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

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Sahara
Hawa Mariam Keita
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [50 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility 2 (+2) • Dexterity 2 (+2) •
Fighting 9 (+9) • Intellect 4 (+4) • Awareness 3 (+3) • Presence 2 (+2) •
Load limit 50 lb.

POWERS [23 ppt]
Desert's Blessing:2 ppt
Mutant Power

Immunity 1 (environmental condition: heat) • 2 ppt
Extra: Affects Others
Desert's Wisdom:5 ppt
Mutant Power

Senses 5 (Acute Extended 2 Detect 2 [olfactory]: water) • 5 ppt
Martial Arts:2 ppt
Training Power

Enhanced Strength 22 ppt
Flaw: Limited to dealing damage
Deft Wrestling:3 ppt
Training Power

Enhanced Dexterity 33 ppt
Flaw: Limited to grabbing
Desiccation Spear, Device (Easily Removable):11 / 19 ppt
Technological Power

Feature 1 (collapsible) • 1 ppt

(Dynamic) Desiccation:15 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
  • Damage 7 (Strength-based) • 15 ppt
    Extras: Reach 1, Alternate Resistance (Fortitude)
ALT (Dynamic) - Desiccating Shock:15 ppt
  • Affliction 7 (Fortitude; Dazed/Stunned/Incapacitated) • 15 ppt
    Extras: Reach 1, Cumulative
ADVANTAGES [34 ppt]

• Beginner's Luck • Benefit 6 (Diplomatic Immunity, Weath 5: billionaire) • Chokehold • Close Attack 3 • Connected • Defensive Roll 5 • Equipment 7 • Grabbing Finesse • Great Endurance • Improved Hold • Improved Initiative 1 • Languages 4 • Power Attack • Takedown 1 •
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Laptop1 ep
  • Flashlight1 ep
  • Costume: Protection 11 ep
  • Heavy Pistol with Laser Sight: Damage 49 ep
    Extras: Increased Range 1 (ranged), Accurate 1
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Limousine, ALT of XMC:1 ep
Vehicle: Size H, Strength 8, Speed 5, Defense 6 (-4), Toughness +9 (Impervious 7).
60 mph, 900 ft/round
Features: Alarm 3 (DC 30) • Caltrops • Communications • Computer • Hidden Compartments 1 (DC 20) • Nav System •
LANGUAGES
• native: Koyra Chiini • English • French • Hausa • Somali • Sudanese Arabic • Tamazight • Tuareg • Zarma •
SKILLS [20 ppt]
Acrobatics 1 (+3) • Athletics 5 (+5) • Close Combat: Grabbing 1 (+13) • Close Combat: Misc. 0 (+12) • Expertise: Business 6 (+10) • Expertise (AWE): Wilderness Survival 4 (+7) • Persuasion 5 (+7) • Ranged Combat: Guns 5 (+7) • Technology 12 (+16) • Vehicles 1 (+3) •

DEFENSES [23 ppt]
Dodge 7 (+9) • Parry 2 (+11) •
Fortitude 8 (+11) • Toughness (+9/+4*) • Will 6 (+9) •
*without Defensive Roll

OFFENSE
Initiative +6
  • Unarmed: +12 • Close Damage DC 17 (Strength-based), bludgeoning.
  • Grab: +13 • Close • DC 15 (with a -5 penalty to escape).
  • Desiccation: +12 • Close (+5 ft) Damage DC 23 (Strength-based), Resisted by Fortitude, chemical/electric.
  • Desiccating Shock: +12 • Close (+5 ft) Affliction DC 17 (Fortitude; Dazed/Stunned/Incapacitated), electric • Cumulative.
  • Heavy Pistol: +9 • Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.
COMPLICATIONS
Religion: Mariam is a semi-practicing Muslim.

Motivation - Equality: However, she is also an avid feminist, and strives for equality of men and women throughout Africa. She particularly makes it one of the missions of the UAL to combat traditions of FGM.

Responsibility: Diplomatically represent, not the modern government of Mali, but the old traditions of Timbuktu and the Songhai Empire. This is a difficult balancing act, and the modern Mali government sometimes threatens to revoke her diplomatic status.

Old Enemies: Coming from a line of aristocrats over 500 years old means there are old feuds with many rivals to deal with.

Wanderlust: Descended from successful caravaneers, Mariam has a hard time staying in one place too long.
ABILITIES [ 50 ] + SKILLS [ 20 ] + ADVANTAGES [ 34 ] + POWERS [ 23 ] + DEFENSES [ 23 ]
150 PPT TOTAL


BIO

Dressed in white and with her head mostly covered, slim Sahara seems to be fragile and vulnerable. However, this innocuous appearance masks a skilled fighter and a cunning computer scientist, as well as the scion of an old aristocratic family. Many who know of Sahara's wealth assume she must be an oil sheikh, but in truth her wealth is old and inherited from the days when salt, not oil, was the source of immense wealth for the people of the desert.

Founding the UAL was initially her idea. Despite her fighting skills, Sahara does prefer to stay out of physical conflict when possible, instead assisting the UAL as its moneybags and hacker and in other capacities.

NOTES

It was interesting to see how high a Fighting score she ended up with, in spite of being a somewhat noncombative character conception. Also a rare case I came up with where the descriptors make sense to have Damage resisted by Fortitude.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Abuja
Akin Ladipo
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [52 ppt]
Strength 3 (+3) • Stamina 5 (+6) • Agility 5 (+8) • Dexterity 2 (+2) •
Fighting 3 (+3) • Intellect 2 (+2) • Awareness 5 (+5) • Presence 1 (+1) •
Load limit 400 lb.

POWERS [20 ppt]
Parkour:7 ppt
Training Power

Movement 3 (Environmental Adaptation: urban, Safe Fall, Wall-Crawling 1) • 6 ppt

Movement 1 (Sure-Footed 1) • 1 ppt
Flaw: Limited to urban environments
Brimming Energy:8 ppt
Mutant Power

Enhanced Agility 36 ppt

Enhanced Stamina 12 ppt
Resonant Missiles:5 ppt
Mutant Power

Enhanced Advantage 4 [Throwing Mastery 4] • 4 ppt

Extra: Concussive Descriptor1 ppt
Extra: Variable Descriptor 1 (any ranged weapon attack), Flaw: Limited to thrown weapons
ADVANTAGES [29 ppt]

• Agile Feint • Attractive 1 • Benefit 1 (Weath 1: well-off) • Defensive Roll 3 • Equipment 7 • Favored Environment (urban) • Improved Critical (Knives) 1 • Languages 3 • Move-By Action • Quick Draw • Redirect • Skill Mastery 5 (Acrobatics, Athletics, Expertise: Criminal, Perception, Stealth) • Takedown 2 • Throwing Mastery 4 • Uncanny Dodge •
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Lockpicks1 ep
  • Laptop1 ep
  • Night Vision Goggles1 ep
  • Knives: Damage 1 (Strength-based), Extras: Increased Range 1 (ranged) [3 extra ranks], Dangerous 1, Concealable. • 7 ep + 1 ep for Alternate Equipment
    • ALT - Knives (Melee): Damage 1 (Strength-based), Extras: Dangerous 1, Concealable. • 3 ep
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Lagos Base, ALT of RVM:1 ep
Headquarters: PL10, Size M (remodeled apartment building), Toughness +10.
Features: Communications • Computer • Concealed 1 (DC +10) • Fire Prevention System • Hangar • Holding Cells (Toughness +15) • Laboratory • Living Space • Power System • Remote Feature (hangar connected by underground tunnels) • Secret 2 (DC 25) • Security System 3 (DC 30)
Defense System (Snares): +10 • Snare 6.
Defense System (Machine Guns): +10 • Ranged Damage 6, Extras: Multiattack, Feature 1 (nonlethal ammo).
LANGUAGES
• native: Yorùbá • English • French • Fula • Igbo •
SKILLS [31 ppt]
Acrobatics 7 (+15) • Athletics 7 (+10) • Close Combat: Light Blades 11 (+14) • Expertise: Criminal 6 (+8) • Expertise: Streetwise 3 (+5) • Intimidation 4 (+5) • Perception 4 (+9) • Ranged Combat: Throwing 10 (+12) • Sleight of Hand 4 (+6) • Stealth 4 (+12) • Technology 1 (+3) • Vehicles 1 (+3) •

DEFENSES [18 ppt]
Dodge 2 (+10) • Parry 7 (+10) •
Fortitude 4 (+10) • Toughness (+10/+7*) • Will 5 (+10) •
*without Defensive Roll

OFFENSE
Initiative +8
  • Unarmed: +3 • Close Damage DC 18 (Strength-based), bludgeoning.
  • Resonant Thrown Knife: +12 • Ranged (100/200/400 ft) Damage DC 23, concussive, crit 18-20.
  • Melee Knife: +14 • Close Damage DC 19, piercing, crit 18-20.
COMPLICATIONS
Motivation - Responsibility: The rather cocky thief Akin was humbled by his acquiring of powers (Brimming Energy and Resonant Missiles), and it is his overarching goal to live up to the responsibility conveyed by those powers, doing good rather than harm.

Fugitive: Akin is still a wanted criminal in his home city of Abuja. Missions there must be conducted particularly delicately.

Guilt: Deep down, Akin still feels guilty about his past of crime and violence.

Flirtatious: When missions lead to him having the opportunity to manipulate a woman through flirting, he can get carried away ...
ABILITIES [ 52 ] + SKILLS [ 31 ] + ADVANTAGES [ 29 ] + POWERS [ 20 ] + DEFENSES [ 18 ]
150 PPT TOTAL


BIO

A reformed thief named after his home city of Abuja, Nigeria, Akin Ladipo was a master burglar, urban climber, and knife fighter. One day, he was caught in a high-tech accident while burgling a laboratory. The accident left him with a vibrating energy inside, which made him even more agile and allowed him to channel explosive force into objects he threw. Amazed by his newfound effectiveness in fights, he re-evaluated his life choices and moved toward the coast, and became the second member of the UAL. Now he acts as the UAL's chief representative in the heavily-populated nations along the Gulf of Guinea coast of West Africa, inhabiting mainly Lagos and Ibadan.

NOTES

Should adding the concussive descriptor to thrown weapon attacks be one point, or two? I'm not sure it really qualifies for a Limited.
Last edited by CaptainKaulu on Tue Feb 12, 2019 2:05 pm, edited 2 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 »

Victoria
Mukantagara
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [54 ppt]
Strength 0 (+3) • Stamina 7 (+7) • Agility 3 (+3) • Dexterity 0 (+0) •
Fighting 2 (+2) • Intellect 1 (+1) • Awareness 10 (+10) • Presence 4 (+4) •
Load limit 400 lb.

POWERS [46 ppt]
Immortality:4 ppt
Primal Power

Immunity 1 (aging) • 1 ppt

Immortality 12 ppt
Return after 2 weeks

Enhanced Advantage 1 [Diehard] • 1 ppt
Flaw: Permanent
Spirit Shielding:6 ppt
Primal Power

Protection 56 ppt
Extras: Sustained, Subtle 1
Flight:4 ppt
Mutant Power

Flight 24 ppt
8 mph, 120 ft/round
Spiritual Muscle-Power:6 ppt
Mutant Power

Enhanced Strength 36 ppt
Age Manipulation:21 ppt + 3 ppt for Alternate Effects
Primal Power

Affliction 5 (Will; Impaired/Disabled/Transformed) • 21 ppt
Extras: Area (Burst 1), Selective, Cumulative, Variable Descriptor 1 (older or younger)

ALT - Telekinesis:21 ppt
Primal Power

Move Object 521 ppt
Extras: Area (Cylinder 2), Selective, Precise, Flaw: Close.

ALT - Telekinetic Force:21 ppt
Primal Power

Damage 921 ppt
Extras: Increased Range 1 (ranged), Affects Insubstantial 2, Accurate 1

ALT - Molten Chasm:20 ppt
Primal Power

Affliction 10 (Dodge; Dazed/Prone) • 20 ppt
Extra: Alternate Resistance, Flaws: Limited Degree, Instant Recovery
Linked: Burrowing 5
Extra: Attack (Dodge), Flaw: Limited to downward
Linked: Damage 10
Extra: Secondary Effect, Flaw: Limited 2 to targets knocked Prone
Extra to whole Linked power: Area (Line 2), Flaw to whole Linked power: Tiring
Burrows downward 30 ft/round
Born of Rock:2 ppt
Primal Power

Enhanced Expertise: Science 62 ppt
Flaw: Limited to geology
ADVANTAGES [16 ppt]

• Animal Empathy • Benefit 1 (Cipher 1) • Diehard • Equipment 5 • Fascinate (Expertise: Music Performance) • Improved Hold • Inspire 2 • Languages 3 • Skill Mastery (Insight) • Ultimate Effort (Will) •
EQUIPMENT [23 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Shared Headquarters & Vehicles (detailed under allies)15 ep
►Rift Valley Manor (RVM):4 / 24 ep
Headquarters: PL10, Size L (manor), Toughness +8.
Features: Chapel • Dimensional Portal • Dock • Grounds • Gym • Habitat • Hangar • Holding Cells 2 (nullify powers, "sleeper") • Infirmary • Isolated • Library • Living Space • Power System • Security System 2 (DC 25) • Teleport Lock • Workshop •
Intelligent: Intellect 0, Awareness 8, Presence 2.
Forgettable: Concealment 10 (all senses), Extra: Selective, Flaw: Resistible (Will).
Hospital Aura: Healing 9, Extras: Persistent, Restorative, Stabilize, Flaw: Limited to creatures in Infirmary.
"Sleeper" Holding Cells: Affliction 10 (Will; Dazed/Stunned/Asleep), Extra: Cumulative, Flaws: Grab-Based, Limited to subjects in Holding Cells.

►Speedboat, ALT of XMC:1 / 1 ep
Vehicle: Size L; Strength 6; Swimming 8, Flaw: Quirk 1 (surface swimming only); Defense 8 (-2); Toughness +8.
120 mph, 1800 ft/round
Features: Communications • Computer • Hidden Compartments 1 (DC 20) • Nav System • Remote Control •
LANGUAGES
• native: Kinyarwanda • English • Kirundi • Oromo • Swahili •
SKILLS [20 ppt]
Athletics 2 (+5) • Expertise: History 9 (+10) • Expertise (PRE): Music Performance 9 (+13) • Expertise: Science 1 (+2, or +8 for geology) • Expertise: Sociology 1 (+2) • Intimidation 5 (+9) • Persuasion 4 (+8) • Ranged Combat: Telekinesis 9 (+9) •

DEFENSES [14 ppt]
Dodge 5 (+8) • Parry 6 (+8) •
Fortitude 2 (+9) • Toughness (+12) • Will 1 (+11) •

OFFENSE
Initiative +3
  • Unarmed: +2 • Close Damage DC 18 (Strength-based), bludgeoning.
  • Telekinetic Force: +11 • Ranged (225/450/900 ft) Damage DC 24, force • Affects Insubstantial DC 24.
  • Telekinesis: Dodge DC 15 • Close Area (60-ft Cylinder) Move Object DC 15, force • Selective, Precise.
  • Age Manipulation: Dodge DC 15 • Close Area (30-ft Burst) Affliction DC 15 (Will; Impaired/Disabled/Transformed), temporal (older or younger) • Selective, Cumulative.
  • Molten Chasm: Dodge DC 20 • Close Area (60-ft Line) Affliction DC 20 (Dodge; Dazed/Prone), seismic • Instant Recovery • Linked to Burrowing Attack (Dodge) DC 15 (30 ft downward) • targets knocked Prone are also subject to Damage DC 25, bludgeoning • Secondary Effect on Damage, heat • Tiring.
COMPLICATIONS
Motivation - Justice: Victoria wants punishments brought upon evildoers.

Spirit Perspective: Victoria is no longer fully human, and has difficulty caring about day-to-day trivialities or making small talk.

Loss: Victoria has lost many dear friends and family to tribal wars over the centuries, and is afraid to forge such close bonds again.

Pride: Victoria is easily offended if someone insults her considerable musical talents, which she has worked very hard on.
ABILITIES [ 54 ] + SKILLS [ 20 ] + ADVANTAGES [ 16 ] + POWERS [ 46 ] + DEFENSES [ 14 ]
150 PPT TOTAL


BIO

Originally (in ancient times) a woman of the mountains of Africa's Rift Valleys, Mukantagara achieved a closeness with the spirits of nature that transformed her into an immortal spirit. She still looks human, except too perfect of features, but she is a bit aloof and radiates immense spiritual presence. She has joined the UAL.

NOTES

I know some people consider lots of Sustained Protection a critical weakness of a build, but I wasn't sure of another flavor-appropriate way to boost Victoria's defenses.
Last edited by CaptainKaulu on Tue Aug 21, 2018 7:47 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Elephant Man
Rashidi
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [40 ppt]
Strength 2 (+2) • Stamina 3 (+3) • Agility 0 (+0) • Dexterity 2 (+2) •
Fighting 3 (+3) • Intellect 6 (+6) • Awareness 4 (+4) • Presence 0 (+0) •
Load limit 200 lb.

In Elephant Mode:
Strength (+9) • Stamina (+10) • Dexterity (+0) •
Load limit 12 tons

POWERS [56 ppt]
Costume, Device (Removable):1 / 1 ppt
Technological Power

Protection 11 ppt
Hint of a Big Nose:1 ppt
Mutant Power

Senses 1 (Acute smell)
Nigh-Unbreakable Bones:4 ppt
Mutant Power

Protection 44 ppt
Brilliant Deduction:1 ppt
Training Power

Senses 4 (Postcognition) • 1 ppt
Flaw: Investigation Check Required 3
Investigation DC 16
Elephant Mode, Alternate Form:49 ppt
Primal Power
Flaw: Activation 1 (move action) • -1 ppt

Growth 24 ppt
Extra: Permanent

Enhanced Strength 510 ppt

Enhanced Stamina 515 ppt
Extras: Permanent, Feature 5 (mass rank +5)

Enhanced Dexterity -2-4 ppt
Extra: Permanent

Enhanced Stealth -2-1 ppt
Flaw: Permanent

Speed 11 ppt
4 mph, 60 ft/round

Trunk: Extra Limbs 11 ppt

Tusks: Damage 1 (Strength-based) • 1 ppt

Immunity 1 (environmental condition: heat) • 1 ppt

Senses 4 (Extended 1 hearing, Extended 1 smell, Low-Light Vision, Tracking 1: smell) • 4 ppt

Trumpet: Affliction 8 (Fortitude; Impaired/Disabled/Unaware) • 16 ppt + 2 ppt for Alternate Effects
Extras: Cumulative, Area (Cone 1), Flaw: Limited to hearing
  • ALT - Subsonic Resonance: Weaken Toughness 8 (Fortitude) • 16 ppt
    Extras: Area (Cone 1), Affects Only Objects
  • ALT - Enhanced Skills:7 ppt
    • Enhanced Intimidation 63 ppt
    • Enhanced Close Combat: Unarmed 42 ppt
    • Enhanced Perception 42 ppt
ADVANTAGES [17 ppt]

• Contacts • Eidetic Memory • Equipment 8 • Improved Critical 1 (Improvised Weapons) • Improvised Weapon 2 • Languages 3 • Skill Mastery (Investigation) •
EQUIPMENT [40 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Evidence Kit 22 ep
  • Holdout Pistol: Damage 25 ep
    Extras: Increased Range 1 (ranged), Concealable
  • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
    Load limit 100 lb.; 120 mph, 1800 ft/round
  • Shared Headquarters & Vehicles (detailed under allies)19 ep
►Southern Cape Lighthouse, ALT of RVM:1 ep
Installation: PL10, Size M (tower/house), Toughness +8.
Features: Communications • Dock • Fire Prevention System • Hangar • Isolated • Living Space • Power System • Secret 5 (DC 40) • Security System 2 (DC 25)
LANGUAGES
• native: Swahili • English • German • Portuguese • Xhosa •
SKILLS [24 ppt]
Expertise: Art 1 (+7) • Expertise: Cooking 1 (+7) • Expertise: History 1 (+7) • Expertise: Law Enforcement 3 (+9) • Expertise: Sociology 3 (+9) • Insight 1 (+5) • Investigation 9 (+15) • Treatment 1 (+7) •

Out of Elephant Mode:
Athletics 3 (+5) • Close Combat: Unarmed 5 (+8) • Intimidation 5 (+5) • Ranged Combat: Guns 10 (+12) • Perception 2 (+6) • Stealth 0 (+0) • Vehicles 3 (+5) •

In Elephant Mode:
Athletics 3 (+12) • Close Combat: Unarmed 5 (+10) • Intimidation 5 (+12) • Ranged Combat: Guns 10 (+10) • Perception 2 (+10) • Stealth 0 (-4) • Vehicles 3 (+3) •

DEFENSES [13 ppt]
Dodge 4 (+4) • Parry 3 (+6) •
Fortitude 1 (+4) • Toughness (+8) • Will 5 (+9) •

In Elephant Mode:
Dodge (+3) • Parry (+5) •
Fortitude (+11) • Toughness (+15) •

OFFENSE
Initiative +0
  • Unarmed: +10 • Close Damage DC 17 (Strength-based), bludgeoning.
  • Improvised Weapon: +10 • Close Damage DC 18 (Strength-based), descriptor varies, crit 19-20.
  • Tusks: +10 • Close Damage DC 25 (Strength-based), piercing.
  • Improvised Weapon in Elephant Mode: +10 • Close Damage DC 25 (Strength-based), descriptor varies, crit 19-20.
  • Trumpet: Dodge DC 20 • Close Area (60-ft Cone) Affliction DC 20 (Fortitude; hearing Impaired / hearing Disabled / hearing Unaware), sonic • Cumulative.
  • Subsonic Resonance: Dodge DC 20 • Close Area (60-ft Cone) Weaken Toughness DC 20 (Fortitude), sonic • Affects Only Objects.
  • Holdout Pistol: +12 • Ranged (50/100/200) Damage DC 17, piercing/ballistic.
  • Holdout Pistol in Elephant Mode: +10 • Ranged (50/100/200) Damage DC 17, piercing/ballistic.
COMPLICATIONS
Hot Enmity: Rashidi has a particular hatred for game poachers, who in turn would find his tusks to be a particularly nice trophy.

Responsibility: Rashidi must balance his superhero work with his "day job" as a police detective in Kenya.

Prejudice: Some people are pretty weirded out by interacting with an elephant-man hybrid.

Accidents: While Rashidi tries to use his elephantine mass advantageously, it can often be a hindrance.
ABILITIES [ 40 ] + SKILLS [ 24 ] + ADVANTAGES [ 17 ] + POWERS [ 56 ] + DEFENSES [ 13 ]
150 PPT TOTAL


BIO

Rashidi was an ordinary (well, exceptionally bright) detective and ranger, until after a particularly disappointing episode in which poachers made off with a fine bull elephant specimen. That night, as Rashidi was questioning his life choices in bed, the elephant's spirit visited him and gave him the ability to change into an anthropomorphic elephant form. He found it was quite useful in physical contests, if a bit awkward socially.

His Southern Cape Lighthouse is where his team goes to relax and "get away" from superhero work a bit.

NOTES

Here's the UAL's team brick and detective.

I did decide to scrap Density Growth, replacing it with Enhanced Strength and Stamina and a Feature for greater mass. Even though it meant scrounging for points elsewhere. I want these to be builds that I might be ok with, were I the GM.
Last edited by CaptainKaulu on Wed Feb 13, 2019 12:26 am, edited 5 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 »

Jinx
Kxaru
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [34 ppt]
Strength -1 (-1) • Stamina 2 (+2) • Agility 2 (+3) • Dexterity 1 (+1) •
Fighting 0 (+0) • Intellect 3 (+3) • Awareness 7 (+7) • Presence 3 (+3) •
Load limit 25 lb.

POWERS [56 ppt]
Hex:32 ppt
Magical Power

Weaken Abilities 10 (Will) • 32 ppt
Extras: Increased Range 2 (perception), Broad, Incurable, Subtle 1, Flaw: Distracting
Fidgety Quickness:5 ppt
Mystic Power

Enhanced Agility 12 ppt

Quickness 11 ppt
Complete routine tasks in -1 time ranks

Enhanced Advantage 2 [Improved Initiative 2] • 2 ppt
Flaw: Permanent
Spirit Shielding:11 ppt
Mystic Power

Protection 1011 ppt
Extras: Sustained, Subtle 1
Whispering Tongues:6 ppt
Mystic Power

Comprehend 3 (Languages: speak, understand; Spirits: medium) • 6 ppt
Jinx Aura:1 ppt
Magical Power

Luck Control 1 (Negate Luck) • 1 ppt
Flaw: Expertise: Magic Check Required 2
Expertise: Magic DC 12
Lesser Charm:1 ppt
Magical Power

Enhanced Advantage 1 [Fascinate (Expertise: Magic)] • 1 ppt
ADVANTAGES [17 ppt]

• Artificer • Defensive Roll 2 • Equipment 7 • Fascinate (Expertise: Magic)Improved Initiative 2 • Leadership • Luck (Recover) 1 • Set-Up 2 • Taunt • Trance • Ultimate Effort (Expertise: Magic) •
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Cell Phone1 ep
  • Treatment Toolkit (herbal)1 ep
  • Expertise: Magic Toolkit1 ep
  • Flashlight1 ep
  • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
    Load limit 100 lb.; 120 mph, 1800 ft/round
  • Shared Headquarters & Vehicles (detailed under allies)20 ep
LANGUAGES
• native: Naro • all others (except reading), through Whispering Tongues power •
SKILLS [26 ppt]
Athletics 3 (+2) • Deception 15 (+18) • Expertise: Magic 17 (+20) • Expertise: Nature 5 (+8) • Expertise: Theology 1 (+4) • Insight 1 (+8) • Intimidation 2 (+5) • Treatment 7 (+10) • Vehicles 1 (+2) •

DEFENSES [17 ppt]
Dodge 3 (+6) • Parry 4 (+4) •
Fortitude 4 (+6) • Toughness (+14/+12*) • Will 6 (+13) •
*without Defensive Roll

OFFENSE
Initiative +11
  • Unarmed: +0 • Close Damage DC 14 (Strength-based), bludgeoning.
  • Hex: Perception-Range Weaken Abilities DC 20 (Will), fate/luck • Incurable, Subtle 1, Distracting.
COMPLICATIONS
Motivation - Doing Good: Kxaru seems amused by superhero work, but is very reserved about why it amuses her. When asked why she chooses such a dangerous lifestyle, she replies, "I'm old, I've lived my life; hang it all, why not?"

Reputation: Spooky and primitive.

Prejudice: Kxaru is part San ethnically, and the San aren't always treated well by other tribes.

Aversion: Like a stereotypical elderly person, Kxaru struggles with ordinary uses of new technology.
ABILITIES [ 34 ] + SKILLS [ 26 ] + ADVANTAGES [ 17 ] + POWERS [ 56 ] + DEFENSES [ 17 ]
150 PPT TOTAL


BIO

A gnarled but spry, crotchety, little old woman, a witch-doctor by trade, a San ("bushman") by heritage; the magic specialist of the UAL. Also their translator on the rare occasion they meet someone who doesn't understand any of the 26 languages spoken by the rest of the team.

NOTES

Not sure about applying Incurable to a Weaken effect, technically. The description of Incurable specifically says "damage," which Weaken isn't. But Restorative Healing can "heal" Weaken, so it makes sense that Incurable should be able to block that ...

I know some people consider lots of Sustained Protection a critical weakness of a build, but I wasn't sure of another flavor-appropriate way to boost Jinx's defenses.
Last edited by CaptainKaulu on Tue Feb 12, 2019 2:13 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 »

Frungle
Gabriel Bernard
Original character, PC-ready
Power Level 10 (150 ppt)

ABILITIES [34 ppt]
Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 4 (+4) •
Fighting 2 (+2) • Intellect 0 (+0) • Awareness 3 (+3) • Presence 0 (+0) •
Load limit 200 lb.

POWERS [50 ppt]
Costume, Device (Removable):2 / 3 ppt
Technological Power

Protection 22 ppt

Feature 1 (arboreal camouflage) • 1 ppt
+5 equipment bonus to Stealth in heavy foliage
Uncanny Marksman:3 ppt
Training Power

Extra: Extended Range 12 ppt
Extra: Variable Descriptor 1 (any ranged weapon attack)

Enhanced Advantage 1 [Ultimate Effort (Aim)] • 1 ppt
Primal Servant:45 ppt
Luck Power

Summon 745 ppt
Extras: Increased Range 1 (ranged), Increased Duration (continuous), Heroic, General Variable Type (monkeys/apes/lemurs), Mental Link, Subtle 2, Sacrifice, Indirect 2 (any origin point), Flaws: Quirk 3 (origin point must be hidden from onlookers), Uncontrolled
ADVANTAGES [30 ppt]

• Benefit 1 (Wealth 1: well-off) • Defensive Roll 9 • Equipment 7 • Languages 4 • Ranged Attack 7 • Skill Mastery (Expertise: Wilderness Survival) • Tracking • Ultimate Effort (Aim)
EQUIPMENT [35 ep]
  • Commlink1 ep
  • Smartphone2 ep
  • Light Service Rifle: Damage 510 ep + 2 ep for Alternate Equipment
    Extra: Increased Range 1 (ranged)
    • ALT - Machete: Damage 3 (Strength-based) • 3 ep
    • ALT - Hunting Knife: Damage 1 (Strength-based) • 3 ep
      Extra: Dangerous 2
  • Shared Headquarters & Vehicles (detailed under allies)5 ep
►Ex-Mil Copter (XMC):15 / 90 ep
Vehicle: Size H, Strength 8, Flight 8, Defense 6 (-4), Toughness +15 (Impervious 5).
Load limit 6 tons; 500 mph, 1 mi/round
Features: Autopilot 1 (Vehicles +4) • Communications • Computer • Nav System • Remote Control •
Hermetic Seal: Immunity 5 (atmospheric effects), Extra: Sustained.
Stealth Vehicle: Concealment 2 (all radio senses).
Radar: Senses 6 (Accurate Extended 3 Radio).
Smokescreen: Concealment 4 (all visual senses), Extras: Attack (Fortitude), Area (Cloud 2).
Weapons Array:
  • Rockets: Damage 9
    Extras: Increased Range (ranged), Area (Burst 1) [partial 6]
  • Machine Guns: Damage 6
    Extras: Increased Range (ranged), Accurate 1, Multiattack
LANGUAGES
• native: French • Amazight • Dutch • English • Kikongo • Lingala • Malagasy • Tshiluba • Zulu •
SKILLS [18 ppt]
Acrobatics 1 (+3) • Athletics 6 (+8) • Expertise (AWE): Wilderness Survival 7 (+10) • Intimidation 2 (+2) • Perception 7 (+10) • Ranged Combat: Guns 3 (+14) • Ranged Combat: Vehicle Weapons 0 (+11) • Ranged Combat: Misc. 0 (+11) • Stealth 4 (+6, or +11 in heavy foliage) • Treatment 1 (+1) • Vehicles 5 (+9) •

DEFENSES [18 ppt]
Dodge 2 (+4) • Parry 3 (+5) •
Fortitude 8 (+12) • Toughness (+15/+6*) • Will 5 (+8) •
*without Defensive Roll

OFFENSE
Initiative +2
  • Unarmed: +2 • Close Damage DC 17 (Strength-based), bludgeoning.
  • Hunting Knife: +2 • Close Damage DC 18 (Strength-based), piercing/slashing, crit 18-20.
  • Machete: +2 • Close Damage DC 20 (Strength-based), slashing.
  • Light Service Rifle: +14 • Ranged (250/500/1000 ft) Damage DC 20.
  • XMC Rockets: +11/Dodge DC 16 • Ranged (450/900/1800 ft) Damage DC 24 on direct hit or Area (30-ft radius Burst) Damage DC 21, explosive.
  • XMC Machine Guns: +13 • Ranged (300/600/1200 ft) Damage DC 21, piercing/ballistic • Multiattack.
COMPLICATIONS
Motivation - Respect: Frungle has deep respect for Africa and particularly for its jungles, and works to save them.

Outsider: Frungle really, really wishes he was a natural, native-born African like his allies. They all like to tease him about it.

Practical Matters: Frungle strives to be as respectful as possible towards the primates that inevitably keep showing up to help him out with things. This is particularly difficult if they end up dying in his service -- what should he do with all those dead monkey bodies?

Anxiety: Frungle has social anxiety, which has nothing to do with language barriers (which he has proved pretty good at overcoming).
ABILITIES [ 34 ] + SKILLS [ 18 ] + ADVANTAGES [ 30 ] + POWERS [ 50 ] + DEFENSES [ 18 ]
150 PPT TOTAL


BIO

The token white man of the UAL (Unite Africa League), Gabriel Bernard is a seasoned jungle safari man. He tends to dress like an 1800s hunter and acts as the main pilot for his allies. His name "Frungle" is a shortened nickname for "Frenchman in the Jungle," and is sometimes pronounced "Frawn-glay." He's not particularly fond of the nickname, but it's stuck. When not on a mission, he mainly gravitates back to the Democratic Republic of the Congo.

Nobody knows quite how his superpower works. Monkeys, lemurs, and apes just seem to show up and help whenever he needs them, even in totally implausible places. Nobody knows where they come from, but his allies have seen it happen enough times now to be absolutely certain it's some sort of superpower.

Gabriel's not particularly book-smart, but works very, very hard at learning a wide variety of African languages.

NOTES

His main power is Uncontrolled, partly because I needed the points. This fits its fluff, and adds to the comical nature of the build; but we hope the GM is generous in providing summoned monkeys, because 45 ppt is a pretty big investment.
Last edited by CaptainKaulu on Wed Feb 13, 2019 1:11 am, 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 »

Dropped the Density Growth power from Elephant Man to make his build less cheezy.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

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

Post by Thorpocalypse »

Welcome to the boards, Captain. Good to see you posting here. I've only been skimming the builds but so far, they look good. I need to get around to building some elementals for my fantasy setting and these have given me some good ideas. Keep up the good work. 8-)
Me fail English? That's unpossible. - Ralph Wiggum
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Well, if you don't have to keep a PP budget closely (NPCs), you should really be able to go wild with those elementals. :)
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Gelnon
Original character, NPC
Power Level 13 (210 ppt)

ABILITIES [80 ppt]
Strength 16 (+18) • Stamina 15 (+17) • Agility 1 (+1) • Dexterity 0 (+0) •
Fighting 6 (+6) • Intellect 1 (+1) • Awareness 2 (+2) • Presence -1 (-1) •

POWERS [60 ppt]
Big:5 ppt
Metahuman Power

Growth 25 ppt
Extras: Innate, Permanent
Mass rank +2, Strength +2, Stamina +2, Dodge -1, Parry -1, Stealth -2, Intimidation +1
Tough:24 ppt
Metahuman Power

Immunity 1 (environmental condition: high pressure) • 1 ppt

Immunity 20 (acid damage, electricity damage, heat damage, pain effects) • 10 ppt
Flaw: Limited to Half Effect

Impervious Toughness 1313 ppt
Strong:13 ppt
Metahuman Power

Power-Lifting 4
Load limit 100 ktons

Leaping 99 ppt
0.5 mi at 250 mph
Strength Tricks:1 ppt + 4 ppt for Alternate Effects
Training Power
  • Punch-Kick: Extra: Split 1 on Strength Damage 18 • 1 ppt
  • ALT - Skilled Thrower:18 ppt
    • Enhanced Advantage 2 [Throwing Mastery 2] • 2 ppt
    • Extras: Increased Range on Strength 16 • 16 ppt
  • ALT - Massive Knockback: Damage 1019 ppt
    Linked: Move Object 18
    Flaws: Close, Limited Direction (flinging away)
  • ALT - Stonewall: Damage 619 ppt
    Extras: Subtle 1, Reaction 3 (to being hit), Flaw: Limited to triggering attack's rank
  • ALT - Superior Chokehold: Affliction 9 (Fortitude; Dazed/Stunned/Incapacitated) • 18 ppt
    Extras: Progressive, Enhanced Advantage 1 [Chokehold], Flaw: Grab-Based
Immovable Stance:9 ppt
Training Power

Immunity 10 (forced movement) • 9 ppt
Extra: Sustained, Flaw: Activation 1 (move action)
Cloning System:4 ppt
Technological Power

Immortality 33 ppt
Flaw: Limited to while secret cloning lab functions
Return after 4 days

Enhanced Advantage 1 [Fearless] • 1 ppt
Flaw: Limited: not when secret cloning lab is threatened
ADVANTAGES [33 ppt]

• Accurate Attack • Benefit 2 (Wealth 2: independently wealthy) • Defensive Roll 1 • Equipment 15 • Limited Fearless • Improved Critical (Unarmed) 1 • Improved Grab • Improved Hold • Improved Initiative 1 • Improved Smash • Improvised Weapon 1 • Languages 4 • Startle • Takedown 1 • Ultimate Effort (Strength) • Weapon Break •
EQUIPMENT [75 ep]
  • Commlink1 ep
  • Smartphone2 ep
►Secret Cloning Lab:20 ep
Headquarters: PL13, Size L, Toughness +14.
Location: Lübeck, Germany (unknown to players!)
Features: Communications • Dock • Gym • Laboratory • Living Space • Secret 5 (DC 40) • Security System 3 (DC 30)
Defense System - Massive Uzis: Damage 8, Extras: Increased Range 1 (ranged), Multiattack.

►Aerosub:52 ep
Vehicle: Size H; Strength 8; Flight 8, Extra: Aquatic; Defense 6 (-4); Toughness +17.
Load limit 6 tons; 500 mph, 1 mi/round in air; 120 mph, 1800 ft/round in water
Features: Alarm 3 (DC 30) • Autopilot 1 (Vehicles +4) • Hidden Compartments 2 (DC 25) • Nav System • Remote Control •
Stealth Vehicle: Concealment 1 (radio), Flaw: Partial.
Smokescreen: Concealment 4 (all visual senses), Extras: Attack, Area (Cloud 2).
30-ft radius Cloud
LANGUAGES
• native: Vietnamese • Arabic • English • French • German • Mandarin • Persian • Russian • Spanish •
SKILLS [19 ppt]
Close Combat: Unarmed 2 (+8) • Expertise: Tactics 1 (+2) • Intimidation 16 (+16) • Perception 3 (+5) • Ranged Combat: Throwing 8 (+8) • Vehicles 8 (+8) •

DEFENSES [18 ppt]
Dodge 8 (+8) • Parry 3 (+8) •
Fortitude 0 (+17) • Toughness (+18/+17*) • Will 7 (+9) •
*without Defensive Roll

OFFENSE
Initiative +5
  • Unarmed: +8 • Close Damage DC 33 (Strength-based), bludgeoning, crit 19-20 • Split 1.
  • Improvised Weapon: +8 • Close Damage DC 33 (Strength-based), descriptor varies.
  • Thrown Objects: +8 • Ranged (450/900/1800 ft) Damage DC 33 (Strength-based), bludgeoning.
  • Massive Knockback: +8 • Close Damage DC 25 (Strength-based), bludgeoning • Linked to Close Move Object DC 20 (fling target away) • crit 19-20.
  • Grab: +6 • Close • DC 28 (with a -5 penalty to escape).
  • Superior Chokehold: +6 • Close Affliction DC 19 (Fortitude; Dazed/Stunned/Incapacitated), strangulation • Progressive.
    Requires successful Grab
  • Stonewall: +6, or automatic when hit by foe • Close Damage DC 21, bludgeoning • Limited to triggering attack's rank.
COMPLICATIONS
Motivation - Sadistic Greed: Gelnon is a mercenary with a mercenary heart. But he also seems to prefer working for villains to working for heroic causes.
ABILITIES [ 80 ] + SKILLS [ 19 ] + ADVANTAGES [ 33 ] + POWERS [ 60 ] + DEFENSES [ 18 ]
210 PPT TOTAL


BIO

"Aww crap, not this guy again." -a common sentiment of superheroes when they see evidence that Gelnon's about.

Gelnon looks basically human except for his stature and musculature. He works as hired muscle for various thugs and supervillains, even many far less powerful than himself as long as the pay's good. Since he can be reborn in a few days in his secret lab, he's not afraid to die in the cause of his work. (He can charge even more of a fee that way, after all.) This whole paradigm makes him a frustratingly recurrent problem for heroes!

NOTES

Surprisingly hard to build, even though I didn't have to be careful of a Power Points budget. Based on the Brute archetype in the Gamemaster's Guide, but with some unique elements sprinkled in.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

If anyone cares, I power-creeped the Sila Scouts up to PL12, to cement their role in the world further. I was just feeling like there should be some heroic PL12s, and they're supposed to be this world's equivalent of the Avengers.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

The Tickpocket
Original character, NPC
Power Level 7 (184 ppt)

ABILITIES [50 ppt]
Strength 1 (+1) • Stamina 4 (+4) • Agility 4 (+4) • Dexterity 4 (+4) •
Fighting 3 (+3) • Intellect 4 (+4) • Awareness 3 (+3) • Presence 2 (+2) •
Load limit 100 lb.

POWERS [35 ppt]
Tech-Burglar:2 ppt
Training Power

Enhanced Technology 62 ppt
Flaw: Limited to bypassing security
Quick Change:2 ppt
Luck Power

Feature 2 (bi-directional quick change) • 2 ppt
Time Travel:8 ppt
Metahuman Power

Movement 3 (Time Travel 3) • 8 ppt
Extra: Increased Mass 3, Flaw: Quirk 1 (can't bring along living things)
Bring along 400 lb. of nonliving matter
Chronal Bulwark:1 ppt
Temporal Power

Feature 1 (Chronal Bulwark) • 1 ppt
Chronal Memory:1 ppt
Temporal Power

Feature 1 (Chronal Memory) • 1 ppt
Temporal Ambush:20 ppt
Temporal Power

Damage 520 ppt
Extras: Increased Range 2 (perception), Indirect 4, Variable Descriptor 1 (hazards of opportunity)
Costume, Device (Removable):1 / 1 ppt
Technological Power

Protection 11 ppt
ADVANTAGES [39 ppt]

• Attractive 1 • Benefit 6 (Alternate Identity: Luca Ormanni, Cipher 1, Wealth 3: millionaire) • Defensive Roll 2 • Eidetic Memory • Equipment 12 • Favored Foe (artists) • Hide in Plain Sight • Improved Initiative 2 • Languages 4 • Move-By Action • Quick Draw • Second Chance 2 (triggering alarms, triggering traps) • Seize Initiative • Skill Mastery 3 (Expertise: Art, Expertise: History, Stealth) • Ultimate Effort (Stealth) • Well-Informed •
EQUIPMENT [60 ep]
  • Smartphone2 ep
  • Knives: Damage 1 (Strength-based) • 5 ep + 1 ep for Alternate Effect
    Extras: Increased Range 1 (ranged) [1 extra rank], Concealable, Dangerous 1
    • ALT - Knives (melee use): Damage 1
      Extras: Concealable, Dangerous 1
  • Lockpicks1 ep
  • Binoculars1 ep
  • Camo Clothing (urban) • 1 ep
    +5 equipment bonus to Stealth in urban areas
  • Laptop1 ep
  • Gas Mask1 ep
  • Rebreather1 ep
  • Night Vision Goggles1 ep
  • Restraints1 ep
  • Sleep Gas Grenades: Affliction 7 (Fortitude; Dazed/Stunned/Asleep) • 28 ep
    Extras: Increased Range 1 (ranged), Area (Cloud 2)
►Secret Personal Art Gallery:16 ep
Headquarters: PL7, Size S, Toughness +10.
Location: Grenoble, France (unknown to players!)
Features: Computer • Fire Prevention System • Library • Living Space • Secret 4 (DC 35) • Security System 3 (DC 30) • Trophy Room •
Defense System - Gatling Stunners: Damage 5, Extras: Increased Range 1 (ranged), Multiattack, Feature 1 (nonlethal), Flaw: Diminished Range 2.
Defense System - Adhesive Snare: Snare 5, Flaw: Diminished Range 1.
LANGUAGES
• native: Italian • English • French • German • Greek • Latin • Portuguese • Spanish • Turkish •
SKILLS [47 ppt]
Acrobatics 1 (+5) • Athletics 4 (+5) • Close Combat: Knives 9 (+12) • Expertise: Art 10 (+14) • Expertise (DEX): Burglary 11 (+15) • Expertise: History 13 (+17) • Expertise: Streetwise 5 (+9) • Perception 5 (+8) • Persuasion 7 (+9) • Ranged Combat: Throwing 8 (+12) • Sleight of Hand 6 (+10) • Stealth 13 (+17) • Technology 2 (+6, or +12 to bypass security) •

DEFENSES [13 ppt]
Dodge 3 (+7) • Parry 4 (+7) •
Fortitude 2 (+6) • Toughness (+7/+5*) • Will 4 (+7) •
*without Defensive Roll

OFFENSE
Initiative +12
  • Unarmed: +3 • Close Damage DC 16 (Strength-based), bludgeoning.
  • Knives: +12 • Close or Ranged (50/100/200 ft) Damage DC 17 (Strength-based), piercing, crit 19-20.
  • Sleep Gas Grenades: Dodge DC 17 • Ranged (175/350/700 ft) Area (30-foot Cloud) Affliction DC 17 (Fortitude; Dazed/Stunned/Asleep), chemical.
  • Temporal Ambush: Perception-Ranged Damage DC 20, hazards of opportunity • Indirect 4.
  • Gallery Gatling Stunner: +7 • Ranged (25/50/125 ft) Damage DC 20, ballistic • Multiattack.
  • Gallery Adhesive Snare: +7 • Ranged (50/125/250 ft) Affliction DC 15 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized), glue • Cumulative.
COMPLICATIONS
Motivation - Greed: Tickpocket loves owning shiny things, especially things other people value.

Lust for Attention: Tickpocket occasionally tries to impress lovers by bringing them, blindfolded, to his house to show off his collection.
ABILITIES [ 50 ] + SKILLS [ 47 ] + ADVANTAGES [ 39 ] + POWERS [ 35 ] + DEFENSES [ 13 ]
184 PPT TOTAL


BIO

The elusive Tickpocket is a highly successful art thief, thanks to the otherwise-very-scarce power of time travel that he wields. Experts aren't certain about the mechanics of temporal shifts or causality paradoxes he causes when traveling into the past. Fortunately, he seems to be more of a greedy roguish scoundrel than a villain bent on widespread destruction or a crusade for personal power. And since he has all the time in the world, he doesn't even strike that often. He is a coward and will typically shift to a different time at the first sign of trouble.

NOTES

Note that since Tickpocket can travel to the same time more than once, the players might encounter multiple copies of him. But treat them as a group of independent creatures, rather than a Summon mechanic.
Last edited by CaptainKaulu on Wed Feb 13, 2019 1:08 am, edited 6 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 »

President Landry Archambault
Original character, NPC
Power Level 8 (237 ppt)

ABILITIES [36 ppt]
Strength 0 (+0) • Stamina 2 (+2) • Agility 0 (+0) • Dexterity 1 (+1) •
Fighting 1 (+1) • Intellect 5 (+5) • Awareness 2 (+2) • Presence 7 (+7) •
Load limit 50 lb.

POWERS [91 ppt]
Lucky Escape:5 ppt
Luck Power

Immortality 55 ppt
Flaw: Limited to circumstances of plausible survival
Return after 1 day
Prescient Logic:1 ppt
Training Power

Senses 4 (Precognition) • 1 ppt
Flaws: Limited to actions of sapient beings, Expertise: Psychology Check Required 1
Expertise: Psychology DC 14
Subtle Armor, Device (Removable):2 / 3 ppt
Technological Power

Protection 33 ppt
Silver-Tongued:5 ppt
Mysterious Pact Power

Enhanced Deception 43 ppt
Extra: Subtle 1
Requires an exotic sense such as Mystic Awareness to detect

Enhanced Advantages 2 [Skill Mastery (Deception), Ultimate Effort (Deception)] • 2 ppt
Flaw: Permanent
Divination Warning:4 ppt
Mysterious Pact Power

Senses 3 (Acute Extended 1 Radius Divination Awareness [mental]) • 4 ppt
Divination Anathema:74 ppt
Mysterious Pact Power

Nullify 8 (Divination powers) • 74 ppt
Extras: Area (Burst 2), Reaction 3 (use of Divination power on Landry), Simultaneous, Concentration, Sustained, Effortless, Randomize, Subtle 2, Flaw: Reduced Range (close)
ADVANTAGES [48 ppt]

• Attractive 1 • Benefit 10 (Diplomatic Immunity, Status 4: President of European Council, Wealth 5: billionaire) • Connected • Contacts • Defensive Roll 1 • Equipment 15 • Fascinate (Deception) • Favored Foe (members of Dinaux Party) • Inspire 2 • Jack-of-All-Trades • Languages 4 • Redirect • Set-Up 1 • Skill Mastery (Deception) • Skill Mastery 4 (Expertise: Law, Expertise: Politics, Insight, Persuasion) • Taunt • Ultimate Effort (Deception) • Ultimate Effort 2 (Insight, Persuasion) • Well-Informed •
EQUIPMENT [74 ep]
  • Smartphone2 ep
  • Laptop1 ep
  • Gas Mask1 ep
  • Light Pistol: Damage 36 ep
    Extra: Increased Range (ranged)
►Secure Government Helicopter:41 / 83 ep + 1 ep for Alternate Equipment
Vehicle: Size H, Strength 8, Flight 8, Defense 12 (+2), Toughness +14.
Load limit 6 tons; 500 mph, 1 mi/round
Features: Alarm 3 (DC 30) • Communications • Hidden Compartments 2 (DC 25) • Nav System •
Radar: Senses 6 (Accurate Extended 3 Radio).
Smokescreen: Concealment 4 (all visual senses), Extras: Attack (Fortitude), Area (Cloud 2).
Weapons Array:
  • Rockets: Damage 9
    Extras: Increased Range (ranged), Area (Burst 1) [partial 6]
  • Machine Guns: Damage 6
    Extras: Increased Range (ranged), Accurate 1, Multiattack
►Limousine, ALT of Secure Government Helicopter21 ep
Vehicle: Size H, Strength 8, Speed 6, Defense 6 (-4), Toughness +14.
Load limit 6 tons; 120 mph, 1800 ft/round
Features: Alarm 2 (DC 25) • Autopilot 1 (Vehicles +4) • Communications • Hidden Compartments 2 (DC 25) • Nav System • Remote Control •

►Archambault Mansion:22 ep
Headquarters: PL8, Size L, Toughness +16.
Location: Versaille, France
Features: Communications • Computer • Fire Prevention System • Garage • Grounds • Hangar • Laboratory • Library • Living Space • Personnel • Power System (nuclear) • Security System 3 (DC 30)
Defense System - Machine Guns: Damage 5, Extras: Increased Range 1 (ranged), Multiattack.
LANGUAGES
• native: French • English • German • Latin • Mandarin • Russian • Spanish •
SKILLS [47 ppt]
Athletics 1 (+1) • Deception 7 (+18) • Expertise: Business 5 (+10) • Expertise: Criminal 2 (+7) • Expertise: Current Events 3 (+8) • Expertise: History 7 (+12) • Expertise: Law 10 (+15) • Expertise: Military 1 (+6) • Expertise: Politics 13 (+18) • Expertise: Psychology 10 (+15) • Insight 10 (+12) • Intimidation 9 (+16) • Persuasion 7 (+14) • Ranged Combat: Guns 4 (+5) • Stealth 2 (+2) • Technology 3 (+8) •

DEFENSES [15 ppt]
Dodge 3 (+3) • Parry 0 (+1) •
Fortitude 4 (+6) • Toughness (+6/+5*) • Will 8 (+10) •
*without Defensive Roll

OFFENSE
Initiative +0
  • Unarmed: +1 • Close Damage DC 15 (Strength-based), bludgeoning.
  • Light Pistol: +5 • Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.
  • Mansion Machine Guns: +8 • Ranged (125/250/500 ft) Damage DC 20, piercing/ballistic • Multiattack.
COMPLICATIONS
Motivation - Power: Landry does what she does for the power it gives her over a significant part of the world.

Enmity: Landry has not made herself popular with the various metahumans and supers of the world.
ABILITIES [ 36 ] + SKILLS [ 47 ] + ADVANTAGES [ 48 ] + POWERS [ 91 ] + DEFENSES [ 15 ]
237 PPT TOTAL


BIO

The most powerful person in Western Europe, the high government official President Landry Archambault of the EU (of the DInaux Party) is a thorn in the side of many superheroes. She directs her party to oppose them by any means short of genocide, and keeps it very very secret that she herself is a Powered individual. Only a few have managed to find out that Divination powers go haywire in her general vicinity, and even then it's not clear that she's the source of the trouble. Even those who know, or suspect, that she has Powers haven't been able to determine the origin of those powers.

A white-haired woman in her mid fifties, President Landry is corrupt ... but good luck proving it.

NOTES

Not a challenge in combat, but a huge challenge in more intrigue-based campaigns.
Last edited by CaptainKaulu on Sun Mar 10, 2019 3:31 am, edited 2 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 »

Antonio "The Brick"
Original character, NPC
Power Level 10 (180 ppt)

ABILITIES [46 ppt]
Strength 5 (+5) • Stamina 7 (+7) • Agility 2 (+2) • Dexterity 0 (+0) •
Fighting 5 (+5) • Intellect 0 (+0) • Awareness 3 (+3) • Presence 1 (+1) •
Load limit 1600 lb.

POWERS [23 ppt]
Custom Heavy Pistol, Device (Easily Removable)6 / 10 ppt
Technological Power

Damage 410 ppt
Extras: Increased Range 1 (ranged), Subtle 1, Accurate 1
Perception DC 20 to hear suppressed fire
Subtle Armor, Device (Removable):2 / 3 ppt
Technological Power

Protection 33 ppt
Martial Arts:3 ppt
Training Power

Enhanced Strength 33 ppt
Flaw: Limited to dealing damage
Strength Damage Array:3 ppt for Alternate Effects
Training Power

Damage 8 (Strength-based) • 0 ppt
  • ALT - Sleeper Hold: Affliction 4 (Fortitude; Dazed/Stunned/Incapacitated) • 8 ppt
    Extra: Progressive, Flaw: Grab-Based
  • ALT - Fling Away Enemy: Damage 48 ppt
    Linked: Move Object 8
    Flaws: Reduced Range (close), Limited Direction (flinging away)
  • ALT - Tug of War: Damage 26 ppt
    Extra: Reaction 3 (to being grabbed), Flaw: Limited to when grabbed
Light Sleeper:1 ppt
Training Power

Feature 1 (no Perception penalty when asleep) • 1 ppt
Built-Up Immunity:1 ppt
Training Power

Immunity 2 (disease, poison) • 1 ppt
Flaw: Limited to Half Effect
Refined Palate:1 ppt
Training Power

Senses 1 (Acute taste) • 1 ppt
Unnaturally Vigilant:6 ppt
Mysterious Pact Power

Enhanced Perception 85 ppt
Extra: Subtle 1
Requires an exotic sense such as Mystic Awareness to detect

Senses 1 (Danger Sense: visual) • 1 ppt
ADVANTAGES [50 ppt]

• Assessment • Benefit 3 (Diplomatic Immunity, Security Clearance, Status 1: president's bodyguard) • Defensive Roll 3 • Equipment 10 • Evasion 1 • Fast Grab • Favored Environment (indoors) • Improved Aim • Improved Critical 3 (pistols) • Improved Critical 2 (unarmed) • Improved Defense • Improved Hold • Improved Initiative 1 • Improved Smash • Improvised Weapon 1 • Interpose • Languages 1 • Move-By Action • Power Attack • Prone Fighting • Quick Draw • Ranged Attack 4 • Second Chance 2 (fear, mind control) • Seize Initiative • Skill Mastery 2 (Athletics, Perception) • Takedown 2 • Uncanny Dodge • Weapon Break •
EQUIPMENT [50 ep]
  • Smartphone2 ep
  • Commlink1 ep
  • Gas Mask1 ep
  • Handcuffs1 ep
  • Restraints1 ep
  • Flashlight1 ep
  • First-Aid Kit1 ep
  • Shared Secure Government Helicopter (detailed under President Landry42 ep
LANGUAGES
• native: Portuguese • French •
SKILLS [44 ppt]
Acrobatics 3 (+5) • Athletics 10 (+13) • Close Combat: Unarmed 7 (+12) • Expertise: Bodyguard 10 (+10) • Expertise: Politics 7 (+7) • Insight 4 (+7) • Intimidation 9 (+10) • Perception 9 (+20) • Ranged Combat: Guns 10 (+14) • Ranged Combat: Misc. 0 (+4) • Stealth 4 (+6) • Treatment 5 (+5) • Vehicles 10 (+10) •

DEFENSES [17 ppt]
Dodge 5 (+7) • Parry 2 (+7) •
Fortitude 4 (+11) • Toughness (+13/+10*) • Will 6 (+9) •
*without Defensive Roll

OFFENSE
Initiative +6
  • Unarmed: +12 • Close Damage DC 23 (Strength-based), bludgeoning, crit 18-20.
    Allows Grab attempt as a free action
  • Improvised Weapon: +12 • Close Damage DC 23 (Strength-based), descriptor varies.
  • Grab: +5 • Close • DC 15 (with a -5 penalty to escape).
  • Superior Chokehold: +12 • Close Affliction DC 14 (Fortitude; Dazed/Stunned/Incapacitated), strangulation • Progressive.
    Requires successful Grab
  • Fling Away Enemy: +12 • Close Damage DC 19 (Strength-based), bludgeoning, crit 18-20 • Linked to Move Object DC 18, bludgeoning • Limited to flinging target away.
  • Tug of War: +12 • Close Damage DC 17 (Strength-based), bludgeoning, crit 18-20 • Reaction to being grabbed.
  • Custom Heavy Pistol: +16 • Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic, crit 17-20.
COMPLICATIONS
Motivation - Duty: The Brick is loyal to President Landry to a fault.
ABILITIES [ 46 ] + SKILLS [ 44 ] + ADVANTAGES [ 50 ] + POWERS [ 23 ] + DEFENSES [ 17 ]
180 PPT TOTAL


BIO

A muscular Portuguese man, a lifelong martial artist who studied a number of styles in Brazil. Not the brightest crayon in the box, especially when it comes to languages, but an extremely dutiful bodyguard.
Last edited by CaptainKaulu on Sun Mar 10, 2019 3:51 am, 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 »

Next up, I'll be detailing the Vord, a zerg-like alien race that threatens Earth in the Sila-verse. Please don't post in this thread (not that anyone was probably going to anyway :lol: ) until I'm done with them, so they can be all together in a block.
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