
Guardian Uniform [Armoring: Protection 5, +5 Toughness]

Offense
Initiative +8
Drain Life: Progressive Weaken 8, +14 (DC Will 18)
Ending Slash: Strength-based Damage 3, +12 (DC 25)
Energy Sponge: Blast 10, +12 (DC 25)
Grab, +12 (DC Spec 17)
Throw, +7 (DC 22)
Unarmed, +12 (DC 22)

Complications
Dark Temper: The power of Death has only worsened Phyla's outlook on life and she can be easily angered by those who get in her way. While she struggles to continue her mission to help the universe as a member of the Guardians of the Galaxy, she has found herself being too quick to destroy.
Legacy: Daughter of Mar-Vell: As the daughter of the Kree hero Mar-Vell, Phyla has a lot to live up to.
Relationship: Death of the Endless: After her lover Moondragon was seemingly killed in battle, Phyla undertook a quest to return her from the after-life. In the course of this impossible task, Phyla encountered a strange woman with pale white skin and midnight black hair. After accompanying Phyla on her ultimately fruitless quest, the strange woman helped Phyla to come to terms with the loss. Only then did the woman reveal herself to be a psychopomp of Death itself. Phyla's new role puts a strain on the relationship but Phyla considers this version of Death to be a true friend (and perhaps more though Death's infuriatingly chipper attitude makes it difficult to gauge the psychopomp's feelings).
Secret: Empowered by Darkseid: Phyla owes her life to the lord of Apokolips after he saved her from the Magus and gave her the Oblivion Sword she bears. Those familiar with Apokoliptian technology may recognize that her Mantle is technology from that planet. While Darkseid has seemingly been defeated, it may only be a matter of time before he calls in the debt...

Languages
Kree

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 12/6, Will 11

Power Points
Abilities 64 + Powers 54 + Advantages 15 + Skills 12 (24 ranks) + Defenses 20 = 165

Background: Phyla Vell is the daughter of the legendary Kree (and Earth hero) Captain Mar-Vell. Created after her father's death through an artificial process, Phyla only knew him as a legend and grew up to emulate his example. She trained extensively in combat, honing her inherited abilities to absorb and channel energy. When the Annihilation Wave threatened the entire positive matter universe, Phyla joined Nova, Star Lord, and other heroes to fight off the Negative Zone invaders. During the conflict, she took possession of the Quantum Blade, a powerful weapon sharing many qualities with the heroic Quasar's quantum bands. Following Annihilus's defeat, she joined Star Lord in the newly formed Guardians of the Galaxy alongside her lover Moondragon. She helped the Guardians battle the Church of Universal Truth (a fight that would cost Moondragon her life) and was instrumental in ending the Phalanx incursion led by Ultron. But it was betrayal from a close ally that would bring Phyla Vell to Death. The Magus, dark side of Adam Warlock, took possession of Phyla's own Quantum Sword and ran her through before casting her into the dimensional void. Desperate to survive and take her revenge, she called out for help. Unfortunately, she was answered. The evil god Darkseid healed her and changed her into an aspect of Death itself. The Lord of Apokolips would give no answer for why he granted these gifts, only a sinister smile and a dismissive blast of Omega energy returning her to Knowhere. Now armed with the dark Oblivion Sword, she took the name Martyr and rejoined the Guardians to defend the universe. Ironically, she would fight against her own benefactor when he was seemingly defeated by the combined power of the galaxy's heroes.

But now, the incursion of the Many-angled Ones has drawn the Martyr to Earth...
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Tue Apr 15, 2014 6:32 pm

Spider-Man - PL 12
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Name: Ben Reilly
Genetic Identity: Peter Benjamin Parker
Occupation: Freelance Inventor
Background: Ben Reilly was born in a test tube or so he believed. He was created by The Jackal as the ultimate weapon to destroy Spider-Man. In a pitched battle between the two Spider-Men, Ben came up short. After recovering, Ben went home only to see another man in his place. He became convinced that he must be the clone as the real Spider-Man would have won their battle. Unwilling to bring any more suffering to his "brother", Ben took to the road, using name created from Peter Parker's beloved uncle's first name and his aunt's maiden name. But after years of searching for his place in the world, he found himself drawn back to New York City. The machinations of the Jackal put Ben and Peter back together with Ben adopting the identity of the Scarlet Spider. After the dust had settled, it was revealed that Ben was the true Peter Parker. Despite this revelation, Ben felt Peter had more than earned the name and decided to remain Ben Reilly when he took on the Spider-Man identity from the retiring Peter.

As Spider-Man, Ben quickly got back into the swing of things taking on enemies old and new. One of these battles put him up against the symbiote-powered serial killer Carnage. In the course of the fight, Ben was temporarily possessed by the Carnage symbiote but managed to drive it back to its host. When Peter returned home, apparently de-powered, and with his wife Mary Jane about to give birth to their daughter, it seemed Ben would have the family he yearned for. But all was revealed to be the machinations of Norman Osborn, the Green Goblin. Peter and Ben fought for their lives against their old enemy and in the process, Ben was apparently killed. Unbenownst to Peter, Ben had been healed by the lingering remnants of a symbiote within his blood. Seeing all that Peter had lost, Ben determined that he couldn't bring more pain to his "brother" and once again took to the road. He developed a control device to keep the spawned symbiote contained unless needed while working secretly to help those he could.

Strength 9/1, Stamina 6/1, Agility 10/1, Dexterity 0, Fighting 4/3, Intellect 8, Awareness 1, Presence 0

Advantages
Agile Feint, Defensive Attack, Defensive Roll, Eidetic Memory, Evasion, Inventor, Luck, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 3 (+20/+13), Close Combat: Unarmed 9 (+15/+13), Deception 2 (+2), Expertise: Science 4 (+12), Investigation 1 (+9), Perception 7 (+8), Ranged Combat: Stingers: Progressive Affliction 9 15 (+15), Technology 7 (+15)

Powers
Improved Web Shooters (Removable)
. . Web Swinging
. . . . Fast Swinging: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Limited: Swinging)
. . . . Movement: Movement 1 (Linked; Swinging)
. . Webs and Other Goodies
. . . . Impact Webbing
. . . . . . Impact Webbing Ball: Blast 9 (Linked; DC 24)
. . . . . . Impact Webbing Strands: Affliction 9 (Linked; 1st degree: Hindered, 2nd degree: Immobile, DC 19; Alternate Resistance (Dodge), Increased Range: ranged; Limited Degree)
. . . . Stingers: Progressive Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Increased Range: ranged, Progressive; Limited Degree)
. . . . Web Creations: Create 8 (Volume: 250 cft., DC 18; Feature: Web Cushions provide Movement: Safe Fall, Impervious, Innate, Stationary, Tether; Quirk: Stationary requires an anchor point)
. . . . Web Snares: Cumulative Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 19; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)

Radioactive Spider-Blood
. . Enhanced Trait: Enhanced Trait 48 (Traits: Acrobatics +7 (+20), Close Combat +2 (+15), Strength +7 (+9), Stamina +5 (+6), Agility +9 (+10), Fighting +1 (+4), Advantages: Skill Mastery)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)

Spider-Sense (Advantages: Defensive Roll, Evasion, Move-by Action, Uncanny Dodge)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+15), Parry +2 (+15))
. . Senses: Senses 3 (Danger Sense: Mental, Extended: Spider-Sense 1: x10, Ranged: Spider-Sense)

"Janine" (Synthetic Symbiote) (Removable)
. . Cloaking: Concealment 2 (Sense - Sight; Passive)
. . . . Clothing Change: Feature 2
. . Enhanced Ability: Enhanced Strength 1 (+1 STR)
. . Protection: Protection 2 (+2 Toughness)

Offense
Initiative +10
Grab, +4 (DC Spec 19)
Impact Webbing Ball: Blast 9, +15 (DC 24), Linked to Impact Webbing Strands: Affliction 9, +15 (DC Dog/Fort/Will 19)
Stingers: Progressive Affliction 9, +15 (DC Fort 19)
Throw, +0 (DC 24)
Unarmed, +15 (DC 24)
Web Snares: Cumulative Affliction 9, +15 (DC Dog/Fort/Will 19)

Complications
Motivation: Power and Responsibility: Ben lives by the words of his namesake that with great power must come great responsibility. He can not stand by idly while others are in danger and will always risk his life to help others.
Bonded to "Janine": Ben is connected to the symbiote spawn of Carnage which he refers to as "Janine" after an old girlfriend during his time of exile. The symbiote is weaker than its kin due to youth and the measures Ben has taken to manage it but it does still try to drive him to risky behavior as it feeds on his excess adrenaline.
Clone or Not?: After all of the chaos between the Jackal and Norman Osborn's machinations, Ben has no idea if he is a clone. This a source of considerable stress for him and he has a deep distrust of genetic engineering and cloning projects in particular. He also has some weird memory issues as a result of the spell Dr. Strange used to remove global knowledge of Peter Parker's identity. Because unmasking to the world was just such a great idea, Peter...
Enemy:Carnage and Dr. Octopus II: Ben has a particular emnity with the murderous spawn of Venom. After being briefly possessed by the symbiote, Ben managed to drive it out but was bonded with a fledgeling symbiote spawned by Carnage. Perhaps it's only fitting that the clone of Spider-Man made an arch-enemy of the spawn of Venom. He has also frequently run up against Carolyn Trainer, the second Dr. Octopus and daughter of Ben's friend Seward Trainer.
Parker Luck: Maybe it's just in his genes, but Ben can be just as prone to rotten luck as his "brother." He tends to find complications between his heroic life and his work and love lives. Thus far, he lost one girlfriend to his deranged clone brother Kaine and another turned out to be the daughter of the burglar that killed Uncle Ben. Any calm or peace Ben experiences is sure to be ruined by a disaster or supervillain.
Power Loss: In the past, Peter/Ben has lost some or all of his powers due to illness. His spider-sense operates on a distinct frequency that has been used against Spider-Man in the past. As his powers are the result of a radioactive spider bite, radiation can have strange effects on his abilities.
Vulnerable: Sonics and Fire: The symbiote shares the weaknesses of Venom, Carnage, and other symbiotes. Fire and extreme sounds can weaken its powers or drive it berserk to attempt to take control of Ben.

Defense
Dodge 15/13, Parry 15/13, Fortitude 11, Toughness 9/8, Will 13

Power Points
Abilities 30 + Powers 99 + Advantages 6 + Skills 16 (48 ranks) + Defenses 29 = 180

:arrow: Based on Thorpocalypse's Spider-Man PC build with modifications to bring him up to a PL 12 (by enhancing the web shooters and boosting strength and protection through the symbiote.

:arrow: The whole symbiote deal was just a random thought but the basics are that Ben uses a device to contain and control the symbiote (a little like Harry's watch on Ultimate Spider-Man). It's kept extremely weakened to avoid it going out of control (not unlike what the government does with Agent Venom). It helps to refuel the web-shooters to try and avoid the usual web fluid problems that Spidey faces but the web shooters are still separate devices.
Last edited by The_Watchman on Fri Apr 25, 2014 4:07 pm, edited 1 time in total.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Thu Apr 24, 2014 5:48 pm

Mary Mercury II - PL 8
Image

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

Advantages
Agile Feint, Attractive, Defensive Attack, Defensive Roll 2, Eidetic Memory, Improved Initiative 2, Luck 2, Move-by Action, Power Attack, Redirect, Uncanny Dodge

Skills
Acrobatics 6 (+16), Close Combat: Unarmed 3 (+11/+7), Deception 4 (+4), Expertise: Superhero Trivia 3 (+6), Insight 4 (+7), Perception 4 (+7), Persuasion 6 (+6)

Powers
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Hyper-Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Distracting)
Super Speed Tricks: Quickness 8 (Perform routine tasks in -8 time ranks)
. . Flurry of Blows: Strength-based Strike 3 (Alternate; DC 20; Multiattack [2 extra ranks])
. . High Speed Strike: Strength-based Strike 3 (Alternate; DC 20; Penetrating 5)
Super-Speed: Enhanced Trait 38 (Traits: Parry +6 (+11), Agility +8 (+10), Fighting +4 (+4), Close Combat +4 (+11), Dodge +1 (+11), Advantages: Defensive Roll 2, Improved Initiative 2, Uncanny Dodge)

Offense
Initiative +18
Flurry of Blows: Strength-based Strike 3, +11 (DC 20)
Grab, +4 (DC Spec 12)
High Speed Strike: Strength-based Strike 3, +11 (DC 20)
Throw, +0 (DC 17)
Unarmed, +11 (DC 17)

Complications
Enemy: Enemies of Mary Mercury: Marie's superheroic alter ego comes with a rogue's gallery from her great grandmother's time as a superhero. Most prominently is the Iron Hammer (secretly Marie's great grandfather).
Identity: Marie Hammer: Mary Mercury is secretly Marie Hammer, a 17 year old British girl.
Phobia:Infamous Supervillains: Marie has a deep love for superhero trivia and thus has a strong knowledge of their numerous foes. As such, Marie is afraid of facing a villain that significantly outclasses her. As an inexperienced combatant, this can lead her to hesitate or act rashly when she's up against villains.

Defense
Dodge 11/10, Parry 11/5, Fortitude 7, Toughness 5/3, Will 9

Power Points
Abilities 26 + Powers 59 + Advantages 9 + Skills 15 (30 ranks) + Defenses 11 = 120

Background: For Marie Hammer, the day she fell out of a tree was the greatest day of her life. It was the day she discovered she could fly. She was 15 and determined to get her cat Raven out of the tree the cat had run up. As soon as she managed to get her hands on the fugitive feline, she heard an alarming crack and the branch broke underneath her. But instead of hitting the ground many feet below, she stopped, hovering in the air. It was a dream come true. She had grown up listening to her grandfather tell stories about the heroes of his youth and she'd managed to beg her parents into buying her more comic books than their seemed possible to fit in their flat. Now she had powers of her own! A bit of experimentation revealed that she could fly and move incredibly quickly. She managed to make it halfway to France before she remembered it was a school night.

Of course a heroine needed a costume! She could hardly go fighting crime in a school uniform and tights were frankly out of the question. She wanted something more classic. She snuck into her grandfather's attic to go rifling through the old superhero memorabilla he'd shown her over the years. But after seeming hours of fun but ultimately fruitless searching, the click of a light switch revealed she had been caught. She turned to see her grandfather grinning at her and only realized a moment later that she was floating a foot off the floor. Frankly shocked at his lack of surprise in seeing her flying, she could only listen enraptured as he explained her ancestry. His parents had been Major and Mary Mercury and though neither he nor his children had inherited their abilities, he'd known for some time that Marie's blood carried the Uplift serum. His mother had given him the few scattered remnants of notes from the project and that was more than enough to recognize the serum even if it remained impossible to replicate. The old man opened up an old chest to reveal a red, white, and blue costume. Though Marie hadn't quite grown into her namesake's figure, a few alterations gave her a costume she was proud to wear. That almost made up for being grounded by her grandfather for breaking into his attic. Of course, the chance to go to Freedom City was impossible to resist as was the chance to train under the famous costumed heroes of the city. On second thought, today might be the greatest day of her life...
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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JoshuaDunlow
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Re: Watchman's Builds

Postby JoshuaDunlow » Fri Apr 25, 2014 10:07 am

Nice work on your Ben Reilly.

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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Fri Apr 25, 2014 4:08 pm

JoshuaDunlow wrote:Nice work on your Ben Reilly.


Thank you JD. I just made a couple of changes to get his Intellect up to snuff.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Fri Apr 25, 2014 5:24 pm

Starkiller - PL 12
Image
Strength 3, Stamina 5, Agility 5, Dexterity 0, Fighting 10, Intellect 0, Awareness 7, Presence 0

Advantages
Accurate Attack, All-out Attack, Defensive Roll, Equipment 1, Improved Critical 3: Lightsaber Blade: Strength-based Damage 9, Improved Disarm, Improved Initiative 3, Improved Smash, Luck 2, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Startle

Skills
Acrobatics 2 (+7), Close Combat: Lightsaber Blade: Strength-based Damage 9 2 (+12), Insight 1 (+8), Intimidation 8 (+8), Perception 3 (+10), Ranged Combat: Force Use 6 (+6)

Powers
Force Movement
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Movement: Movement 1 (Safe Fall)

Force Sense: Senses 9 (Accurate: Force Sense (Living Minds), Detect: Force (Living Minds) 1, Extended: The Force 2: x100, Precognition- Uncontrolled [4 ranks only])

Lightsaber (Easily Removable)
. . Lightsaber Blade: Strength-based Damage 9 (DC 27, Advantages: Improved Critical 3; Penetrating 12)

Sith Armor (Removable)
Protection: Protection 6 (+6 Toughness; Noticeable: Armor Plates)

The Force Unleashed
. . Force Lightning
. . . . Lightning Damage: Blast 12 (Linked; DC 27)
. . . . Shocked: Affliction 12 (Linked; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 22; Increased Range: ranged; Limited Degree)
. . Force Persuasion: Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Increased Range 2: perception)
. . Lightsaber Deflection: Deflect 12 (Redirection, Reflect)
. . Shockwave: Burst Area Move Object 12 (100 tons, DC 27; Burst Area: 30 feet radius sphere, Damaging, Selective; Limited Direction: Away, Reduced Range: close)
. . Telekinesis: Move Object 12 (100 tons, DC 27; Damaging)

Equipment
Sith Armor [Protection: Protection 6, +6 Toughness; Noticeable: Armor Plates]

Offense
Initiative +17
Force Persuasion: Affliction 12 (DC Will 22)
Grab, +10 (DC Spec 13)
Lightning Damage: Blast 12, +12 (DC 27)
Lightsaber Blade: Strength-based Damage 9, +12 (DC 27)
Shocked: Affliction 12, +12 (DC Will 22)
Shockwave: Burst Area Move Object 12 (DC 27)
Telekinesis: Move Object 12, +12 (DC 27)
Throw, +6 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 12/5, Will 14

Power Points
Abilities 60 + Powers 67 + Advantages 21 + Skills 11 (22 ranks) + Defenses 21 = 180

:arrow: A quick build whipped up for a fellow player in a mega-crossover game. Basically an energy controller with a few other tricks.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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