Kaulu's "Sila-Verse" M&M 3e Builds (now: added Setting Description)

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CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Kaulu's "Sila-Verse" M&M 3e Builds (now: added Setting Description)

Post by CaptainKaulu »

UPDATE: You can now see the latest additions to the Sila-Verse at http://sila-verse.mckaybonham.com

I compulsively make M&M 3e characters. And spend a lot of time formatting my character sheets to look really nice. My main repository is over at Ronin Army, but I thought I'd post some of the builds I like best here and see if they can get some more comments or at least appreciative views.

In this thread I'll stick with characters I intend to exist in a setting I'm imagining, which for now I'm calling the "Sila-Verse."

Sila Scouts • Original Superhero Party, PL12
Sila Scouts wrote: The Sila Scouts are this setting's premier superhero team. Though they are native to the USA, they operate worldwide.
  • ShavalaA speedster and leader with a mystic artifact and a yin-yang theme
  • WildranA shaman wielding the spirits of nature
  • DevniA cybernetically enhanced inventor and bazooka wielder
  • Tiger StrikeA tiger-themed urban vigilante
  • VoltA robot with self-esteem issues and a pet alien snake
The UAL ("Unite Africa League") • Original Superhero Party, PL10
The UAL wrote: The UAL, as its name gives away, is the main superhero team that services Africa.
  • SaharaA salt sheikh and hacker who travels the great Sahara Desert restlessly
  • AbujaA speedy thief from the western metropolises of Nigeria
  • VictoriaThe spirit of the Great Rift Valley
  • Elephant ManA park ranger and detective who can shift into an anthropomorphic elephant
  • JinxA southwestern Witch Doctor
  • FrungleInexplicably helped out by monkeys everywhere he goes
Gulslayers • Original Superhero Party, PL7
Gulslayers wrote: The Gulslayers are a team of Israeli counter-terrorist vigilantes, who spend most of their time hunting Haffru bin Ghoul.
Miscellaneous Superheroes
Master Villains
Villainous Lieutenants
  • Antonio "The Brick" (PL10) • President Landry Archambault's loyal chief bodyguard
  • Gelnon (PL13) • A mercenary super-brute with a cloning lab
  • Glint (PL8, PC budget) • A teleporting, strobe-light-emitting assassin with a bit of super-speed
The Vord
The Vord wrote:An invasive multi-species swarm of aliens that threatens Earth in the Sila-verse.
  • Tyracian (PL16) • Gargantuan overmind of the Vord hive, on Saturn's moon Titan
  • Vord Queen (PL14) • Space-worthy intelligent creatures that lead and direct other Vord
    • Summoned Guckburp (PL6) • Mostly-stationary turrets of acid that defend Vord structures
  • Egg Vector (PL10) • Specialized hive-spawners that fly between solar systems
  • Vord Leviathan (PL11) • Colossal eel-shaped living starships
  • Zo'avigon (PL10) • Serpentine psychics, mentally versatile but physically fragile
  • Harrux (PL9) • Troop transports and siege engines that grab victims with long tongues
  • Vord Ghoul (PL7) • Infiltrating special agents made out of infested dead human bodies
  • Vord Trubuchet (PL8) • Flying, space-worthy artillery that lob explosives similar to Vord Torpedos
  • Malacrux (PL8) • Agile, elite warriors who fling spines or strike with built-in scything blades
  • Vord Shepherd (PL3) • Tentacled brains that give tactical direction to other low-level Vord
  • Vord Skeeter (PL7) • Flying terrors that swoop away with individual humans to drink their blood
  • Vord Locust (PL5) • Small expendable melee shock troops
  • Vord Torpedo (PL9) • Living explosive pods that burrow under enemy lines before going "boom"
  • Vord Drone (PL1) • The spider-like common workers of the Vord
Supporting NPCs
The Mythmancer (PL11) • A crazy drifter who is the origin of a number of mythological-based creatures in the world, both friendly and hostile
Last edited by CaptainKaulu on Sun Aug 11, 2019 3:44 pm, edited 68 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Shavala
Melanie Liu
Original character, PC-ready
Power Level 12 (180 ppt)

ABILITIES [46 ppt]
Strength 1 (+1) • Stamina 5 (+5) • Agility 3 (+6) • Dexterity 0 (+1) •
Fighting 4 (+4) • Intellect 2 (+2) • Awareness 3 (+3) • Presence 5 (+5) •
Load limit 100 lb.

POWERS [71 ppt]
Ultra-Fiber Costume, Device (Removable):2 / 3 ppt
Technological Power

Protection 33 ppt
Duality Training: Twilight:15 ppt + 1 ppt for Alternate Effect
Training Power
Flaw: Activation 1

Enhanced Close Combat: Unarmed 42 ppt

Enhanced Expertise: Leadership 84 ppt

Enhanced Treatment 126 ppt

Enhanced Advantages 2 [Agile Feint, Skill Mastery (Treatment)] • 2 ppt

Aura of Glory: Enhanced Advantages 6 [Inspire 5, Leadership] • 2 ppt
Flaw: Expertise: Leadership Check Required 4
Expertise: Leadership DC 14 (1 rank of Enhanced Advantage per Expertise: Leadership result in excess of 13)

ALT - Duality Training: Midnight:15 ppt
Training Power
Flaw: Activation 1

Enhanced Deception 105 ppt

Enhanced Investigation 84 ppt

Enhanced Ranged Combat: Homing Bolts 84 ppt

Enhanced Advantages 3 [Skill Mastery (Investigation), Takedown 1, Taunt] • 3 ppt
Belt of Shavalashians, Device (Removable, Indestructible):53 / 65 ppt
Mystic Power
Extra: Subtle 1 • 1 ppt
Noticing Belt's role in effects requires an exotic sense such as Mystic Awareness

Super Speed:25 ppt
  • Enhanced Agility 36 ppt
  • Enhanced Dexterity 12 ppt
  • Enhanced Dodge 33 ppt
  • Enhanced Parry 55 ppt
  • Quickness 44 ppt
    Complete routine tasks in -4 time ranks
  • Enhanced Advantages 4 [Improved Initiative 3, Move-By Action] • 4 ppt
  • Feature 1 (quick change) • 1 ppt
Duality Powers Array:38 ppt + 1 ppt for Alternate Effect
  • Twilight Flashing Motion:38 ppt
    • Flight 1530 ppt
      Extra: Aquatic, Flaw: Quirk 1 (must land in between turns)
      64k mph, 120 mi/round
    • Immunity 2 (own Slam attacks) • 2 ppt
    • Movement 1 (Safe Fall) • 3 ppt
      Extra: Increased Duration (continuous)
    • Senses 3 (Rapid 3 sight) • 3 ppt
  • Midnight Drain Homing Bolts: Weaken Abilities 12 (Fortitude) • 38 ppt
    Extras: Increased Range 1 (ranged), Broad, Homing 2
ADVANTAGES [15 ppt]

• Connected • Contacts • Defensive Roll 2 • Equipment 6 • Improved Initiative 3 • Languages 3 • Move-By Action • Skill Mastery 2 (Expertise: Cooking, Expertise: Law Enforcement) •
EQUIPMENT [30 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Utility Belt: Variable 1 (any tool or skill equipment), Extra: Action 2 (free action), Flaw: Quirk 3 (only 2 ep max) • 6 ep
  • Flashlight1 ep
  • Night Vision Goggles1 ep
  • Restraints1 ep
  • Rebreather1 ep
  • Shared HQ: Devni Mansions (detailed under Devni)7 ep
  • Shared Vehicle: Sila Copter (detailed under Volt)10 ep
LANGUAGES
• native: English • German • Greek • Hebrew • Mandarin •
SKILLS [22 ppt]
Acrobatics 1 (+7) • Athletics 5 (+6) • Expertise: Cooking 8 (+10) • Expertise: Law Enforcement 3 (+5) • Expertise: Theology 1 (+3) • Perception 2 (+5) • Persuasion 8 (+13) • Vehicles 1 (+2) •

In Twilight Mode:
Close Combat: Unarmed 3 (+11) • Deception 2 (+7) • Expertise (PRE): Leadership 1 (+14) • Investigation 5 (+7) • Ranged Combat: Homing Bolts 3 (+4) • Treatment 1 (+15) •

In Midnight Mode:
Close Combat: Unarmed 3 (+7) • Deception 2 (+17) • Expertise (PRE): Leadership 1 (+6) • Investigation 5 (+15) • Ranged Combat: Homing Bolts 3 (+12) • Treatment 1 (+3) •

DEFENSES [26 ppt]
Dodge 5 (+14) • Parry 5 (+14) •
Fortitude 7 (+12) • Toughness (+10/+8*) • Will 9 (+12) •
*without Defensive Roll

OFFENSE
Initiative +18
  • Unarmed: +7 • Close Damage DC 16 (Strength-based), bludgeoning.
  • Unarmed in Twilight Mode: +11 • Close Damage DC 16 (Strength-based), bludgeoning.
  • Twilight Flashing Motion Slam: +9 • Charging Close Damage DC 30, bludgeoning.
    Damage DC increases to 31 at the end of a full charge.
  • Midnight Drain Homing Bolts: +12 • Ranged (300/600/1200 ft) Weaken Abilities DC 22 (Fortitude), necrotic energy • Homing 2.
COMPLICATIONS
Secret Identity: Melanie Liu, mild-mannered chef.

Motivation - Doing Good: Melanie's reasons for superheroing are pretty simple.

Reputation: Whimsical. This is especially an issue when she deals with law enforcement; that's one of her duties on the Sila Scouts, but the police struggle to trust her as a serious ally.

Responsibility: Bearer of an ancient artifact of power, which can be used for great good or great evil. Also generally looked to as the tie-breaker when there is a disagreement within the Sila Scouts about what to do.
ABILITIES [ 46 ] + SKILLS [ 22 ] + ADVANTAGES [ 15 ] + POWERS [ 71 ] + DEFENSES [ 26 ]
180 PPT TOTAL


BIO

A tall (5'10") wiry Asian woman, Shavala is the leader (in some ways) of the 5-hero team the Sila Scouts. In an early adventure, she stumbled upon the Belt of Shavalashians and took it up, becoming a superhero. Her costume constantly shimmers between a twilight lavender color and a midnight blue, though if she stays in one of her training Modes long enough (and sets the Belt to the corresponding setting), the costume will favor one color or the other.

NOTES

I know it's a little cheesy to have a bunch of Skills and Advantages in an Array, so you can just switch to the skills you need at the moment ... but I thought it was just too good a mechanic to pass up with Shavala's "yin-yang" theme. Also, I just added an Activation flaw to it to make it a little less flexible.
Last edited by CaptainKaulu on Wed Feb 27, 2019 3:57 pm, edited 20 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Wildran
Seth Fandral
Original character, PC-ready
Power Level 12 (180 ppt)

ABILITIES [44 ppt]
Strength 3 (+4) • Stamina 5 (+7) • Agility 0 (+0) • Dexterity 0 (+0) •
Fighting 5 (+5) • Intellect 1 (+1) • Awareness 7 (+10) • Presence 1 (+1) •
Load limit 800 lb.

POWERS [80 ppt]
Shamanic Mantle, Device (Removable):14 / 18 ppt
Primal Magical Power

Enhanced Strength 12 ppt

Enhanced Stamina 24 ppt

Enhanced Awareness 36 ppt

Protection 33 ppt

Enhanced Advantages 3 [Animal Empathy, Benefit 1 (Expertise: Nature Based on Awareness), Diehard • 3 ppt
Flaw: Permanent
Tavi-Claw, Device (Removable):8 / 10 ppt
Primal Magical Power
Wearing the Tavi-Claw imposes a Disabled penalty (-5) on Dexterity-based checks to use Wildran's right hand, other than firing a bow.

Damage 4 (Strength-based) • 8 ppt
Extras: Breaking, Accurate 3

Enhanced Parry 22 ppt
Storm Amulet, Device (Easily Removable):2 / 4 ppt
Primal Magical Power

Enhanced Dodge 44 ppt
Extra: Subtle 1, Flaw: Activation 1 (move action).
Perception DC 20 to notice amulet's role
Earthen Hide:2 ppt
Primal Magical Power

Protection 42 ppt
Extras: Feature 1 (can be activated simultaneously with Storm Amulet), Sustained, Flaws: Activation 1 (move action), Limited to while in contact with earth
Storm Spirit:45 ppt + 9 ppt for Alternate Effects
Primal Magical Power

Summon 1145 ppt
Extras: Heroic, Mental Link

ALT - Channel the Storm:45 ppt
Primal Magical Power

Flight 331 ppt
Extras: Affects Others, Area (Cylinder 6), Selective, Aquatic
16 mph, 250 ft/round; 900-ft radius and 900-ft height cylinder

Deflect 1414 ppt
350/700/1400 ft

ALT - Earth Spirit:45 ppt
Primal Magical Power

Summon 1145 ppt
Extras: Heroic, Mental Link

ALT - Channel the Earth #1:43 ppt
Primal Magical Power

Senses 3 (Acute Detect 2 [olfactory]: metals) • 3 ppt

Transform 8 (between earth/stone/metal/mud/sand/lava/etc.) • 40 ppt
Extra: Increased Duration (continuous)
200 lb. transformed

ALT - Channel the Earth #2:44 ppt
Primal Magical Power

Burrowing 510 ppt
Extra: Penetrating
2 mph, 30 ft/round

Create 1034 ppt
Extras: Continuous, Impervious, Innate, Subtle 1, Variable Descriptor 2 (earth, stone, metal), Flaw: Reduced Range (close)
1000 cft created

ALT - Fire Spirit:45 ppt
Primal Magical Power

Summon 1145 ppt
Extras: Heroic, Mental Link

ALT - Channel the Fire:45 ppt
Primal Magical Power

Smoke Cloud: Concealment 4 (all visual senses) • 12 ppt
Extras: Attack (Fortitude), Area (Cloud 1)

Environment 1 (intense heat) • 1 ppt
30-ft radius

Burn: Energy Aura 525 ppt
Extra: Selective

Enhanced Intimidation 105 ppt

Enhanced Advantages 2 [Daze (Intimidation), Fascinate (Intimidation)] • 2 ppt

ALT - Flicker Like Fire:45 ppt
Primal Magical Power

Teleport 1345 ppt
Extras: Accurate, Change Direction, Extended, Increased Mass 9, Flaws: Limited to Extended, Medium (fire) [partial 4]
8000 mi w/ fire, 500 mi w/o fire; 2 move actions; bring 12 tons along; Dazed & Vulnerable for 1 round after teleporting

ALT - Healing Spirits:45 ppt
Primal Magical Power

Healing 444 ppt
Extras: Area (Cylinder 4), Action 2 (free action), Selective, Restorative, Resurrection
250-ft radius and 250-ft height cylinder

Enhanced Advantage 1 [Ultimate Effort (Healing)] • 1 ppt

ALT - Shape the Spirits:13 ppt
Primal Magical Power

Senses 4 (Precognition) • 2 ppt
Flaw: Uncontrolled

Comprehend 1 (Spirits: medium) • 2 ppt

Enhanced Expertise: Nature 84 ppt

Enhanced Advantages 5 [Ritualist, Benefit 1 (use Expertise: Nature for rituals), Second Chance (Expertise: Nature checks), Ultimate Effort (Expertise: Nature), Trance] • 5 ppt
ADVANTAGES [15 ppt]

Animal EmpathyBenefit 1 (Expertise: Nature Based on Awareness) • Connected • Diehard • Equipment 7 • Improved Defense • Languages 1 • Leadership • Skill Mastery 2 (Expertise: Wilderness Survival, Treatment) • Teamwork • Ultimate Effort (Fortitude) • Weapon Break
EQUIPMENT [35 ep]
  • Smartphone2 ep
  • Composite Bone Bow with Laser Sight: Damage 3 (Strength-based) • 8 ep
    Extras: Improved Range 1 (ranged), Extended Range 1, Accurate 1
  • Commlink1 ep
  • Handcuffs1 ep
  • Rebreather1 ep
  • Night Vision Goggles1 ep
  • Camo Clothing1 ep
    +5 equipment bonus to Stealth in heavy foliage
  • Survival Rations: Immunity 1 (starvation & thirst) • 2 ep
    Extra: Affects Others
  • First-Aid Kit1 ep
  • Shared HQ: Devni Mansions (detailed under Devni)7 ep
  • Shared Vehicle: Sila Copter (detailed under Volt)10 ep
LANGUAGES
• native: English • Swahili •
SKILLS [25 ppt]
Athletics 4 (+8) • Close Combat: Claws 4 (+9) • Expertise: Magic 1 (+2) • Expertise: Nature 4 (+14, or +22 while using Shape the Spirits) • Expertise (AWE): Wilderness Survival 1 (+11) • Insight 1 (+11) • Intimidation 6 (+7, or +17 while using Channel the Fire) • Persuasion 10 (+11) • Ranged Combat: Archery 15 (+15) • Stealth 0 (+0, or +5 in heavy foliage) • Treatment 4 (+5) •

DEFENSES [16 ppt]
Dodge 6 (+6, or +10 with Storm Amulet activated) • Parry 3 (+10) •
Fortitude 5 (+12) • Toughness (+10, or +14 with Earthen Hide activated) • Will 2 (+12) •

OFFENSE
Initiative +0
  • Unarmed: +5 • Close Damage DC 19 (Strength-based), bludgeoning.
  • Tavi-Claw: +15 • Close Damage DC 23 (Strength-based), slashing.
  • Composite Bone Bow: +17 • Ranged (250/500/1000 ft) Damage DC 20 (Strength-based), piercing/ballistic.
  • Smoke Cloud: Dodge DC 14 • Close Area (15-ft Cloud) Concealment 4 Attack (all visual senses), smoke.
  • Burn: +5, or automatic when touched by foe • Close Damage DC 20, fire • Selective.
COMPLICATIONS
Secret Identity: Seth Fandral, a park ranger who (conveniently) has been known to cosplay as an orcish shaman.

Motivation - Responsibility: Seth feels obligated to protect good people and the natural world.

Relationship: Seth and his brother, Keloth Vorski, maintain a ruse that they're on poor terms, as part of their secret identities. However, they truly do have trouble not bickering and arguing with each other, especially when something other than superhero work is involved.

Power Loss: Activating the Storm Amulet, or using Channel the Storm, requires ambient air or water.

Quirk: Seth dislikes the feel of using a commlink ("It itches!") and sometimes refuses to wear it.

Relationship: Wildran's elemental spirits may get upset with him eventually if he abuses them, especially if the Earth Spirit gets significantly hurt while using Interpose.
ABILITIES [ 44 ] + SKILLS [ 25 ] + ADVANTAGES [ 15 ] + POWERS [ 80 ] + DEFENSES [ 16 ]
180 PPT TOTAL


BIO

Wildran is a member of the 5-hero team the Sila Scouts. Between adventures, he lives in Southern Utah, near his workplace in Zion National Park.

NOTES

I do tend to make impractically big Arrays on some builds, and Wildran is probably the worst offender of them all in this regard. But it's flavorful, and I like to think that if I got to play this character in an actual game, I'd use all the options enough to keep them from being just Power Stunt material!

Note that Wildran's summons are NOT Continuous, so Stunning him is a viable strategy against them ...
Last edited by CaptainKaulu on Mon Feb 11, 2019 8:28 pm, edited 21 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Storm Spirit
Image
Summoned by Wildran
Power Level 11 (165 ppt)

ABILITIES [4 ppt]
Strength 2 (+2) • Stamina 6 (+6) • Agility 0 (+0) • Dexterity -2 (-2) •
Fighting 0 (+0) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -2 (-2) •
Load limit 200 lb.

POWERS [98 ppt]
Creature of Air and Water:30 ppt
Primal Power

Insubstantial 213 ppt
Extras: Innate, Affects Corporeal on Strength 2, Flaw: Permanent

Flight 410 ppt + 1 ppt for Alternate Effect
Extras: Continuous [partial 1], Innate
30 mph, 500 ft/round; 4 mph, 60 ft/round continuous
  • ALT - Swimming 610 ppt
    Extras: Increased Duration (continuous) [partial 3], Innate
    30 mph, 500 ft/round; 4 mph, 60 ft/round continuous
Enhanced Athletics 93 ppt
Flaw: Limited to swimming

Enhanced Advantage 1 [Skill Mastery (Athletics)] • 1 ppt

Movement 1 (Environmental Adaptation: underwater) • 2 ppt
Elemental:15 ppt
Primal Power

Immunity 15 (aging, critical hits, disease, emotion effects, environmental condition: high pressure, poison, sleep, starvation & thirst, suffocation: all) • 15 ppt
Deflective Breeze:8 ppt
Primal Power

Enhanced Dodge 88 ppt
Thunderclap:40 ppt + 6 ppt for Alternate Effects
Primal Power

Affliction 11 (Fortitude; Dazed & audially Impaired / Stunned & audially Disabled) • 40 ppt
Extras: Area (Cone 3), Extra Condition, Flaws: Limited Degree, Distracting [partial 4]

ALT - Chain Lightning:39 ppt
Primal Power

Damage 1039 ppt
Extras: Increased Range 1 (ranged), Multiattack, Accurate 4, Affects Insubstantial 1, Indirect 4

ALT - Typhoon:38 ppt
Primal Power

Damage 1138 ppt
Extras: Area (Cylinder 1), Selective, Indirect 3 (tangential directions), Variable Descriptor 2 (any weather or physical)

ALT - Deflective Cyclone:39 ppt
Primal Power

Deflect 1339 ppt
Extras: Area (Cloud 2)
30-ft radius cloud area

ALT - Whirlwind:36 ppt
Primal Power

Move Object 1136 ppt
Extras: Area (Cylinder 2), Selective, Indirect 3 (tangential directions), Flaws: Close, Limited Direction (tangential)

ALT - Drench:40 ppt
Primal Power

Nullify 6 (fire effects) • 40 ppt
Extras: Accurate 7, Simultaneous, Indirect 3 (tangential directions), Reaction 3 (occurrence of fire effect)

ALT - Alter Weather:40 ppt
Primal Power

Environment 8 (any 3 ranks of weather-based effects other than heat) • 40 ppt
Extra: Selective 2
0.5-mile radius
ADVANTAGES [19 ppt]

• Chokehold • Defensive Roll 3 • Extraordinary Effort • Favored Environment (in the air) • Improved Grab • Improved Initiative 2 • Improved Trip • Move-By Action • Precise Attack 1 (Ranged Concealment) • Prone Fighting • Ranged Attack 4 • Second Chance (mind control) • Skill Mastery (Athletics) • Startle •
LANGUAGES
• native: Primordial •
SKILLS [13 ppt]
Athletics 0 (+2, or +11 swimming) • Expertise: Nature 1 (-2) • Intimidation 15 (+13) • Perception 8 (+9) • Ranged Combat: Chain Lightning 2 (+4) • Ranged Combat: Misc. 0 (+2) •

DEFENSES [30 ppt]
Dodge 5 (+13) • Parry 10 (+10) •
Fortitude 6 (+12) • Toughness (+9/+6*) • Will 9 (+10) •
*without Defensive Roll

OFFENSE
Initiative +8
  • Chain Lightning: +12 • Ranged (250/500/1000 ft) Damage DC 25, electricity • Multiattack, Affects Insubstantial DC 20.
    Effect can originate from any point within range, in any direction
  • Typhoon: Dodge DC 21 • Close Area (30-ft Cylinder) Damage DC 26, any weather-related or physical descriptor • Selective.
    Effect can originate from any point within range, in tangential directions
  • Whirlwind: Dodge DC 21 • Close Area (60-ft Cylinder) Move Object DC 21, wind/water • Selective.
    Effect can originate from any point within range, in tangential directions; targets also move in tangential directions
  • Thunderclap: Dodge DC 21 • Close Area (250-ft Cone) Affliction DC 21 (Fortitude; Dazed & audially Impaired / Stunned & audially Disabled), sonic • Distracting.
  • Lesser Thunderclap: Dodge DC 17 • Close Area (250-ft Cone) Affliction DC 17 (Fortitude; Dazed & audially Impaired / Stunned & audially Disabled), sonic.
  • Drench: +16 • Ranged (150/300/600 ft) Nullify Fire +6, water • Simultaneous, Reaction (occurrence of fire effect).
    Effect can originate from any point within range, in tangential directions
COMPLICATIONS
(see Wildran)
ABILITIES [ 4 ] + SKILLS [ 13 ] + ADVANTAGES [ 19 ] + POWERS [ 99 ] + DEFENSES [ 30 ]
165 PPT TOTAL


NOTES

Remember that Move Object can be used to Trip and Grab. (Although without the Precise modifier, it might not be able to do a variety of effects to a variety of targets.)
Last edited by CaptainKaulu on Wed Mar 06, 2019 2:15 pm, edited 10 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Earth Spirit
Image
Summoned by Wildran
Power Level 11 (165 ppt)

ABILITIES [18 ppt]
Strength 7 (+7) • Stamina 5 (+5) • Agility 0 (+0) • Dexterity -3 (-3) •
Fighting 4 (+4) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -2 (-2) •
Load limit 3 tons

When fully Grown:
Strength (+15) • Stamina (+13)
Load limit 800 tons

POWERS [101 ppt]
Hard as a Rock:15 ppt
Primal Power

Protection 513 ppt
Extra: Impervious [4 extra ranks], Flaw: Noticeable
Impervious Toughness 9 total

Feature 2 (mass rank +2) • 2 ppt
Elemental:17 ppt
Primal Power

Immunity 17 (aging, disease, emotion effects, environmental effects: all, poison, sleep, starvation & thirst, suffocation: all) • 17 ppt
(Dynamic) Huge Size:22 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
Primal Power

Growth 816 ppt
+2 size ranks, +8 mass ranks, Strength +8, Stamina +8, Dodge -4, Parry -4, Stealth -8, Intimidation +4, Speed +1 (4 mph, 60 ft/round)

Impervious Toughness 66 ppt
Stacks with Hard as a Rock: Impervious Toughness 15 total

ALT (Dynamic) - Normal Size:22 ppt
Primal Power

Enhanced Close Combat: Unarmed 84 ppt

Enhanced Ranged Combat: Throwing 42 ppt

Enhanced Dodge 44 ppt

Enhanced Parry 44 ppt

Enhanced Fortitude 88 ppt
Tremorsense:5 ppt
Primal Power

Senses 5 (Penetrates Concealment Ranged touch) • 5 ppt
Earth Glide:8 ppt + 1 ppt for Alternate Effect
Primal Power

Movement 3 (Permeate 3) • 3 ppt
Flaw: Limited to earth and stone

Movement 1 (Wall-Crawling 1) • 1 ppt
Flaw: Limited to earthen and stone surfaces

Movement 2 (Sure-Footed 2) • 4 ppt

ALT - Soften to Mud:8 ppt
Primal Power

Insubstantial 16 ppt
Extra: Precise

Regeneration 22 ppt
Boulder Hurling:4 ppt
Primal Power

Damage 2 (Strength-based) • 4 ppt
Extras: Increased Range 1 (ranged)
Earthquaking:24 ppt
Primal Power

Low Rumble: Environment 5 (impede movement 2) • 5 ppt
Flaw: Limited to movement along the ground
500-ft radius

Fierce Tremor: Affliction 6 (Dodge/Fortitude; Dazed & Vulnerable / Stunned & Prone) • 19 ppt
Extras: Area (Burst 2), Extra Condition, Flaws: Limited Degree, Limited to targets on the ground
Linked: Damage 6
Extra: Area (Burst 2), Penetrating 1, Flaw: Limited 2 to structures on the ground
Geological Instinct:2 ppt
Primal Power

Enhanced Expertise: Science 62 ppt
Flaw: Limited to geology
ADVANTAGES [12 ppt]

• All-Out Attack • Benefit 2 (Ambidexterity, Intimidation Based on normal-sized-Strength) • Diehard • Fast Grab • Improved Grab • Improved Hold • Improved Initiative 2 • Interpose • Second Chance (mind control) • Takedown 1 •
LANGUAGES
• native: Primordial •
SKILLS [16 ppt]
Expertise: Science 0 (+3, geology only) • Perception 9 (+10) •

When fully Grown:
Athletics 0 (+15) • Close Combat: Unarmed 3 (+7) • Intimidation 4 (+15) • Ranged Combat: Throwing 16 (+13) • Stealth 0 (-8) •

When Man-sized:
Athletics 0 (+7) • Close Combat: Unarmed 3 (+15) • Intimidation 4 (+11) • Ranged Combat: Throwing 16 (+17) •

DEFENSES [18 ppt]
Dodge 6 (+10) • Parry 4 (+12) •
Fortitude 0 (+13) • Toughness (+10) • Will 8 (+9) •

When fully Grown:
Dodge (+2) • Parry (+4) • Toughness (+18) •

OFFENSE
Initiative +8
  • Unarmed (Huge size): +7 • Close (+10 ft) Damage DC 30 (Strength-based), bludgeoning.
    Allows Grab attempt as a free action
  • Unarmed (Man-sized): +15 • Close Damage DC 22 (Strength-based), bludgeoning.
    Allows Grab attempt as a free action
  • Grab: +4 • Close (+10 ft when Huge) • DC 17, or 25 when Huge size (with a -5 penalty to escape).
  • Thrown Rocks (Huge size): +13 • Ranged (225/450/900 ft) Damage DC 24 (Strength-based), bludgeoning/ballistic.
  • Thrown Rocks (Man-sized): +17 • Ranged (125/250/500 ft) Damage DC 20 (Strength-based), bludgeoning/ballistic.
  • Earthquake: Dodge DC 16 • Close Area (60-ft Burst) Affliction DC 16 (Dodge/Fortitude; Dazed & Vulnerable/Stunned & Prone), seismic.
  • Earthquake (on structures on the ground): Dodge DC 16 • Close Area (60-ft Burst) Damage DC 21, seismic • Penetrating DC 16.
COMPLICATIONS
Density: Being four times as heavy as a normal human (even when not using Growth) can be inconvenient.

(see Wildran)
ABILITIES [ 18 ] + SKILLS [ 16 ] + ADVANTAGES [ 12 ] + POWERS [ 101 ] + DEFENSES [ 18 ]
165 PPT TOTAL


NOTES

This guy is the tank/bruiser/meatshield/"big guy" of the Sila Scouts, even though he's summoned. Or maybe because he's summoned. Although how willing he is to use Interpose is up to the GM, and may depend on his individual relationship with various allies.
Last edited by CaptainKaulu on Thu Mar 07, 2019 1:13 pm, edited 18 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Fire Spirit
Image
Summoned by Wildran
Power Level 11 (165 ppt)

ABILITIES [2 ppt]
Strength -4 (-4) • Stamina 4 (+4) • Agility 3 (+3) • Dexterity -1 (-1) •
Fighting 2 (+2) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -1 (-1) •
Load limit 3 lb.

POWERS [90 ppt]
Creature of Flame:59 ppt
Primal Power

Insubstantial 3 (heat) • 17 ppt
Extras: Innate, Affects Corporeal on Strength 1, Flaw: Permanent
Insubstantial 3, as per its description, includes immunity to the Heat descriptor

Environment 1 (light, extreme heat) • 3 ppt
Extra: Increased Duration (continuous), Flaw: Permanent
30-ft radius

Environment 2 (intense heat) • 2 ppt
Extra: Increased Duration (continuous), Flaw: Permanent
60-ft radius

Burn: Energy Aura 936 ppt
Extra: Increased Duration (continuous), Flaw: Permanent

Movement 1 (Sure-Footed 1) • 1 ppt
Flaw: Limited to moving along flammable media
Elemental:13 ppt
Primal Power

Immunity 13 (aging, critical hits, disease, emotion effects, poison, sleep, starvation & thirst, suffocation: strangulation) • 13 ppt
Flicker:4 ppt + 4 ppt for Alternate Effects
Primal Power

Teleport 14 ppt
Extras: Accurate, Change Direction, Change Velocity, Turnabout, Flaws: Medium (fire), Quirk 1 (bring only 3 lb. along)
60 ft; requires fire; move action; bring 3 lb. along

ALT - Blaze:4 ppt
Primal Power

Environment 3 (extreme heat, light) • 4 ppt
Flaw: Fortitude Check Required 5
120-ft radius; Fortitude DC 15 (1 rank of Environment per Fortitude result in excess of 14)

ALT - Immolate:4 ppt
Primal Power

Damage 34 ppt
Extras: Area (Cloud 1), Selective, Flaw: Fortitude Check Required 5
Fortitude DC 15 (1 rank of Damage per Fortitude result in excess of 14)

ALT - Melt:4 ppt
Primal Power

Weaken Toughness 5 (Fortitude) • 4 ppt
Extras: Affects Only Objects, Area (Cloud 1), Flaw: Fortitude Check Required 6
Fortitude DC 16 (1 rank of Damage per Fortitude result in excess of 15)

ALT - Kindle:4 ppt
Primal Power

Regeneration 84 ppt
Flaw: Source (fire)
Clinging Flame:10 ppt
Primal Power

Enhanced Dexterity 1010 ppt
Flaw: Limited to grabbing
ADVANTAGES [13 ppt]

• Agile Feint • Daze (Intimidation) • Defensive Roll 5 • Extraordinary Effort • Grabbing Finesse • Improved Hold • Improved Initiative 2 • Second Chance (mind control) • Skill Mastery (Acrobatics) • Uncanny Dodge •
LANGUAGES
• native: Primordial •
SKILLS [22 ppt]
Acrobatics 9 (+12) • Close Combat: Grab 11 (+13) • Expertise: Nature 1 (-2) • Intimidation 16 (+15) • Perception 6 (+7) • Sleight of Hand 1 (+0) •

DEFENSES [36 ppt]
Dodge 10 (+13) • Parry 9 (+11) •
Fortitude 9 (+13) • Toughness (+9/+4*) • Will 8 (+9) •
*without Defensive Roll

OFFENSE
Initiative +11
  • Burn: +2, or automatic when touched by foe • Close Damage DC 24, fire.
  • Grab: +13 • Close • DC 19 (with a -5 penalty to escape) • triggers Burn (above).
  • Immolate: Dodge DC 13 • Close Area (15-ft Cloud) Damage DC 18, fire • Selective, Fortitude Check (DC 15) Required.
  • Melt: Dodge DC 15 • Close Area (15-ft Cloud) Weaken Toughness DC 15 (Fortitude), heat • Affects Only Objects, Fortitude Check (DC 16) Required.
COMPLICATIONS
Weakness: Water effects, which can do additional Damage (5 Ranks) to the Fire Spirit or act as an Affliction (Fortitude; Dazed/Stunned/Incapacitated), at the GM's option. Such attacks can even bypass its immunity to physical damage due to Insubstantial, and bypass its Immunity to Critical Hits.

(see Wildran)
ABILITIES [ 2 ] + SKILLS [ 22 ] + ADVANTAGES [ 15 ] + POWERS [ 90 ] + DEFENSES [ 36 ]
165 PPT TOTAL


NOTES

The Fire Spirit, intended mostly for boss-fights, was unusually hard to fit within a points budget.

I do feel a little bit guilty about assuming Immunity to Fire due to Insubstantial 3, rather than taking the Immunity as a separate Power. But that's the Rules As Written, and the build needs the help in terms of Power Points.
Last edited by CaptainKaulu on Tue Feb 12, 2019 4:06 am, edited 8 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Devni
Devni Figgum
Original character, PC-ready
Power Level 12 (180 ppt)

ABILITIES [48 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility 3 (+3) • Dexterity 4 (+4) •
Fighting 1 (+1) • Intellect 5 (+5) • Awareness 4 (+4) • Presence 4 (+4) •
Load limit 50 lb.

POWERS [53 ppt]
Neural Boosters:6 ppt
Cybernetic Technological Power

Enhanced Advantages 4 [Beginner's Luck, Improved Initiative 2, Luck (Inspiration) 1] • 4 ppt
Flaw: Permanent

Quickness 22 ppt
Extra: Subtle 1, Flaw: Limited to One Type (mental)
Complete routine mental tasks in -2 time ranks
Micro-Forcefield Ultra-Fiber Costume, Device (Removable):10 / 13 ppt
Technological Power

Protection 1213 ppt
Extra: Feature 1 (urban camouflage)
+5 equipment bonus to Stealth in urban areas
Klaxaron Bazooka, Device (Easily Removable):19 / 33 ppt
Technological Power

Klaxaron Pulse: Damage 1328 ppt + 3 ppt for Alternate Effect
Extras: Increased Range 1 (ranged), Affects Insubstantial 1, Variable Descriptor 1 (EMP, energy, force, radiation)
  • ALT - Klaxaron Shockwave: Affliction 5 (Fortitude; Dazed/Stunned/Incapacitated) • 26 ppt
    Extras: Increased Range 1 (ranged), Area (Burst 1), Cumulative, Affects Objects, Extended Range 1
  • ALT - Klaxaron Glare: Affliction 7 (Fortitude; Dazed/Stunned/Incapacitated) • 28 ppt
    Extras: Area (Cone 1), Cumulative, Affects Objects
  • ALT - Klaxaron Beam: Affliction 5 (Fortitude; Dazed/Stunned/Incapacitated) • 25 ppt
    Extras: Area (Line 2), Cumulative, Affects Objects
Feature 1 (biometric touch ID) • 1 ppt
Usable only by Devni and pre-approved trusted allies

Kickback Gauge: Enhanced Advantage 1 [Power Attack] • 1 ppt
Flaw: Limited to use with this weapon
Cyber-Link Goggles, Device (Removable):6 / 8 ppt
Cybernetic Technological Power

Senses 6 (Analytical visual senses, Extended 1 sight, Extended 1 Darkvision) • 6 ppt

Enhanced Perception 31 ppt
Flaw: Limited to visual senses

Feature 1 (flash goggles) • 1 ppt
+5 equipment bonus to resistance vs. visual Dazzle
Cyber-Skill Library, Device (Removable):11 / 14 ppt
Cybernetic Technological Power

Cyber-Skill Modules: Variable 2 (programmed modules) • 14 ppt
Extras: Increased Duration (continuous), Flaw: Slow
Using a cyber-skill module involves inserting a chip into a well-concealed port behind her ear; the Slow modifier refers to the fact that a newly-inserted chip takes about 3 minutes to sync with Devni's brain and start working properly, although she can act in the meantime without penalty (barring Complications) except for lack of access to any of her Cyber-Skill Modules. Devni currently possesses the following modules for her use, but can rig up others that are comprised of Enhanced Advantages and Enhanced Skills:
  • Inventor:
    • Enhanced Advantages 3 [Improvised Tools, Skill Mastery (Expertise: Science), Ultimate Effort (Technology)]
    • Enhanced Expertise: Science 4
    • Enhanced Technology 10
  • Diplomat:
    • Enhanced Advantages 6 [Fascinate (Deception), Languages 2, Skill Mastery 3 (Deception, Insight, Persuasion)]
    • Enhanced Deception 5
    • Enhanced Insight 3
  • Stunt Driver:
    • Enhanced Advantages 4 [Seize Initiative, Skill Mastery (Vehicles), Ultimate Effort 2 (Defense, Vehicles)]
    • Enhanced Vehicles 12
  • Genius:
    • Enhanced Intellect 2
    • Enhanced Advantages 4 [Eidetic Memory, Jack-of-All-Trades, Ultimate Effort (Will), Well-Informed]
    • Enhanced Expertise: Science 2
    • Quickness 2
      Flaw: Limited to One Type (mental)
      Stacks with Neural Boosters: complete routine mental tasks in -4 time ranks
  • Sniper:
    • Enhanced Advantages 3 [All-Out Attack, Improved Aim, Ultimate Effort (Aim)]
    • Enhanced Stealth 12
    • Senses 1 (Distance Sense)
  • Gunner:
    • Enhanced Advantages 10 [Quick Draw, Ranged Attack 8, Takedown 1]
  • Martial Artist:
    • Enhanced Advantages 5 [Improved Disarm, Improvised Weapon 3]
    • Enhanced Close Combat: Unarmed 12
  • Escape Artist:
    • Enhanced Advantages 2 [Skill Mastery (Sleight of Hand), Ultimate Effort (Sleight of Hand)]
    • Enhanced Acrobatics 4
    • Enhanced Sleight of Hand 8
    • Insubstantial 1
      Extra: Innate, Flaws: Concentration, Limited to escaping, Sleight of Hand Check Required 3
      Sleight of Hand DC 13
    • Shrinking 4
      Extra: Innate, Flaws: Concentration, Limited to fitting into small spaces, Sleight of Hand Check Required 2
      Sleight of Hand DC 12 (1 rank of Shrinking per Sleight of Hand result in excess of 11)
  • Adrenaline-Boosted:
    • Enhanced Advantages 3 [Seize Initiative, Skill Mastery 2 (Acrobatics, Athletics)]
    • Enhanced Acrobatics 6
    • Enhanced Athletics 5
    • Enhanced Close Combat: Unarmed 3
Skilled Flirt:1 ppt
Training Power

Enhanced Advantages 2 [Daze (Deception), Ultimate Effort (Persuasion)] • 1 ppt
Flaw: Limited to targets inclined to be attracted to femininity
ADVANTAGES [30 ppt]

• Attractive 2 • Beginner's Luck • Benefit 4 (Wealth 4: multi-millionaire) • Limited Daze (Deception) • Defensive Roll 2 • Equipment 11 • Improved Critical (Klaxaron Pulse) 4 • Improved Initiative 2 • Inventor • Languages 2 • Luck (Improve Roll) 3 • Luck (Inspiration) 1Limited Power Attack • Ranged Attack 1 • Limited Ultimate Effort (Persuasion)
EQUIPMENT [55 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Multi-Tool1 ep
  • Laser Sight (attached to Klaxaron Bazooka) • 1 ep
  • Zip-Line: Flight 31 ep
    Flaws: Gliding, Platform, Limited to between two points
    16 mph, 250 ft/round
  • Shared Vehicle: Sila Copter (detailed under Volt)10 ep
►Devni Mansions:7 / (28 ep + 7 ep for Alternate Locations)
Headquarters: PL12, Size L (mansion), Toughness +14.
Primary Location: Dallas, TX. Alternate Locations: Accra, Ghana; Campinas, Brazil; Prague, Czechia; Sharjah, UAE; Surat Thani, Thailand; Vladivostok, Russia; Wellington, NZ.
Features: Combat Simulator 2/Gym • Communications • Computer • Fire Prevention System • Garage • Hangar • Holding Cells 2 (nullify, sleeper) • Laboratory • Library • Living Space • Personnel • Power System (antimatter reactor) • Security System 4 (DC 35) • Self-Repairing 1 • Workshop •
Defense System - Brain Wave Interferon Beams: Affliction 12 (Will; Impaired/Disabled/Incapacitated), Extras: Increased Range (ranged), Cumulative, Flaw: Unreliable.

►Hoverbike:32 ep
Vehicle: Size M; Strength 2; Flight 8, Flaw: Quirk 1 (no oxygen/pressure adaptation for high-altitude flight); Defense 12 (+2); Toughness +13.
Load limit 200 lb.; 500 mph, 1 mi/round
Features: Biometric Touch ID • Subtle 1 Comm System • Computer • Nav System •
Usable only by Devni and pre-approved trusted allies
LANGUAGES
• native: English • Mandarin • Portuguese •

With Diplomat Module:
• Arabic • Czech • French • Russian • Spanish • Thai •
SKILLS [23 ppt]
Acrobatics 1 (+4, or +8 with Escape Artist Module, or +10 with Adrenaline-Boosted Module) • Athletics 5 (+5, or +10 with Adrenaline-Boosted Module) • Close Combat: Unarmed 3 (+4, or +7 with Adrenaline-Boosted Module, or +16 with Martial Artist Module) • Deception 9 (+13, or +18 with Diplomat Module) • Expertise: Music 2 (+7, or +9 with Genius Module) • Expertise: Pop Culture 1 (+6, or +8 with Genius Module) • Expertise: Science 2 (+7, or +11 with Genius or Inventor Modules) • Expertise: Misc. 0 (+7, Genius Module only) • Insight 4 (+8, or +11 with Diplomat Module) • Investigation 0 (+7, Genius Module only) • Perception 1 (+5, or +8 visual with Cyber-Link Goggles) • Persuasion 1 (+5) • Ranged Combat: Launchers 4 (+9) • Ranged Combat: Misc. 0 (+5) • Sleight of Hand 0 (+12, Escape Artist Module only) • Stealth 0 (+3, or +15 with Sniper Module) • Technology 7 (+12, or +14 with Genius Module, or +22 with Inventor Module) • Treatment 0 (+7, Genius Module only) • Vehicles 6 (+10, or +22 with Stunt Driver Module) •

DEFENSES [22 ppt]
Dodge 4 (+7) • Parry 5 (+6) •
Fortitude 7 (+10) • Toughness (+17/+15*) • Will 10 (+14) •
*without Defensive Roll

OFFENSE
Initiative +11
  • Unarmed: +4 • Close Damage DC 15 (Strength-based), bludgeoning.
  • Klaxaron Pulse with Laser Sight: +11 • Ranged (325/650/1300 ft) Damage DC 28, EMP/energy/force/radiation, crit 16-20 • Affects Insubstantial DC 21.
    Devni may use the Power Attack Advantage in conjunction with this attack
  • Klaxaron Glare: Dodge DC 17 • Close Area (60-ft Cone) Affliction DC 17 (Fortitude; Dazed/Stunned/Incapacitated), EMP • Cumulative, Affects Objects.
  • Klaxaron Shockwave: Dodge DC 15 • Ranged (250/500/1000 ft) Area (30-ft Burst) Affliction DC 15 (Fortitude; Dazed/Stunned/Incapacitated), EMP • Cumulative, Affects Objects.
  • Klaxaron Beam: Dodge DC 15 • Close Area (60-ft Line) Affliction DC 15 (Fortitude; Dazed/Stunned/Incapacitated), EMP • Cumulative, Affects Objects.
  • Improvised Weapon in Martial Artist Mode: +16 • Close Damage DC 17 (Strength-based), descriptor varies.
  • Devni Mansions Defense System: +12 • Ranged (300/600/1200 ft) Affliction DC 22 (Will; Impaired/Disabled/Incapacitated), brain wave inhibitor • Cumulative, Unreliable.
COMPLICATIONS
Motivation - Knowledge: Devni wants to Do Good, but she craves learning and discovery even more. She's curious and easily distracted by shiny unknown technology.

Relationship: Devni is close to her older sister and fellow inventor, Velarra, who prefers to work alone. She is also close to her marketing partner, Isabelle Hamming, who is responsible for a lot of her wealth.

Enemy: Her father (and original inventing mentor), Phineas Figgum. While he certainly doesn't wish to kill her (hopefully?), stopping his bigger, crazier arms deals is something that Devni and Velarra consider their responsibility.

Reputation: Sometimes assumed to be arrogant and aristocratic due to her wealth. She also sometimes is assumed to be something of a slut.

Petite: Devni is lacking in body mass compared to the average human. If the stabilizers on her Klaxaron Bazooka get damaged, the recoil from the gun can easily knock her off her feet.

Aversion: Devni is close to Volt, but strangely doesn't get along with his pet Pa'aqi snake, Yvaaqish. She's never been great with snakes.

Prejudice: Although her appearance is not disturbing, Devni can still experience negative treatment due to being a cybernetically enhanced individual.

Brain Overload: On rare occasions when processing a recently-inserted module, especially a new one, Devni goes into a sort of seizure and can't do normal tasks until the new module syncs.

Trauma: Devni has unpleasant memories of open-skull surgery when her neural boosters and cyberports were installed. She does not wish to repeat the experience, or anything like it.
ABILITIES [ 48 ] + SKILLS [ 23 ] + ADVANTAGES [ 30 ] + POWERS [ 53 ] + DEFENSES [ 26 ]
180 PPT TOTAL


BIO

In their youth, Devni and Velarra sneaked into their father's workshop and unwittingly bonded themselves to a pair of experimental hoverbikes with biometric ID systems, which were Phineas's crowning personal achievement at that point. Rather than let the very expensive technology go to waste, the girls were set to training on the hoverbikes. This awoke in them an adventuring spirit, to match the admiration they already felt for their father's engineering innovations. That day, a couple of technological superheroes were figuratively born.

Unfortunately, family unity did not last, as Phineas sold out and became an arms dealer, selling inhumane weapons to malevolent dictators.

NOTES

Possibly my favorite build that I've done. She's the artillery for the Sila Scouts, as well as the agent they call on when they need a new gadget to do something that they're otherwise not equipped to handle.
Last edited by CaptainKaulu on Wed Feb 20, 2019 1:15 pm, edited 20 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Tiger Strike
Keloth Vorski
Original character, PC-ready
Power Level 12 (180 ppt)

ABILITIES [80 ppt]
Strength 5 (+5) • Stamina 6 (+6) • Agility 7 (+7) • Dexterity 2 (+2) •
Fighting 12 (+12) • Intellect 0 (+0) • Awareness 6 (+6) • Presence 2 (+2) •
Load limit 1600 lb.

POWERS [21 ppt]
Cyber-Claws:6 ppt
Cybernetic Technological Power

Damage 3 (Strength-based) • 5 ppt
Extra: Dangerous 1, Subtle 1
Claws can be retracted, requiring an exotic sense to notice; retracting or extending claws is a free action

Enhanced Athletics 31 ppt
Flaw: Limited to climbing
Stalker in the Night:2 ppt
Training Power

Movement 1 (Sure-Footed 1) • 2 ppt
Feral Senses:6 ppt
Mutant Power

Senses 6 (Accurate hearing, Acute smell, Danger Sense: auditory, Low-Light Vision, Tracking 1: smell) • 6 ppt
Tiger Costume, Device (Removable):6 / 8 ppt
Technological Power

Protection 22 ppt

Leaping 21 ppt
Flaw: Acrobatics Check Required 1
30 ft at 8 mph; Acrobatics DC 11 (1 rank of Leaping per Acrobatics result in excess of 10)

Enhanced Stealth 84 ppt

Concealment 8 (all visual, auditory, & olfactory senses) • 1 ppt
Flaws: Blending, Passive, Stealth Check Required 3
Stealth DC 13 (1 rank of Concealment per Stealth result in excess of 12)
Quick Change:1 ppt
Luck Power

Feature 1 (quick change) • 1 ppt
ADVANTAGES [33 ppt]

• Agile Feint • Close Attack 4 • Daze (Intimidation) • Defensive Roll 4 • Equipment 9 • Fast Grab • Favored Environment (urban) • Hide in Plain Sight • Improved Hold • Improved Initiative 1 • Improved Trip • Power Attack • Seize Initiative • Skill Mastery 5 (Acrobatics, Athletics, Expertise: Criminal, Expertise: Streetwise, Stealth) • Ultimate Effort (Intimidation) •
EQUIPMENT [45 ep]
  • Mercy Garrote: Grabbing4 ep
    Extras: Choking, Concealable, Entangling
    DC 26 to find when hidden as a routine check
  • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
    Load limit 100 lb.; 120 mph, 1800 ft/round
  • Apartment: PL12, Size D, Toughness +6; Features: Concealed 1 (DC +10), Living Space. • 0 ep
  • Commlink1 ep
  • Smartphone2 ep
  • Pneumatic Grappling Hook: Movement 1 (Swinging) • 2 ep
  • Water-Saw: Damage 13 ep
    Extra: Precise
    Linked: Weaken Toughness 1 (Fortitude)
    Extra: Affects Only Objects
  • Zip-Line: Flight 31 ep
    Flaws: Gliding, Platform, Limited to between two points
    16 mph, 250 ft/round
  • Handcuffs1 ep
  • Restraints1 ep
  • Lockpicks1 ep
  • Mini-Tracer1 ep
  • Rebreather1 ep
  • Shared HQ: Devni Mansions (detailed under Devni)7 ep
  • Shared Vehicle: Sila Copter (detailed under Volt)10 ep
LANGUAGES
• native: English •
SKILLS [29 ppt]
Acrobatics 3 (+10) • Athletics 5 (+10, or +13 climbing) • Close Combat: Unarmed 3 (+19) • Close Combat: Misc. 0 (+16) • Deception 3 (+5) • Expertise: Criminal 5 (+5) • Expertise: Nature 1 (+1) • Expertise: Streetwise 5 (+5) • Intimidation 10 (+12) • Investigation 1 (+1) • Perception 10 (+16) • Sleight of Hand 4 (+6) • Stealth 7 (+22) • Vehicles 1 (+3) •

DEFENSES [17 ppt]
Dodge 5 (+12) • Parry 0 (+12) •
Fortitude 8 (+14) • Toughness (+12/+8*) • Will 4 (+10) •
*without Defensive Roll

OFFENSE
Initiative +11
  • Unarmed: +19 • Close Damage DC 20 (Strength-based), bludgeoning.
    Allows Grab attempt as a free action
  • Cyber-Claws: +16 • Close Damage DC 23 (Strength-based), slashing, crit 19-20.
  • Grab: +16 • Close • DC 15 (with a -5 penalty to escape).
  • Mercy Garrote: +16 • Close • DC 15 (with a -7 penalty to escape) • causes suffocation.
COMPLICATIONS
Secret Identity: Keloth Vorski, formerly known as Kevin Fandral.

Motivation - Thrills: Keloth is working on fighting crime for more altruistic reasons, but really he got into it because it was thrilling.

Reckless: Tiger Strike often pounces without considering whether he's up to the challenge at hand.

Relationship: Keloth and his brother, Seth, maintain a ruse that they're on poor terms, as part of their secret identities. However, they truly do have trouble not bickering and arguing with each other, especially when something other than superhero work is involved.

Addiction: Keloth is an adrenaline junkie, requiring dangerous stunts at high altitudes.

Temper: Keloth is hot-tempered, especially when he gets injured or his prey narrowly escapes.

Accidents: Climbing with cyber-claws leaves behind damage on the walls. Maybe electrical wires within could cause some nasty shocks or power outages?

Enemy: Tiger Strike is particularly hated by local (Kansas City) crime boss The Bowling Pin, although Keloth considers this enmity beneath his considerable power.
ABILITIES [ 80 ] + SKILLS [ 29 ] + ADVANTAGES [ 33 ] + POWERS [ 21 ] + DEFENSES [ 17 ]
180 PPT TOTAL


BIO

An urban vigilante who channels the essence of the Tiger, Tiger Strike is a member of the 5-hero team the Sila Scouts. His costume is souped up with super-science, mostly thanks to his ally Devni's inventive efforts.

NOTES

Probably the simplest of the Sila Scout builds. Which comes at a price: he can get stuck not being very useful in some situations, as he's not the most versatile superhero. But hopefully the player can come up with creative ways to participate even if they can't get into melee range ...
Last edited by CaptainKaulu on Thu Feb 28, 2019 5:31 pm, edited 7 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Volt
Zeke the Android
Original character, PC-ready
Power Level 12 (180 ppt)

ABILITIES [54 ppt]
Strength 7 (+7) • Stamina 9 (+9) • Agility 1 (+1) • Dexterity 3 (+3) •
Fighting 4 (+4) • Intellect 3 (+3) • Awareness 0 (+0) • Presence 0 (+0) •
Load limit 3 tons

POWERS [49 ppt]
Robotic:16 ppt
Technological Power

Immunity 14 (biological effects, environmental conditions: all) • 15 ppt

Enhanced Advantage 1 [Diehard] • 1 ppt
Flaw: Permanent
Metallic:6 ppt
Innate Physical Power

Feature 1 (mass rank +1) • 2 ppt
Extra: Innate

Protection 54 ppt
Flaw: Noticeable
Metal plating
Robot Brain:4 ppt
Technological Power

Internal Clock: Senses 1 (Time Sense) • 1 ppt

Enhanced Advantage 1 [Eidetic Memory] • 1 ppt

Rapid Calculation: Quickness 42 ppt
Flaw: Limited to One Type (mental)
Complete routine mental tasks in -4 time ranks
Blaster Rifle Arm:17 ppt
Technological Power

Damage 816 ppt
Extras: Increased Range 1 (ranged), Concealable, Flaw: Activation 1
Blaster mechanism can be retracted, making it Perception DC 23 to notice; retracting or extending it is a move action

Feature 1 (internal compartment) • 1 ppt
Repair Nanites:1 ppt
Technological Power

Regeneration 11 ppt
Extra: Affects Only Objects
Sensor Panel:5 ppt
Technological Power

Variable 1 (Sensory powers) • 5 ppt
Extra: Subtle 1, Flaws: Limited to technological Senses, Quirk 2 (only 3 Power Points of Senses)
ADVANTAGES [44 ppt]

• Defensive Roll 2 • DiehardEidetic Memory • Equipment 5 • Power Attack • Ranged Attack 11 • Sidekick 24 • Skill Mastery (Vehicles) •
EQUIPMENT [25 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Laser Sight (attached to Blaster Rifle Arm) • 1 ep
  • Restraints1 ep
  • Cutting Torch: Damage 13 ep
    Extra: Precise
    Linked: Weaken Toughness 1 (Fortitude)
    Extra: Affects Only Objects
  • Shared HQ: Devni Mansions (detailed under Devni)7 ep
►Sila Copter:10 / 50 ep
Vehicle: Size H, Strength 8, Flight 8, Defense 6 (-4), Toughness +13.
Load limit 6 tons; 500 mph, 1 mi/round
Features: Autopilot 1 (Vehicles +4) • Communications • Nav System •
Weapons Array:
  • Rockets: Damage 9
    Extras: Increased Range (ranged), Area (Burst 1) [Partial 6]
  • ALT - Machine Guns: Damage 6
    Extras: Increased Range (ranged), Accurate 1, Multiattack
LANGUAGES
• native: English •
SKILLS [13 ppt]
Close Combat: Unarmed 13 (+17) • Investigation 1 (+4) • Perception 7 (+7) • Ranged Combat: Vehicle Weapons 2 (+16) • Ranged Combat: Misc. 0 (+14) • Technology 1 (+4) • Vehicles 2 (+5) •

DEFENSES [20 ppt]
Dodge 7 (+8) • Parry 4 (+8) •
Fortitude 0 (+9) • Toughness (+16/+14*) • Will 9 (+9) •
*without Defensive Roll

OFFENSE
Initiative +1
  • Unarmed: +17 • Close Damage DC 22 (Strength-based), bludgeoning.
  • Blaster Rifle Arm with Laser Sight: +16 • Ranged (200/400/800 ft) Damage DC 23, energy.
  • Sila Copter Rockets: +15/Dodge DC 16 • Ranged (225/450/900 ft) Damage DC 24 on direct hit or Area (30-ft Burst) Damage DC 21, explosive.
  • Sila Copter Machine Guns: +18 • Ranged (150/300/600 ft) Damage DC 21, piercing/ballistic • Multiattack.
COMPLICATIONS
Object: In spite of having a Stamina score, inherent in Volt's Biological Immunity is the fact that he's still technically an object, and can be affected by "Affects Only Objects" effects. He can't be healed by Healing effects by default.

Motivation - Acceptance: Zeke hopes that heroism will earn him acceptance and respect from the humans.

Prejudice: Some people don't like androids. Some don't see them as having basic human rights.

Programming: Volt was originally built to be a combat drone. While he was considered a failure in that project due to his breadth-first thirst for life experience, he could still malfunction and go into a berserk fighting mode.

Enemy: The Ghalakki Foundation, who manufactured Zeke and would still like to regain control of their "rogue" experiment.

Nemesis: Dr. Filiganthor, who has sworn to dismantle Zeke and study his inner workings to advance his own understanding of cybernetics.

Responsibility: The Pa'aqi alien race have taken a liking to Zeke and declared him to be an ambassador to their culture, judging Earth by Zeke's actions.

Self-Doubt: Zeke worries that he's the weak link in the Sila Scouts' chain, that he contributes less to the team than others do. This is partly because he has a hard time seeing Yvaaqish (his Sidekick) as a personal asset that he brings to the team, rather than seeing the snake as an independent agent.

Quirk: Zeke has a hard time understanding the existence of languages other than English, or why someone would wish to communicate in them.

Density: Being twice as heavy as a normal human can be inconvenient.
ABILITIES [ 54 ] + SKILLS [ 13 ] + ADVANTAGES [ 44 ] + POWERS [ 49 ] + DEFENSES [ 20 ]
180 PPT TOTAL


BIO

An android who has overcome his original programming as a one-dimensional combat machine, Volt is a member of the 5-hero team the Sila Scouts. He's not the sharpest can opener in the drawer, but he's still handy to have around.

NOTES

I'm often a little ambivalent about what Powers really deserve to qualify for Innate. In particular on this build, it occurred to me: is there a reason that Immunity typically doesn't have Innate?

I've been convinced that PCs and important NPCs shouldn't have Absent Stamina. (It precludes using Extra Effort, it makes them auto-max-fail resistance checks against Affects Objects Fortitude attacks, and they really shouldn't have Fortitude Immunity anyway.) So Volt instead has a 10-point Immunity and a Complication to explain that he's a robot, rather than the traditional Absent Stamina / Immune Fortitude paradigm.
Last edited by CaptainKaulu on Tue Feb 12, 2019 1:33 pm, edited 14 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Yvaaqish
Sidekick to Volt
Power Level 12 (120 ppt)

ABILITIES [6 ppt]
Strength 0 (-1) • Stamina 6 (+6) • Agility 3 (+3) • Dexterity -3 (-3) •
Fighting 0 (+0) • Intellect -2 (-2) • Awareness 1 (+1) • Presence -2 (-2) •
Load limit 25 lb.

POWERS [70 ppt]
Little Snake:17 ppt
Alien Power

Shrinking 613 ppt
Extras: Innate, Increased Duration (continuous), Flaw: Permanent
-1 size rank, Strength -1, Dodge +3, Parry +3, Stealth +6, Intimidation -3

Movement 1 (Slithering) • 3 ppt
Extra: Innate

Senses 1 (Acute smell) • 1 ppt
Swimming:2 ppt
Training Power

Swimming 11 ppt
1 mph, 15 ft/round

Enhanced Athletics 31 ppt
Flaw: Limited to swimming
Flexibility:1 ppt
Training Power

Shrinking 41 ppt
Extra: Innate, Flaws: Concentration, Limited to fitting into small spaces, Acrobatics Check Required 2
Size rank -4 total, Strength -2 total, Intimidation -7 total; 1 mph, 15 ft/round; Acrobatics DC 12 (1 rank of Shrinking per Acrobatics result in excess of 11)
Telepathic Network:14 ppt
Alien Power

Senses 7 (Communication Link [mental] x5, Rapid 1: mental senses) • 14 ppt
Extra: Affects Others
Reincorporation:17 ppt
Alien Power

Immortality 1217 ppt
Flaw: Limited to if body is intact [Partial 7]
Return after 15 minutes, or 1 day if body destroyed; appearance changes slightly each time
Alien Senses:2 ppt
Alien Power

Senses 2 (Fate Awareness: olfactory, Ultravision) • 2 ppt
Curse:15 ppt + 2 ppt for Alternate Effects
Alien Fate Power

Affliction 6 (Will; Impaired/Disabled) • 15 ppt
Extras: Increased Range 2 (perception), Subtle 2, Insidious, Flaw: Limited Degree

ALT - Area Curse:15 ppt
Alien Power

Affliction 4 (Will; Impaired/Disabled) • 12 ppt
Extras: Increased Range 1 (ranged), Area (Burst 1), Selective, Subtle 2, Insidious, Flaw: Limited Degree

ALT - Venomous Bite:15 ppt
Alien Power

Damage 1 (Strength-based) • 15 ppt
Extra: Incurable
Linked: Weaken Stamina 13 (Fortitude)
Extra: Secondary Effect, Flaw: Resistible (Toughness)
ADVANTAGES [12 ppt]

• Benefit 3 (Athletics Based on Agility, Cipher 2) • Defensive Roll 4 • Evasion 2 • Hide in Plain Sight • Languages 1 • Second Chance (mind control) •
LANGUAGES
• native: Pa'aqi • English •
SKILLS [19 ppt]
Acrobatics 2 (+5) • Athletics 4 (+7, or +10 swimming) • Close Combat: Unarmed 9 (+9) • Expertise: Aliens 3 (+1) • Intimidation 0 (-5) • Perception 7 (+8) • Stealth 13 (+22) •

DEFENSES [13 ppt]
Dodge 2 (+8) • Parry 1 (+4) •
Fortitude 2 (+8) • Toughness (+10/+6*) • Will 8 (+9) •
*without Defensive Roll

OFFENSE
Initiative +3
  • Bite: +9 • Close Damage DC 15, piercing • Incurable • Linked to Close Weaken Stamina DC 23 (Toughness & Fortitude), poison • Secondary Effect.
  • Curse: Perception-Ranged Affliction DC 16 (Will; Impaired/Disabled), fate • Insidious, Subtle 2.
  • Area Curse: Dodge DC 14 • Ranged (100/200/400 ft) Area (30-ft Burst) Affliction DC 14 (Will; Impaired/Disabled), fate • Selective, Insidious, Subtle 2.
COMPLICATIONS
Disability: Has no hands and is incapable of normal speech.

Alien: Everything about Planet Earth is still vaguely unfamiliar to Yvaaqish; common knowledge may elude him.

Secret Identity: Masquerades as simply Volt's ordinary pet snake; his alien origin is a closely guarded secret.

Prejudice: Snakes are not popular with some people, and aliens are even less popular with some people.
ABILITIES [ 6 ] + SKILLS [ 19 ] + ADVANTAGES [ 12 ] + POWERS [ 70 ] + DEFENSES [ 13 ]
120 PPT TOTAL


BIO

Placed on Earth (and under Volt's care) as an experiment by the more advanced species of the Pa'aqi, in order to gauge Earth's temperament and tolerance.

NOTES

Very much a support character. In combat, he tries his very best to go completely unnoticed and drop Impaired/Disabled conditions on all the enemies. Other than that, his Telepathic Network greatly decreases the team's reliance on commlinks ... if Yvaaqish can stay alive!

Things I was thinking about doing with his last few points:
  • more ranks in Immortality
That's it for the Sila Scouts! I'll wait a while before adding more Sila-Verse stat blocks, and see if anyone wants to comment!
Last edited by CaptainKaulu on Tue Feb 12, 2019 1:42 pm, edited 7 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by Jabroniville »

Hey, welcome :)! I'll have to check this thread out later tonight. Glad to see more stuff here!
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

OK, funny thing ... posting this thread the other day got me thinking a lot more about this Setting I'm imagining, and thinking about the Setting got me thinking that the Sila Scouts, being the premier league of superheroes there, should probably be PL11. So now I've upgraded all their builds here. Just in case anyone looked at the builds and went "Wait, what? Why did they all get more powerful?"
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Velarra
Velarra Figgum
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [46 ppt]
Strength 1 (+1) • Stamina 3 (+3) • Agility 3 (+3) • Dexterity 4 (+4) •
Fighting 5 (+5) • Intellect 3 (+3) • Awareness 2 (+2) • Presence 2 (+2) •
Load limit 100 lb.

POWERS [52 ppt]
Neural Boosters:3 ppt
Cybernetic Technological Power

Enhanced Advantage 1 [Improved Initiative 1] • 1 ppt
Flaw: Permanent

Quickness 22 ppt
Extra: Subtle 1, Flaw: Limited to One Type (mental)
Complete routine mental tasks in -2 time ranks
Micro-Forcefield Ultra-Fiber Costume, Device (Removable):6 / 8 ppt
Technological Power

Protection 77 ppt

Feature 1 (urban camouflage) • 1 ppt
+5 equipment bonus to Stealth in urban areas
Dual Blaster Pistols, Device (Easily Removable):13 / 21 ppt
Technological Power

Damage 1021 ppt
Extras: Increased Range 1 (ranged), Split 1
Cyber-Sensory Suite:6 ppt
Cybernetic Technological Power

Variable 1 (Sensory powers) • 6 ppt
Extra: Increased Duration (continuous), Flaws: Limited to technological Senses, Quirk 1 (only 4 Power Points of Senses)
Cyber-Skill Library:19 ppt
Cybernetic Technological Power

Variable 2 (advantages & skills) • 19 ppt
Extras: Action 2 (free action), Subtle 1
A very few of the innumerable settings for this power include the following prominent options:
  • Wrestler (9/10 ppt):
    • Enhanced Close Combat: Grabbing 4
    • Enhanced Advantages 7 [Chokehold, Close Attack 2, Fast Grab, Grabbing Finesse, Improved Hold, Power Attack]
  • Gunner (8/10 ppt): Enhanced Advantages 8 [Improved Critical (Blasters) 4, Precise Shot (Ranged Cover), Quick Draw, Takedown 2]
  • Martial Artist (9/10 ppt):
    • Enhanced Close Combat: Unarmed 8
    • Enhanced Advantages 5 [Improvised Weapon 4, Power Attack]
  • Inventor (8/10 ppt):
    • Enhanced Technology 10
    • Enhanced Advantages 3 [Inventor, Second Chance (Technology checks), Ultimate Effort (Technology)]
Wrestling Skill:5 ppt
Training Power

Enhanced Dexterity 55 ppt
Flaw: Limited to grabbing
ADVANTAGES [14 ppt]

• Attractive 1 • Benefit 3 (Wealth 3: millionaire) • Defensive Roll 2 • Equipment 8 • Improved Initiative 1
EQUIPMENT [40 ep]
  • Smartphone2 ep
  • Multi-Tool1 ep
  • Commlink1 ep
  • Restraints1 ep
►Townhouse:3 ep
Headquarters: PL10, Size T (townhouse), Toughness +6.
Features: Fire Prevention System, Living Space, Secret 1 (DC 20), Security System 1 (DC 20).

►Hoverbike:32 ep
Vehicle: Size M; Strength 2; Flight 8, Flaw: Quirk 1 (no oxygen/pressure adaptation for high-altitude flight); Defense 12 (+2); Toughness +12.
Load limit 200 lb.; 500 mph, 1 mi/round
Features: Biometric Touch ID • Computer • Hidden Compartments 1 (DC 20) • Nav System • Subtle 1 Comm System •
Usable only by Velarra and Devni
LANGUAGES
• native: English •
Velarra often learns another language temporarily through her Cyber-Skill Library.
SKILLS [15 ppt]
Acrobatics 1 (+4) • Athletics 4 (+5) • Close Combat: Unarmed 3 (+8) • Expertise: Science 1 (+4) • Ranged Combat: Energy Guns 11 (+15) • Stealth 0 (+3, or +8 in urban areas) • Technology 7 (+10) • Vehicles 3 (+7) •

DEFENSES [23 ppt]
Dodge 5 (+8) • Parry 3 (+8) •
Fortitude 6 (+9) • Toughness (+12/+10*) • Will 9 (+11) •
*without Defensive Roll

OFFENSE
Initiative +7
  • Unarmed: +8 • Close Damage DC 16 (Strength-based), bludgeoning.
  • Grab in Wrestler Mode: +11 • DC 19 (with a -5 penalty to escape).
  • Improvised Weapon in Martial Artist Mode: +16 • Close Damage DC 19 (Strength-based), descriptor varies.
  • Dual Blaster Pistols: +10 • Ranged (250/500/1000 ft) Damage DC 25, energy.
  • Dual Blaster Pistols (Split): +15 • Ranged (250/500/1000 ft) Damage DC 20, energy.
    This attack affects two targets
COMPLICATIONS
Motivation - Doing Good: There's not a specific reason Velarra keeps going on dangerous missions, beyond generally wanting to see the world a better place.

Relationship: Velarra is close to her younger sister and fellow inventor, Devni, who is a member of the Sila Scouts.

Enemy: Her father (and original inventing mentor), Phineas Figgum. While he certainly doesn't wish to kill her (hopefully?), stopping his bigger, crazier arms deals is something that Devni and Velarra consider their responsibility.

Reputation: Sometimes assumed to be arrogant and aristocratic due to her wealth.

Prejudice: Although her appearance is not disturbing, Velarra can still experience adverse treatment due to being a cybernetically enhanced individual.

Loner: Velarra lives for the thrill of solo missions, and feels micro-managed when not allowed to do things her own way.
ABILITIES [ 46 ] + SKILLS [ 15 ] + ADVANTAGES [ 14 ] + POWERS [ 52 ] + DEFENSES [ 23 ]
150 PPT TOTAL


BIO

In their youth, Devni and Velarra sneaked into their father's workshop and unwittingly bonded themselves to a pair of experimental hoverbikes with biometric ID systems, which were Phineas's crowning personal achievement at that point. Rather than let the very expensive technology go to waste, the girls were set to training on the hoverbikes. This awoke in them an adventuring spirit, to match the admiration they already felt for their father's engineering innovations. That day, a couple of technological superheroes were figuratively born.

Unfortunately, family unity did not last, as Phineas sold out and became an arms dealer, selling inhumane weapons to malevolent dictators.

Velarra is taller than Devni and not quite as pretty. She's more of a lone wolf, frequently going on solo commando missions.

NOTES

Besides filling in Devni's backstory, Velarra's main purpose is just to see how broken Variable can really be. Going Variable (Skills & Advantages), and even making it a free action, is kosher according to the Cyberware Gadget Guide, but I could easily see it being so flexible that it outshines more normal builds. But I'd be willing to play it and see for myself.
Last edited by CaptainKaulu on Tue Feb 12, 2019 1:50 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Dejavu
James Montegrue
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [26 ppt]
Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 0 (+0) •
Fighting 3 (+3) • Intellect 0 (+0) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.

POWERS [92 ppt]
Split Into Clones:62 ppt
Mutant Power

Clone: Summon 659 ppt
Extras: Increased Duration (continuous), Heroic, Multiple Minions 2, Responsive, Mental Link, Flaw: Quirk 2 (summon is as close as possible to duplicate of self, minus this power)
Summon up to 4 clones at a time, 1 per action

Shared Hero Point Pool: Luck Control 1 (Spend on Other) • 2 ppt
Flaw: Limited to use on clones

Absorb Experience: Feature 1 (absorb memories and experiences of clones when dismissing them at Close range) • 1 ppt
Castling:27 ppt
Mutant Power

Teleport 1127 ppt
Extras: Accurate (wherever clone is), Reaction 2, Subtle 2, Feature 3 (swap directions, velocities, conditions, and equipment), Flaws: Medium (clones), Limited 2 to switching places with a clone
8 mi; 1 reaction; bring 50 lb. along
Martial Arts:3 ppt
Training Power

Enhanced Strength 33 ppt
Flaw: Limited to dealing damage
ADVANTAGES [9 ppt]

• Beginner's Luck • Defensive Roll 2 • Equipment 1 • Favored Environment (urban) • Power Attack • Takedown 1 • Throwing Mastery 2 •
EQUIPMENT [5 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Costume: Protection 22 ep
LANGUAGES
• native: English •
SKILLS [14 ppt]
Acrobatics 1 (+3) • Athletics 3 (+5) • Close Combat: Unarmed 4 (+7) • Expertise: Servant 1 (+1) • Perception 2 (+4) • Persuasion 4 (+4) • Ranged Combat: Throwing 8 (+8) • Technology 1 (+1) • Vehicles 4 (+4) •

DEFENSES [9 ppt]
Dodge 2 (+4) • Parry 1 (+4) •
Fortitude 2 (+6) • Toughness (+8/+6*) • Will 4 (+6) •
*without Defensive Roll

OFFENSE
Initiative +2
  • Unarmed: +7 • Close Damage DC 20 (Strength-based), bludgeoning.
  • Thrown Rock: +8 • Ranged (50/100/200 ft) Damage DC 19 (Strength-based), bludgeoning.
COMPLICATIONS
Under the Radar: James's identity isn't a secret, per se. But between phases of adventuring, he does try to live a relatively normal life, feeling that his superpower is more conducive than most to a quiet and peaceful (and convenient) existence.

Motivation - Responsibility: James enjoys the thrill of a good adventure, but moreso he is a superhero because he feels that his incredibly useful talents would just be wasted if he didn't do some heroic things sometimes.
ABILITIES [ 26 ] + SKILLS [ 14 ] + ADVANTAGES [ 9 ] + POWERS [ 92 ] + DEFENSES [ 9 ]
150 PPT TOTAL


BIO

James Montegrue is a butler and chauffeur at a quiet English countryside manor. And a superhero. Sometimes at the same time. In fact, sometimes he's a butler, a chauffeur, and three superheroes at the same time ... because he can totally do that.

NOTES

So when people ask me IRL what superhero power I would want most, I decided long ago that my answer is to have multiple copies of myself, like Marvel's Multiple Man (Jamie Madrox). Because most superpowers would totally take over and distort your life in various ways, while this one would simply give you more lives to work with!

So I looked some things up in the Summoning Power Profile, tinkered, and posted a build that is somewhat like my own dream superpower.

The fancy teleport power is basically a rules-legal way to say "there's almost no difference between the 'original' Dejavu and his clones; any of them can be the 'original.'" Because which one is the "original" and which ones are summoned can change in the blink of an eye, multiple times per round if necessary, with no observer the wiser.

Together with some of the other expensive things I paid for, like Continuous and Responsive on the Summon power, this Castling power means that a player can, in the abstract, simply play multiple PCs in the same campaign at the same time. Specifically, this build lets you play as 5 copies of Dejavu, a Power Level 6 hero, in a Power Level 10 game. Although he has Power Level 6 stats, he's not very powerful or versatile for a PL6 character -- except for the versatility he gets from having 5 of himself. I think in the hands of a skilled roleplayer, it would actually work out to be fairly balanced.

The Duplication power is of course a sample power in the Hero's Handbook, and again in the Summoning Power Profile. But I decided it needed some extra Extras to work the way I wanted it to, compared to the ones in the books. I already mentioned Continuous, so that the clones don't vanish if the main Dejavu loses concentration, and Responsive, so that the clones are acting independently without the main Dejavu giving them instructions. But there's also the issue of Hero Points. The sample powers say that your duplicates can simply use your Hero Points, but that felt like cheating to me; other Summon powers don't have that benefit, and really Duplication is just Summon with a particular descriptor. So I justified it by taking Luck Control 1 (Limited), and brought the cost back down with a 2-point Quirk, so that I'm not paying more than the book suggests I have to in order to share Hero Points.

Castling is also modeled after a sample power in Power Profiles (sort of; I had already come up with something very similar before I ever read the Power Profiles). I decided that it's stupid not to allow Reaction 2 on a power that normally requires a Move Action. I decided that Limited 2 (which the Power Profiles version of Castling has) is only warranted if the clones themselves also have Castling; otherwise it feels like you're getting 2 Teleport powers for the price of one. I also decided that the power needed Feature 3 tacked onto it (as well as the recommended Subtle extra) to truly make it a swap of consciousness without physically changing the state of either duplicate.
Last edited by CaptainKaulu on Wed Mar 06, 2019 1:52 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: Kaulu's "Sila-Verse" Builds

Post by CaptainKaulu »

Clone of Dejavu
James Montegrue
Summoned by Dejavu
Power Level 6 (90 ppt)

ABILITIES [26 ppt]
Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 0 (+0) •
Fighting 3 (+3) • Intellect 0 (+0) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.

POWERS [30 ppt]
Castling:27 ppt
Mutant Power

Teleport 1127 ppt
Extras: Accurate (wherever master is), Reaction 2 (master using Castling), Subtle 2, Feature 3 (swap directions, velocities, conditions, and equipment), Flaws: Medium (master), Limited 2 to switching places with master
8 mi; 1 reaction; bring 50 lb. along
Martial Arts:3 ppt
Training Power

Enhanced Strength 33 ppt
Flaw: Limited to dealing damage
ADVANTAGES [11 ppt]

• Beginner's Luck • Defensive Roll 2 • Equipment 1 • Extraordinary Effort • Favored Environment (urban) • Power Attack • Takedown 1 • Teamwork • Throwing Mastery 2 •
EQUIPMENT [5 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Costume: Protection 22 ep
LANGUAGES
• native: English •
SKILLS [14 ppt]
Acrobatics 1 (+3) • Athletics 3 (+5) • Close Combat: Unarmed 4 (+7) • Expertise: Servant 1 (+1) • Perception 2 (+4) • Persuasion 4 (+4) • Ranged Combat: Throwing 8 (+8) • Technology 1 (+1) • Vehicles 4 (+4) •

DEFENSES [9 ppt]
Dodge 2 (+4) • Parry 1 (+4) •
Fortitude 2 (+6) • Toughness (+8/+6*) • Will 4 (+6) •
*without Defensive Roll

OFFENSE
Initiative +2
  • Unarmed: +7 • Close Damage DC 20 (Strength-based), bludgeoning.
  • Thrown Rock: +8 • Ranged (50/100/200 ft) Damage DC 19 (Strength-based), bludgeoning.
COMPLICATIONS
Under the Radar: James's identity isn't a secret, per se. But between phases of adventuring, he does try to live a relatively normal life, feeling that his superpower is more conducive than most to a quiet and peaceful (and convenient) existence.

Motivation - Responsibility: James enjoys the thrill of a good adventure, but moreso he is a superhero because he feels that his incredibly useful talents would just be wasted if he didn't do some heroic things sometimes.
ABILITIES [ 26 ] + SKILLS [ 14 ] + ADVANTAGES [ 11 ] + POWERS [ 30 ] + DEFENSES [ 9 ]
90 PPT TOTAL


BIO

James Montegrue is a butler and chauffeur at a quiet English countryside manor. And a superhero. Sometimes at the same time. In fact, sometimes he's a butler, a chauffeur, and three superheroes at the same time ... because he can totally do that.

NOTES

As explained under Dejavu, I decided it was fairest if his clones also spent points on the Castling power, so that they can teleport too in order to swap places with him.

The only thing the clones have that Dejavu (the master) doesn't have is the Extraordinary Effort and Teamwork Advantages. So they can be better at burning themselves out with Extra Effort in self-sacrifice, and can be better at helping the master Dejavu via team checks.
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