Prince Charon's Builds

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Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

This guy was made for a low-level DCA villains game that, due to scheduling and transportation issues, I never quite got to participate in:

Mannaz (Michael Daniels) - PL 7

Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting 0, Intellect 4, Awareness 1, Presence 1

Advantages
Artificer, Attractive, Benefit 7: Readied Rituals, Defensive Roll 2, Equipment 2, Evasion 2, Languages 3, Luck (Recover) 3, Ritualist, Skill Mastery: Expertise: Arcane, Ultimate Effort: Expertise: Arcane rolls, Uncanny Dodge, Well-informed

Skills
Close Combat: Grab 1 (+1), Deception 3 (+4), Expertise: Arcane 8 (+12), Expertise: Demonology 1 (+5), Insight 2 (+3), Investigation 1 (+5), Perception 1 (+2), Persuasion 1 (+2), Ranged Combat: Throw 5 (+5), Sleight of Hand 1 (+1), Stealth 1 (+2), Technology 3 (+7), Treatment 1 (+5), Vehicles 1 (+1)

Powers
Fast-Casting: Quickness 4 (magical, Perform routine tasks in -4 time ranks; Concentration, Limited to One Task: Rituals)
Healing Darkness: Regeneration 10 (magical, Every 1 round; Source: darkness)
Powers of Avarice
. . Avaricious Mind: Senses 5 (evil, magical, Accurate: Things of Value, Acute: Things of Value, Analytical: Things of Value, Detect: Mental/Things of Value 1; Limited: Blocked by Holiness)
. . Demonic Physique: Enhanced Trait 24 (evil, magical, Fortitude +5 (+7), Strength +9 (+9), Advantages: Great Endurance; Noticeable: Orange glow)
. . Destroy Evidence: Burst Area Progressive Weaken 7 (evil, magical, Affects: Objects, Resisted by: Fortitude, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Progressive; Limited 2: Only affects evidence of caster and selected individuals)
. . Dreams of Temptation: Cumulative Progressive Affliction 6 (evil, magical, 1st degree: Dazed, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 16; Cumulative, Custom: Target dreams of temptations relating to the Sin of Avarice, Increased Range: ranged, Progressive; Limited: Not on truly good or innocent targets)
. . Thieving Imp Horde: Summon 3 (evil, magical; Horde, Multiple Minions 3: 8 minions, Sacrifice; Limited: Cannot summon on holy ground.)
. . Transaction of Health
. . . . Demonic Healing: Healing 12 (Linked; evil, magical; Increased Range: ranged, Persistent, Stabilize; Limited: Not on truly good or innocent targets, Limited: Only affects characters affected by the Linked Affliction, Noticeable: Firey orange glow)
. . . . Price of Health: Cumulative Affliction 6 (Linked; evil, magical, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Duration 3: continuous, Increased Range: ranged; Instant Recovery, Limited: Not Against Truly Good or Innocent Target, Limited: Only to impose a Favor Owed complication on the target, Limited Degree (third only))

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Flash Goggles, Gas Mask, Lockpicks 2

Offense
Initiative +1
Destroy Evidence: Burst Area Progressive Weaken 7 (DC Fort 17)
Dreams of Temptation: Cumulative Progressive Affliction 6, +5 (DC Will 16)
Grab, +1 (DC Spec 10)
Price of Health: Cumulative Affliction 6, +5 (DC Will 16)
Throw, +5 (DC 15)
Unarmed, +1 (DC 15)

Complications
Honor: Mannaz tries to play up the image of the 'noble thief', only stealing from those who can afford it (and preferably who deserve it), never seriously harming anyone if he can avoid it, and donating some portion of the take to charity. If he sees something seriously evil, he'll try to stop it, or to alert someone who can.
Identity: Michael tries to keep his identity as Mannaz secret.
Motivation: Greed: The Greed-demon Gemma Masters imprisoned within him grants him knowledge and power, but drives him to steal. If not appeased, it can not only become very annoying, but there's a chance it might escape and wreak havoc.
Power Loss: If Mannaz ever loses the demon bound within him, he will also lose the gifts it grants him, the Powers of Avarice.
Relationship: Michael dated Gemma Masters briefly, until she tricked him into letting her seal a demon within him. He has mixed feeling about her.

Languages
Abyssal, Greek, Latin, Native Language (English), Persian

Defense
Dodge 5, Parry 1, Fortitude 2, Toughness 6/0, Will 7

Power Points
Abilities 14 + Powers 36 + Advantages 26 + Skills 15 (30 ranks) + Defenses 13 = 104



--------------------

Thieving Imp - PL 3

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

Advantages
Grabbing Finesse, Improved Grab, Interpose, Teamwork

Skills
Acrobatics 3 (+5), Athletics 1 (+0), Close Combat: Grab 2 (+4), Perception 1 (+2), Ranged Combat: Throw 1 (+3), Sleight of Hand 1 (+3), Stealth 1 (+7)

Powers
Natural Weapons: Strength-based Damage 4 (DC 18)
. . Climbing Claws (Alternate; Removable)
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: Surfaces Where the Claws Can Get Purchase)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab; Innate)
Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Innate; Tiring, Wings)

Offense
Initiative +2
Grab, +4 (DC Spec 12)
Natural Weapons: Strength-based Damage 4, +2 (DC 18)
Throw, +3 (DC 14)
Unarmed, +4 (DC 14)

Complications
Motivation: Greed: Thieving Imps are born from the Sin of Avarice.
Power Loss: Thieving Imps have no power on Holy Ground, and will do their best to avoid it.

Languages
Native Language (Abyssal)

Defense
Dodge 4, Parry 4, Fortitude 1, Toughness 1, Will 1

Power Points
Abilities 16 + Powers 19 + Advantages 3 + Skills 5 (10 ranks) + Defenses 0 = 43


Notes
As you might guess from his Complications, Mannaz is a sort of hypothetical Hellblazer character (because I seriously doubt we've seen in the comics everyone that Gemma Masters has dated). Before she used him as a demon repository, Michael was a minor occultist and magician of around Gemma's age, who really didn't know what he was getting into when he started dating her. Oops.

Really, he's quite lucky that it didn't go worse for him... but there's still time for that to happen.

I haven't quite gotten around to creating an 'un-demoned' version of Michael, but at some point I might. He'd probably have a different nom de costume, though.

EDIT: I vaguely think that the Holy Ground thing should also apply to the Powers of Avarice, and not just to the Imps, but I can't recall why I left it off, so I could have had a good reason.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

This one isn't going into the Table of Contents yet, because I'm not completely happy with what I've come up with, and am hoping for suggestions (or maybe I'm overthinking it, but something bothers me about it, other than the Runesongs not being named for runes, which is intended to be an in-character decision - he picks the name 'Runesinger' because traditional Norse male magic, galdr, was sung, and so he calls his spell array 'runesongs').

Runesinger (Michael Daniels) - PL 8

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

Advantages
Artificer, Attractive, Benefit 8: Readied Rituals, Defensive Roll 2, Equipment 2, Evasion 2, Languages 3, Luck (Recover) 3, Ritualist, Skill Mastery: Expertise: Arcane, Ultimate Effort: Expertise: Arcane rolls, Uncanny Dodge, Well-informed

Skills
Close Combat: Grab 1 (+4), Deception 3 (+4), Expertise: Arcane 8 (+12), Expertise: Demonology 1 (+5), Insight 2 (+4), Investigation 1 (+5), Perception 1 (+3), Persuasion 1 (+2), Ranged Combat: Throw 5 (+6), Sleight of Hand 1 (+2), Stealth 1 (+2), Technology 3 (+7), Treatment 1 (+5), Vehicles 1 (+2)

Powers
Fast-Casting: Quickness 12 (magical, Perform routine tasks in -12 time ranks; Concentration, Limited to One Task: Rituals)
Runesongs
. . Crooked Path of Kar'Kradas: Teleport 7 (darkness, magical, 0.5 miles in a move action, carrying 50 lbs.; Accurate; Check Required: DC 10 - Expertise: Arcane, Medium: Shadows)
. . Healing Darkness: Regeneration 10 (magical, Every 1 round; Persistent; Source: darkness)
. . Healing Shadows: Healing 4 (magical; Energizing, Persistent, Stabilize; Check Required: DC 10 - Expertise: Arcane)
. . Ivar's Insidious Infliction: Damage 6 (magical, DC 21; Affects Insubstantial 2: full rank, Increased Range: ranged, Insidious; Check Required: DC 10 - Expertise: Arcane)
. . Occult Exorcism of Obroros: Nullify 7 (mystic, Counters: Mind-Influencing Effects, DC 17; Simultaneous; Check Required: DC 10 - Expertise: Arcane)
. . Shadow Meld: Concealment 4 (darkness, magical, All Visual Senses; Limited: areas of shadow or darkness)
. . Shadow Shaping: Create 4 (darkness, magical, Volume: 15 cft., DC 14; Indirect: fixed point, directed away, Movable; Check Required: DC 10 - Expertise: Arcane)
. . Shadow Tendrils: Burst Area Move Object 3 (magical, shadow, 400 lbs.; Affects Insubstantial: half ranks, Burst Area: 30 feet radius sphere, DC 13, Improvised Weapon, Indirect: fixed point, directed away, Precise, Throwing Mastery; Check Required: DC 10 - Expertise: Arcane)
Shield Bracelet (Removable)
. . Aegis of Athena: Protection 7 (magical, +7 Toughness; Impervious, Subtle: subtle, Sustained)

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Flash Goggles, Gas Mask, Lockpicks 2

Offense
Initiative +1
Grab, +4 (DC Spec 10)
Ivar's Insidious Infliction: Damage 6, +6 (DC 21)
Occult Exorcism of Obroros: Nullify 7, +1 (DC Will 17)
Shadow Tendrils: Burst Area Move Object 3 (DC 15)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Complications
Identity: Michael tries to keep his former identity as Mannaz secret, as well as his current identity and Runesinger.
Motivation: Responsibility: Michael was a demon-empowered thief for some time, and wishes to make up for it.
Relationship: Michael dated Gemma Masters briefly, until she tricked him into letting her seal a demon within him. He has mixed feeling about her.

Languages
Abyssal, Greek, Latin, Native Language (English), Persian

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 10/1, Will 8

Power Points
Abilities 26 + Powers 36 + Advantages 27 + Skills 15 (30 ranks) + Defenses 16 = 120

Notes
Basically, this is a possible rebuild of Michael after he no-longer contains the greed-demon, and has gained new powers through his occult studies and practice (mostly Shadow or Darkness-related, because other than greed-magic, that's what he had access to).

Another version that I might do has one or more Devices instead of the Runesong array. Alternatively, he could have few or no obvious spells, with the whole array being Subtle, Insidious, or both. Might combine the two. Another option is that he relies entirely on Fast-Casting and Readied Rituals for spells, and has buffed up his stats, advantages, and skills, instead (EDIT: He'll have the Shield Bracelet and Healing Darkness either way, and might have the Crooked Path of Kar'Kradas, but might not). Not sure what to call any of them, yet.

Thoughts?
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

One of the Theo Knight variants:

Theo's Cosplay: Captain America - PL 10

Strength 1, Stamina 2, Agility 1, Dexterity 2, Fighting 4, Intellect 10, Awareness 2, Presence 1

Advantages
Eidetic Memory, Equipment 3, Favored Environment: Aerial, Improvised Tools, Inventor, Languages 3, Precise Attack (Ranged, Cover), Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Technology skill checks, Well-informed

Skills
Acrobatics 2 (+3), Athletics 2 (+3), Close Combat: Unarmed 2 (+6), Expertise: Antiques 1 (+11), Expertise: Art 1 (+11), Expertise: Criminology 1 (+11), Expertise: Current Events 1 (+11), Expertise: History 1 (+11), Expertise: Opal City 1 (+11), Expertise: Science 5 (+15), Insight 1 (+3), Investigation 1 (+11), Perception 3 (+5), Ranged Combat: Gravity Ring 4 (+6), Sleight of Hand 1 (+3), Technology 6 (+16), Treatment 1 (+11), Vehicles 2 (+4)

Powers
Gravity Ring (Removable)
. . Flight: Flight 11 (gravity, Speed: 4000 miles/hour, 8 miles/round; Subtle 2: undetectable)
. . . . Gravity Pulse: Blast 10 (Alternate; [0 active, 0/24 PP, 2/r+2], gravity, DC 25; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Gravity Scramble: Affliction 10 (Alternate; [0 active, 0/24 PP, 1/r+2], gravity, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Move Object: Move Object 8 (Alternate; [0 active, 0/24 PP, 2/r+3], 6 tons; Improvised Weapon, Subtle: subtle, Throwing Mastery)
. . Gravitational Deflector: Force Field 12 (gravity, +12 Toughness; Impervious, Subtle 2: undetectable)
Protection: Protection 5 (+5 Toughness; Limited: Protects Head Only)
Titanium Alloy Shield (Easily Removable)
. . Shield Stunts (Easily Removable)
. . . . Shield Carry
. . . . . . Damage: Strength-based Damage 2 (DC 18)
. . . . . . Deflection: Enhanced Trait 4 (Traits: Dodge +2 (+6), Parry +2 (+6))
. . . . . . Protection: Protection 6 (+6 Toughness; Impervious, Sustained)
. . . . Shield Throw: Strength-based Damage 2 (DC 18, Advantages: Precise Attack (Ranged, Cover); Accurate: +2, Increased Range: ranged, Ricochet 3: 3 bounces; Limited: Requires Gravity Ring (Move Object) for Extras and Advantage)

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Gas Mask, Helmet [Protection: Protection 5, +5 Toughness; Limited: Protects Head Only], Multi-tool, Rebreather, Restraints

Offense
Initiative +10
Damage: Strength-based Damage 2, +4 (DC 18)
Grab, +4 (DC Spec 11)
Gravity Pulse: Blast 10, +6 (DC 25)
Gravity Scramble: Affliction 10, +4 (DC Fort 20)
Move Object: Move Object 8, +6 (DC 20)
Shield Throw: Strength-based Damage 2, +8 (DC 18)
Throw, +2 (DC 16)
Unarmed, +6 (DC 16)

Complications
Enemy: Theo has inherited many enemies from the previous Starmen and the JSA.
Motivation: Responsibility: The son of a Legacy Hero, Theo feels he must live up to that legacy.
Power Loss: Being quite small, the Gravity Ring has a limited charge, generally enough for two hours with only Flight /or/ the Force Field up, or one hour of both. Each use of an alternate effect, and each point of damage that penetrates the Force Field, eats one minute of this time.
Public Identity: Theo's father didn't have a secret identity and neither does he.
Quirk: Teenager: Theo is still a teenager and suffers all the usual disadvantages of that condition.
Relationships: Theo is the sidekick of Courtney Whitmore, the new Starwoman. He is close friends with Maggie O'Dare-Swift, daughter of the Shade and Hope O'Dare, who has a crush on Theo. His parents are still alive and he has a younger sister.

Languages
English, French, Latin, Spanish

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 14, Will 5

Power Points
Abilities 46 + Powers 52 + Advantages 14 + Skills 18 (36 ranks) + Defenses 8 = 138

Notes
IIRC, this sheet is from a game in which Theo and Maggie went on a date to see the Avengers movie, and nerded it up by cosplaying (Maggie, whose powers were not gadget-based, went as Black Widow). Since Theo wasn't expecting to be attacked, he left his Cosmic Discs at home, and just carried his old Gravity Ring as an 'in case of emergency' gadget (though as you might notice, he took his cosplay seriously enough to make a really good shield, wear an actual helmet, and carry useful stuff on the costume).

It's been a while, but I'm pretty sure that they were attacked by one of the crazier versions of the Atomic Skull (probably Joe Martin), who apparently mistook Maggie for the love interest of the in-story movie serial character that he thinks he is. They won, but the fight was trickier due to him having the wrong equipment.

He later improved the Gravity Ring (see the earlier post on that), though he likely has one or two copies of the old model in storage, in case of emergencies (along with other 'Gravity' or 'Cosmic' gadgets, old costumes, other cosplay stuff that would work as superhero gadgets, et cetra; he could equip a full superteam if I were playing that sort of game, or running one, basically).
Last edited by Prince Charon on Tue Sep 01, 2020 2:50 pm, edited 1 time in total.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

This is one of the few Theo sheets that I've been working on recently. I wasn't expecting it to be done today, but here it is:

Alternate Theo: Stealth - PL 11

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 10, Awareness 2, Presence 1

Advantages
Benefit, Wealth (well-off), Eidetic Memory, Equipment 3, Favored Environment: Aerial, Improvised Tools, Inventor, Languages 3, Skill Mastery: Ranged Combat, Skill Mastery: Stealth, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Stealth skill checks, Ultimate Effort: Technology skill checks, Well-informed

Skills
Acrobatics 3 (+5), Athletics 3 (+4), Close Combat: Unarmed 2 (+6), Deception 2 (+3), Expertise: Antiques 1 (+11), Expertise: Art 1 (+11), Expertise: Criminology 2 (+12), Expertise: Current Events 1 (+11), Expertise: History 1 (+11), Expertise: Opal City 1 (+11), Expertise: Science 5 (+15), Insight 3 (+5), Investigation 3 (+13), Perception 4 (+6), Ranged Combat: Gravity Ring 5 (+7), Sleight of Hand 2 (+4), Stealth 10 (+12), Technology 6 (+16), Treatment 1 (+11), Vehicles 2 (+4)

Powers
EM Detection Goggles (Removable)
. . Senses: Senses 8 (technological, Accurate: Electromagnetic Energies, Acute: Electromagnetic Energies, Analytical: Electromagnetic Energies, Awareness: Electromagnetic Energies, Detect: Electromagnetic Energies 2: ranged, Radio)
Gravity Ring (Removable)
. . Flight: Flight 11 (gravity, Speed: 4000 miles/hour, 8 miles/round; Subtle 2: undetectable)
. . . . Gravity Pulse: Blast 10 (Alternate; [0 active, 0/24 PP, 2/r+2], gravity, DC 25; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Gravity Scramble: Affliction 10 (Alternate; [0 active, 0/24 PP, 1/r+2], gravity, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Move Object: Move Object 8 (Alternate; [0 active, 0/24 PP, 2/r+3], 6 tons; Improvised Weapon, Subtle: subtle, Throwing Mastery)
. . Gravitational Deflector: Force Field 12 (gravity, +12 Toughness; Impervious, Subtle 2: undetectable)
Protection: Protection 5 (+5 Toughness; Limited: Protects Head Only)
Stealth Ring (Removable)
. . Cosmic Stealth Field: Concealment 6 (cosmic, All Visual Senses, Sense - Hearing, Sense - Smell)

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Gas Mask, Helmet [Protection: Protection 5, +5 Toughness; Limited: Protects Head Only], Multi-tool, Rebreather, Restraints

Offense
Initiative +10
Grab, +4 (DC Spec 11)
Gravity Pulse: Blast 10, +7 (DC 25)
Gravity Scramble: Affliction 10, +4 (DC Fort 20)
Move Object: Move Object 8, +7 (DC 20)
Throw, +7 (DC 16)
Unarmed, +6 (DC 16)

Complications
Enemy: Theo has inherited many enemies from the previous Starmen and the JSA, although most or all of them don't know he's also the mysterious hero who's been protecting Opal City, recently.
Motivation: Responsibility: The son of a Legacy Hero, Theo feels he must live up to that legacy.
Power Loss: Being quite small, the Gravity Ring has a limited charge, generally enough for two hours with only Flight /or/ the Force Field up, or one hour of both. Each use of an alternate effect, and each point of damage that penetrates the Force Field, eats one minute of this time. The Stealth Ring is similarly limited. He wears power bracers to mitigate this effect, but if the rings and bracers are kept from the sun and/or stars for too long, the charge will run out.
Quirk: Teenager: Theo is still a teenager and suffers all the usual disadvantages of that condition. Also, he's a bit shy.
Relationships: Theo is close friends with Maggie O'Dare-Swift, daughter of the Shade and Hope O'Dare, who has a crush on Theo. His parents are still alive and he has a younger sister.
Secret Identity: Theo's father didn't have a secret identity, which makes concealing his own a challenge. As far as the public knows, he's living up to his legacy by being a philanthropist, and inventing tools for the police.

Languages
English, French, Latin, Spanish

Defense
Dodge 7, Parry 4, Fortitude 5, Toughness 14, Will 6

Power Points
Abilities 48 + Powers 61 + Advantages 18 + Skills 29 (58 ranks) + Defenses 12 = 168

Notes
This Theo is from an alternate timeline, where he's a bit shyer and more humble, and isn't connected to Starwoman. He isn't a known hero, exactly, though it's well-known by the time he gets to that point value that there's some invisible force protecting people in Opal. I haven't decided what name he's known by, but it would be something the press came up with, not his own idea. Probably the only people who know that he is that mysterious force are his family, and Maggie and her immediate family.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

This one is part of a short series showing the hypothetical progression of a character that I never got to play:

Matthew Morris (Matt Macabre) - PL 3

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

Advantages
Attractive, Beginner's Luck, Benefit, Wealth (well-off), Eidetic Memory, Equipment 3, Languages 3

Skills
Athletics 1 (+1), Deception 5 (+8), Expertise: Mentalism 3 (+6), Investigation 2 (+5), Perception 6 (+6), Persuasion 5 (+8), Sleight of Hand 4 (+4), Stealth 3 (+4), Technology 2 (+5), Vehicles 1 (+1)

Equipment
Cell Phone (Smartphone), SUV

Offense
Initiative +1
Grab, +1 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +1 (DC 15)

Complications
Motivation: Recognition: Matt is famous, and plans to stay that way.
Quirk: Skeptic: Matt does not yet believe in the paranormal, and fully expects to see a 'logical' explanation for any such phenomenon he encounters.
Secret: Fake Psychic: Matt is a celebrity psychic, but he has no powers whatsoever. This is a pretty shallow secret as these things go, but if too many of his fans stop believing in him, his ratings could drop far enough for his show to be cancelled.

Languages
French, Japanese, Native Language (English), Spanish

Defense
Dodge 1, Parry 1, Fortitude 1, Toughness 1, Will 1

Power Points
Abilities 18 + Powers 0 + Advantages 10 + Skills 16 (32 ranks) + Defenses 1 = 45



--------------------

SUV - PL 3

Strength 9, Defense -4, Toughness 9, Size Huge

Features:
Alarm 1, Communications 1, Navigation System 1

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 3 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11

Notes
Basically, this is Matt at around the end of his show business career. He has no idea that he's living in a Supernatural setting, and he's been invited to do a show in a haunted house - he's just waiting to hear back from the building inspector, as the only danger he's expecting to face is the old mansion falling apart around him.

I intend to post the next version tomorrow, set after he is rather forcefully introduced to the fact that the world isn't what he thought it was, and has become a street-level (PL6) investigator.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Matt Macabre (Matthew Morris) - PL 6

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

Advantages
Attractive, Beginner's Luck, Benefit 6: Readied Rituals, Benefit, Wealth (well-off), Defensive Roll, Eidetic Memory, Equipment 5, Languages 3, Ritualist, Uncanny Dodge

Skills
Athletics 1 (+2), Deception 5 (+7), Expertise: Mentalism 3 (+6), Expertise: Psionics 3 (+6), Insight 1 (+4), Investigation 1 (+4), Perception 5 (+8), Persuasion 5 (+7), Ranged Combat: Skeet Shotgun 1 (+2), Sleight of Hand 4 (+5), Stealth 3 (+5), Technology 2 (+5), Treatment 1 (+4), Vehicles 1 (+2)

Powers
Psychic Awareness: Senses 3 (psionic, Awareness: Mental, Awareness: Spirits, Danger Sense: Awareness)
Psychic Vampirism
. . Affliction: Cumulative Affliction 1 (Linked; psionic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 11; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Healing: Healing 1 (Linked; psionic; Energizing; Limited: Self Only, Limited: Energizing Only)
. . Life Sense: Senses 6 (Alternate; psionic, Accurate: Life, Detect: Life 2: ranged, Detect: Emotional and Physical state 2: ranged)

Equipment
Bulletproof Vest, Car, Cell Phone (Smartphone), Multi-tool, Salt, Salt Buckshot, Skeet Shotgun, Toolkit (Psionics) 1

Offense
Initiative +2
Affliction: Cumulative Affliction 1 (DC Will 11)
Grab, +2 (DC Spec 11)
Skeet Shotgun, +2 (DC 19 )
Throw, +2 (DC 16)
Unarmed, +2 (DC 16)

Complications
Motivation: Responsibility: Matt was once a fake psychic, before he found out what the world is really like, and his power became all to real. Now that he has that power, he feels the need to do good with it.
Mythic Weakness: As a psychic vampire, albeit a weak one, Matt sunburns easily, is uncomfortable around deeply religious folk who are hostile to him, and will become ill if he doesn't drain anyone using his Psychic Vampirism for a week (on the eighth day since the last use, he has a Stamina penalty of -1, which becomes -2 on the ninth day, and so on).
Quirk: ex-Celebrity: Matt was famous once, and though his star has fallen since his 'nervous breakdown,' there are still people who remember him, for good or ill.

Languages
French, Japanese, Native Language (English), Spanish

Defense
Dodge 5, Parry 4, Fortitude 5, Toughness 6/1, Will 5

Power Points
Abilities 30 + Powers 10 + Advantages 21 + Skills 18 (36 ranks) + Defenses 11 = 90



--------------------

Car - PL 6

Strength 5, Defense -2, Toughness 8, Size Large

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8



Notes
This is Matt a few months to a year after his encounter with the haunted house, and that which dwelt therein, which punished him for his mockery. He no-longer drives a flashy SUV, and doesn't dress as nicely, but he's still recognized at times, which can be inconvenient. He has learned or developed a few psionic rituals, which makes him more useful than his small range of powers might make him seem, but he certainly isn't a significant threat to anything more than minor entities.


I plan to post the PL8 version to morrow or the next day, depending on how long it takes to decide how to finish the sheet (it's been a while since I last worked on him, and it seems I left that version incomplete). After that, I'll probably switch to a different character or set of characters, unless I get inspired to create a PL10 version of Matt. Unlikely, as the vaguely-defined setting I was imagining him for was pretty low-power.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Matt Macabre (Matthew Morris) - PL 8

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

Advantages
Attractive, Beginner's Luck, Benefit 8: Readied Rituals, Benefit, Wealth (well-off), Defensive Roll 2, Eidetic Memory, Equipment 5, Languages 3, Ritualist, Uncanny Dodge

Skills
Athletics 1 (+2), Close Combat: Grab 2 (+5), Deception 5 (+7), Expertise: Mentalism 3 (+6), Expertise: Psionics 5 (+8), Insight 1 (+4), Investigation 1 (+4), Perception 5 (+8), Persuasion 5 (+7), Ranged Combat: Skeet Shotgun 1 (+2), Sleight of Hand 4 (+5), Stealth 3 (+5), Technology 2 (+5), Treatment 1 (+4), Vehicles 1 (+2)

Powers
Psychic Senses
. . Precognition: Senses 4 (psionic, Precognition; Check Required: DC 10 - Expertise (Psionics))
. . Psychic Awareness: Senses 3 (psionic, Awareness: Mental, Awareness: Spirits, Danger Sense: Awareness)
. . Psychometry: Senses 4 (psionic, Postcognition; Check Required: DC 10 - Expertise (Psionics))
Psychic Vampirism
. . Affliction: Cumulative Affliction 2 (Linked; psionic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 12; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Healing: Healing 8 (Linked; psionic; Energizing; Limited: Self Only, Limited: Energizing Only)
. . Life Sense: Senses 12 (Alternate; psionic, Accurate: Life, Acute: Life, Analytical: Life, Detect: Life 2: ranged, Detect: Emotional and Physical state 2: ranged, Penetrates Concealment: Life)
. . Vampiric Regeneration
. . . . Cellular Disruption: Damage 4 (Linked; psionic, DC 19; Alternate Resistance: Fortitude)
. . . . Healing: Healing 4 (Linked; psionic; Persistent, Restorative; Limited: Self Only)
. . Vampiric Strength: Enhanced Strength 8 (Alternate; psionic, +8 STR)

Equipment
Bulletproof Vest, Car, Cell Phone (Smartphone), Multi-tool, Salt, Salt Buckshot, Skeet Shotgun, Toolkit (Psionics) 1

Offense
Initiative +2
Affliction: Cumulative Affliction 2 (DC Will 12)
Cellular Disruption: Damage 4, +5 (DC Fort 19)
Grab, +5 (DC Spec 11)
Skeet Shotgun, +2 (DC 19 )
Throw, +2 (DC 16)
Unarmed, +5 (DC 16)

Complications
Motivation: Responsibility: Matt was once a fake psychic, before he found out what the world is really like, and his power became all to real. Now that he has that power, he feels the need to do good with it.
Mythic Weakness: As a psychic vampire, albeit a weak one, Matt sunburns easily, is uncomfortable around deeply religious folk who are hostile to him, and will become ill if he doesn't drain anyone using his Psychic Vampirism for a week (on the eighth day since the last use, he has a Stamina penalty of -1, which becomes -2 on the ninth day, and so on).
Quirk: ex-Celebrity: Matt was famous once, and though his star has fallen since his 'nervous breakdown,' there are still people who remember him, for good or ill.

Languages
French, Japanese, Native Language (English), Spanish

Defense
Dodge 6, Parry 6, Fortitude 7, Toughness 8/2, Will 8

Power Points
Abilities 34 + Powers 25 + Advantages 24 + Skills 20 (40 ranks) + Defenses 17 = 120



--------------------

Car - PL 8

Strength 5, Defense -2, Toughness 8, Size Large

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8



Notes
This is Matt a few years later, as an experienced investigator and a more powerful psychic vampire.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

As far as I can tell, I played this character exactly once, and I don't think it was a really serious game:

Winged Lightning (John Tuttle) - PL 10

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

Advantages
Defensive Roll 5, Equipment 1, Improved Initiative 3, Instant Up, Languages 1, Move-by Action

Skills
Acrobatics 4 (+7), Athletics 8 (+10), Close Combat: Speed Strikes 6 (+9), Deception 6 (+7), Expertise: Computers 6 (+9), Investigation 1 (+4), Perception 8 (+9), Ranged Combat: Thrown 6 (+9), Technology 6 (+9), Treatment 1 (+4), Vehicles 1 (+4)

Powers
Fast Defense: Enhanced Trait 20 (Traits: Dodge +10 (+13), Parry +10 (+13))
Run On Water: Movement 1 (Water Walking 1: you sink if you are prone; Limited: While Moving)
Run Up Walls: Movement 2 (Wall-crawling 2: full speed; Limited: While Moving)
Single Attack
. . Fast Disarm (Multiattack)
. . Sonic Punch: Strength-based Damage 6 (DC 23; Multiattack)
. . Superballs: Blast 4 (Alternate; DC 19; Multiattack, Ricochet 2: 2 bounces)
. . Whirlwind Attack
. . . . Whirlwind Disarm (Burst Area: 30 feet radius sphere, DC 12, Selective)
. . . . Whirlwind Strike: Strength-based Burst Area Damage 3 (DC 20; Burst Area: 30 feet radius sphere, DC 13, Selective)
. . Wind Deflection: Deflect 10
Speed Force Costume (Quick Change): Feature 1
Speed-Force Wings: Flight 13 ([0 active, 0/13 PP, 1/r], Speed: 16000 miles/hour, 30 miles/round; Wings)
. . Quickness: Quickness 10 (Alternate; [0 active, 0/13 PP, 1/r], Perform routine tasks in -10 time ranks)
. . Speed: Speed 13 (Alternate; [0 active, 0/13 PP, 1/r], Speed: 16000 miles/hour, 30 miles/round)
. . Vibrational Phasing: Insubstantial 4 (Alternate; [0 active, 0/13 PP, 3/r], Incorporeal; Distracting, Unreliable (5 uses))
. . Wing Shield: Protection 7 (Alternate; [0 active, 0/13 PP, 2/r-1], +7 Toughness; Impervious; Check Required: DC 10 - Dexterity)
. . Wing Strike: Damage 10 (Alternate; [0 active, 0/13 PP, 1/r+1], DC 25; Affects Insubstantial: half ranks)
Super-Speed
. . Enhanced Trait: Enhanced Trait 3 (Advantages: Improved Initiative 3)

Equipment
Cell Phone (Smartphone), Restraints

Offense
Initiative +15
Grab, +3 (DC Spec 12)
Sonic Punch: Strength-based Damage 6, +9 (DC 23)
Superballs: Blast 4, +9 (DC 19)
Throw, +9 (DC 17)
Unarmed, +9 (DC 17)
Whirlwind Strike: Strength-based Burst Area Damage 3 (DC 20)
Wing Strike: Damage 10, +9 (DC 25)

Complications
Red Bull Gives You Wings! - (Power Loss): John must drink a shot of Red Bull to activate his connection to the Speed Force. When the 'charge' he gets from a shot of Red Bull runs out, he returns to normal, and often suffers from Fatigue.
I Have No Balls!: While he carries several superballs for throwing, John occasionally runs out and needs to buy or recover them for additional attacks.
Motivation: Doing Good

Languages
English, Klingon

Defense
Dodge 13/3, Parry 13/3, Fortitude 7, Toughness 6/1, Will 9

Power Points
Abilities 34 + Powers 68 + Advantages 9 + Skills 27 (53 ranks) + Defenses 14 = 152

Notes
I believe that I played John Tuttle in 2012, but I don't recall the game. The notes I have only show that the adventure was labeled 'Putting the BOOM in Yer 'Ang!,' which I suspect means that he faced Captain Boomerang, so I'm putting him as a DC character. I do recall how he got his powers: he drank a radioactive can of Red Bull Energy Drink. Since then, whenever he drinks Red Bull (even ordinary-background-level cans), a startling metamorphosis occurs.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Another not-so-serious character:

Ray Gun (Dr. Raymond Gunn, Ph.D) - PL 8

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

Advantages
Beginner's Luck, Defensive Roll, Eidetic Memory, Equipment 1, Inventor, Quick Draw, Uncanny Dodge

Skills
Close Combat: Unarmed 3 (+5), Expertise: Physics 1 (+9), Investigation 2 (+10), Perception 3 (+6), Ranged Combat: Throw 5 (+7), Technology 8 (+16), Treatment 1 (+9), Vehicles 1 (+3)

Powers
Ray Field Belt (Removable)
. . Force Field: Protection 6 (technological, +6 Toughness; Impervious, Sustained)
Universal Ray-Gun (Removable)
. . Ray Effects: Variable 8 (technological; Check Required: DC 10 - Technology)

Equipment
Cell Phone (Smartphone), Flash Goggles, Multi-tool, Restraints

Offense
Initiative +1
Grab, +5 (DC Spec 11)
Throw, +7 (DC 16)
Unarmed, +5 (DC 16)

Complications
Enemy: Ray has encountered a number of mad scientists (and angry scientists, which is a separate but overlapping category) in the course of field-testing his equipment, and has gained the hatred of some of them for his attempts to prevent them from harming relatively-innocent people.
Motivation: Doing Good: Ray is one of the nicer and more ethical mad scientists on his Earth - which isn't to say that he's terribly sane, but he's less blatantly nuts than a lot of others.
Obsession: Dr. Gunn is obsessed with improving his Ray technology, and in the habit of field-testing improvements and off-shoots against criminals.
Power Loss: The Universal Ray-Gun and Ray Field Belt need to be charged periodically, or they will first work poorly, and then fail entirely.

Languages
Native Language (English)

Defense
Dodge 4, Parry 3, Fortitude 3, Toughness 8/1, Will 4

Power Points
Abilities 40 + Powers 54 + Advantages 7 + Skills 12 (24 ranks) + Defenses 7 = 120

Notes
I admit, I'm not completely satisfied with this version of Ray, though I'm not sure whether I want to replace the Variable power with an Array or a bunch of Alternate Effects, or do something else. Ray isn't intended for any specific setting, I think, and versions of his could be made to fit a lot of them. If I were building a setting for him to live in as he is here, it would probably be a very Superscience-focused setting, with most or all powers coming from Devices, or from Origins involving interacting with mad science (like very early Marvel or a more-modern and less-historically-divergent Girl Genius).

Thoughts?
Last edited by Prince Charon on Sun Sep 06, 2020 8:46 pm, edited 1 time in total.
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Davies
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Re: Prince Charon's Builds

Post by Davies »

Just a note on Ray, whom I think I might steal for a future series of builds -- Affects Insubstantial isn't really supposed to be applied to passive effects like Protection, since if an Insubstantial attacker is able to make an attack on someone, their target's Toughness isn't reduced. You might apply that to a Create effect to make barriers that Insubstantial characters can't cross, if that's what you're trying to do there.
"I'm sorry. I love you. I'm not sorry I love you."
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Davies wrote: Tue Sep 01, 2020 4:23 pm Just a note on Ray, whom I think I might steal for a future series of builds -- Affects Insubstantial isn't really supposed to be applied to passive effects like Protection, since if an Insubstantial attacker is able to make an attack on someone, their target's Toughness isn't reduced. You might apply that to a Create effect to make barriers that Insubstantial characters can't cross, if that's what you're trying to do there.
Ah. Well, I kind of figured I was missing or forgetting something in that build, so thank you. I'll probably revise it later, along with working on the next character I'm building (a WWII-era young-but-powerful heroine from a setting that I haven't posted yet, where most or all powers come from fragments of a radioactive asteroid in a gradually-decaying orbit over the Earth).
Ian Turner
Posts: 220
Joined: Sat Jun 06, 2020 4:54 pm

Re: Prince Charon's Builds

Post by Ian Turner »

Prince Charon wrote: Tue Sep 01, 2020 3:04 pm Ray Gun (Dr. Raymond Gunn, Ph.D) - PL 8
Universal Ray-Gun (Removable)
. . Ray Effects: Variable 8 (technological; Check Required: DC 10 - Technology)
I like the gun!

I had a similar character, 'mad' genius who used a chemical sprayer to dispense something they called 'Thonium gas' that had whatever property they needed at the moment. Flammable? Puts out fires? Explosive? Electrically insulative? Electically conductive? Electrically *charged*? Turns into a giant slippery pool? Sticky adhesive? Blinding expanding fog? Super-cold? Solidifies instantly into a barricade? Sure! Let me just twist the dial and punch in some numbers here... (The tank was actually filled with a sort of programmable matter, or 'proto-matter' that had no properties of it's own, other than being able to be just about anything, with the proper configuration of it's flexible atomic structure, and they lied as a matter of course, not trusting anyone else with the secret of the scientific breakthrough. The character was inspired by a mashup of Hank Pym and the White Wolf 'Sons of Ether' mage tradition.)

The Variable Effect mechanic you use is way, way easier than my take on it, which was a dozen or so Alternate Effects... :)
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Ian Turner wrote: Wed Sep 02, 2020 7:06 pm I had a similar character, 'mad' genius who used a chemical sprayer to dispense something they called 'Thonium gas' that had whatever property they needed at the moment. Flammable? Puts out fires? Explosive? Electrically insulative? Electically conductive? Electrically *charged*? Turns into a giant slippery pool? Sticky adhesive? Blinding expanding fog? Super-cold? Solidifies instantly into a barricade? Sure! Let me just twist the dial and punch in some numbers here... (The tank was actually filled with a sort of programmable matter, or 'proto-matter' that had no properties of it's own, other than being able to be just about anything, with the proper configuration of it's flexible atomic structure, and they lied as a matter of course, not trusting anyone else with the secret of the scientific breakthrough. The character was inspired by a mashup of Hank Pym and the White Wolf 'Sons of Ether' mage tradition.)
I'm pretty sure that at least the SoE and possibly Hank were also involved in Ray's inspiration.
Ian Turner wrote: Wed Sep 02, 2020 7:06 pm The Variable Effect mechanic you use is way, way easier than my take on it, which was a dozen or so Alternate Effects... :)
Yeah, it is, but I keep wondering if it's too easy.
Prince Charon
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Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

OK, I went back and switched the extra point from Ray Gun's Force Field to buy Uncanny Dodge
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

A young character from the WWII Wormwood setting:

Sally King - PL 10

Strength 7, Stamina 2, Agility 1, Dexterity 2, Fighting 3, Intellect 5, Awareness 6, Presence 3

Advantages
Animal Empathy, Beginner's Luck, Daze (Deception), Fascinate (Deception), Hide in Plain Sight, Improved Defense, Uncanny Dodge

Skills
Close Combat: Absorptive Strength 1 (+4), Deception 4 (+7), Perception 2 (+8), Persuasion 2 (+5), Ranged Combat: Throw 1 (+3), Stealth 3 (+4), Technology 1 (+6), Treatment 1 (+6), Vehicles 1 (+3)

Powers
Absorptive Fortitude: Enhanced Trait 8 (life force, Fortitude +8 (+10))
Absorptive Speed
. . Protection: Protection 8 (Linked; life force, +8 Toughness; Impervious; Limited: Energy attacks)
. . Quickness: Quickness 8 (Linked; life force, Perform routine tasks in -8 time ranks; Fades, Limited: When Absorbing Energy)
Absorptive Strength
. . Enhanced Ability: Enhanced Strength 8 (Linked; life force, +8 STR; Reaction: reaction; Fades)
. . Protection: Protection 8 (Linked; life force, +8 Toughness; Impervious; Fades)
Life Sense: Senses 7 (life force, Accurate: Awareness, Acute: Awareness, Analytical: Awareness, Awareness: Life, Radius: Awareness, Tracking: Awareness 1: -1 speed rank)
Regenerative Attack
. . Harming: Damage 10 (Linked; life force, DC 25; Choking, Increased Range: ranged, Penetrating; Limited: Causes pleasure to the user, DC equals damage inflicted + 10)
. . Regeneration: Regeneration 10 (Linked; life force, Every 1 round; Persistent)
. . Sympathetic Healing: Healing 12 (Alternate; life force; Persistent, Resurrection, Stabilize; Limited: Causes pain to the user, DC equals damage healed + 10)
Stress Levitation
. . Flight: Flight 1 (Linked; life force, Speed: 4 miles/hour, 60 feet/round; Feature: Glowing eyes; Limited: Only under extreme emotional distress)
. . Move Object: Burst Area Move Object 1 (Linked; life force, 100 lbs., DC 16; Burst Area: 30 feet radius sphere, DC 11, Damaging; Limited: Only under extreme emotional distress)

Offense
Initiative +1
Grab, +4 (DC Spec 17)
Harming: Damage 10, +3 (DC 25)
Move Object: Burst Area Move Object 1 (DC 16)
Throw, +3 (DC 22)
Unarmed, +4 (DC 22)

Complications
Motivation: Doing Good
Quirk: Child: Sally is a twelve-year-old girl, with all the frailties that entails.
Secret: Sally comes from an abusive home. Mostly verbal and emotional, but she's been hit often enough to be quite good at concealing pain. Also, she doesn't want anyone to know that her healing power hurts to use, and the harming version feels good.

Languages
Native Language: English

Defense
Dodge 5, Parry 3, Fortitude 10/2, Toughness 10, Will 7

Power Points
Abilities 42 + Powers 88 + Advantages 7 + Skills 8 (16 ranks) + Defenses 5 = 150

Notes
This is Sally not long after getting her powers. She was one of the kids on that school bus, and due to both her age and powers, is really not likely to be on the front lines - even being sent to Europe isn't terribly likely.
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