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Elric’s READY-TO-PLAY DC CHARACTERS

Elric’s R E A D Y - T O - P L A Y DC CHARACTERSguilhem.arbaret.free.fr/files/dc_pc.pdfElric’s R E A D Y - T O - P L A Y DC CHARACTERS ALLAN QUATERMAIN PL8 TOUGHNESS +5/+2* FORTITUDE

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  • E l r i c ’ sR E A D Y - T O - P L A Y

    D C C H A R A C T E R S

  • ALLAN QUATERMAIN PL8

    TOUGHNESS+5/+2*

    FORTITUDE+5

    REFLEX+7

    WILL+6

    STR+112

    DEX+316

    CON+214

    INT+316

    WIS+316

    CHA+214

    Abilities 28 + Skills 20 + Feats 36 + Combat 24 + Saves 12= 120

    SKILLS

    Acrobatics 4 (+7), Bluff 8 (+10), Concentration 8 (+11), Diplomacy 6 (+8), Drive 2 (+5), Medicine 2 (+5), Notice 10 (+13), Ride 8 (+11), Sense Motive 10 (+13), Stealth 10 (+13), Survival 12 (+15)

    EQUIPMENT

    Hunting Rifle (Blast 6; Power Feat: Improved Range) (13ep), Light Pistol (Blast 3; Power Feat: Improved Range) (7ep)

    FEATS

    Accurate Attack, All Out Attack, Assessment, Attack Focus 3 (Ranged), Attack Specialization (Firearms), Benefit (Status: Renown), Defensive Attack, Defensive Roll 3, Dodge Focus 4, Equipment 4, Evasion, Improved Aim, Improved Critical (Firearms), Improved Initiative, Improved Ranged Disarm, Instant Up, Jack of All Trades, Leadership, Luck, Power Attack, Precise Shot 2, Quick Draw, Track, Ultimate Effort (Ultimate Aim), Uncanny Dodge (Sight)

    COMBAT

    Attack +5 (+8 Ranged, +10 Firearms) [Rifle 6 dmg, crit 19-20; Unarmed 1 dmg], Defense 21 (14 flat-footed), Initiative +7, Grapple +6, Knockback -2

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here's Allan Quatermain, protagonist of Henry Rider Haggard’s book King Solomon’s Mines (among oth-er books), built as a PC at PL 8, 120 pp. Hat tip to Even-dur who has the only other build of Allan Quatermain that I’ve seen on the boards. Improved Range Disarm is from the Mastermind's Manual and negates the attack roll penalty for disarming with a ranged attack. I seem to recall having seen the beginning of League of Extraordinary Gentlemen on a plane flight once, but then I fell asleep. I guess it wasn’t much of a movie I’ve read King Solomon’s Mines and some of Haggard’s other stuff, but that was a while ago. So I really can’t say that I’m going for any particular source for him. He’s only PL 8 but still quite powerful—people don’t always realize how strong characters are at PL 8, 120 pp.

  • FEATS

    Attack Focus 6 (Melee), Benefit (Status), Dodge Focus 5, Environmental Adaptation (Underwater), Improved Initiative, Leadership, Power Attack

    AQUAMAN PL11

    TOUGHNESS+10

    FORTITUDE+10

    REFLEX+6

    WILL+8

    STR+1030

    DEX+112

    CON+1030

    INT+112

    WIS+316

    CHA+214

    Abilities 54 + Skills 12 + Feats 16 + Powers 52 + Combat 26 + Saves 10– Drawbacks 5 = 165

    POWERS

    Animal Control 11 (Extra: Sensory Link [+1]; Flaw: Limited [to sea-life]; Power Feat: Mental Link) (23 pp) AP: Summon 5 (Extras: Horde, Type [sea

    creatures; +1]; Power Feat: Progression 3 [10 minions]) (23 pp) AP: Telepathy 10 (Flaw: Limited 5 [only sea

    creatures]) (15 pp) Comprehend 2 (Animals 2 [speak and understand], Limited [only sea life]) (2 pp)

    Immunity 3 (Cold Environment, High Pressure, Suffocation [breathe underwater])

    Super-Senses 5 (Darkvision, Sonar) Super-Strength 3 (Heavy Load: 6.4 tons) Swimming 6 (100 MPH)AP: Speed 3 (50 MPH) & Leaping 3 (x10

    distance)

    Device 1 (Water Suit, Hard to Lose) (4 pp) Water Suit: buys off Weakness Drawback (5 pp)

    SKILLS

    Diplomacy 10 (+12), Handle Animal 10 (+12), Intimidate 8 (+10), Knowledge [Civics] 4 (+5), Knowledge [Life Sciences] 4 (+5), Notice 4 (+7), Sense Motive 5 (+8), Survival 2 (+5), Languages 1 (Atlantean; base: English)

    DRAWBACKS

    Weakness (lack of immersion in water; Very Common, Major [-1 all physical ability scores], per hour, potentially lethal; -5pp)

    COMBAT

    Attack +6 (+12 melee) [Unarmed 10 dmg], Defense 22 (14 flat-footed), Initiative +5, Grapple +25, Knockback -5

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Aquaman as a PC at PL 11, 165 pp. He’s a sol-id combatant, fairly capable all-around, and shines in aquatic adventures, as you’d expect. I’ve made him more broadly useful by making his Telepathy usable on anyone (though at a lower rank), and giving him Speed/Leaping for decent mobility when he’s out of the water. I wasn’t going for any particular version of Aquaman—he doesn’t have the “harpoon hand” or the “water hand”. In accordance with the picture, note that Aquaman can summon 10 giant squids (core book, pg 232).Why no Favored Environment? If you take as given that a character will end up hitting their PL caps, then since Favored Environment counts against PL caps it’s really “can’t hold your own outside the water.” Aquaman’s En-vironmental Adaptation feat should be enough to reflect that he fights better underwater than most characters (the Mastermind’s Manual’s rules on underwater com-bat give a -2 attack to characters without the Environ-mental Adaptation feat, among other penalties).

  • BATGIRL III PL10

    TOUGHNESS+6/+5*

    FORTITUDE+5

    REFLEX+11

    WILL+7

    STR+316

    DEX+520

    CON+316

    INT+214

    WIS+418

    CHA+010

    Abilities 34 + Skills 26 + Feats 41 + Powers 1 + Combat 38 + Saves 11 - Drawbacks 1 = 150

    POWERS

    Super-Senses 1 (Danger Sense [visual])

    SKILLS

    Acrobatics 12 (+17)*, Climb 6 (+9), Concentration 4 (+8), Disable Device 3 (+5), Escape Artist 5 (+10), Gather Information 5 (+5), Intimidate 12 (+12)*, Investigate 1 (+3), Knowledge [Streetwise] 4 (+6), Medicine 1 (+5), Notice 8 (+12), Search 8 (+10), Sense Motive 15 (+19)*, Sleight of Hand 3 (+8), Stealth 12 (+17)*, Survival 4 (+8), Language 1 (English; base Japanese)

    EQUIPMENT

    (20 ep, items 1 ep unless noted)

    Costume: Binoculars, Gas Mask, GPS Receiver, Protection 2 (2 ep),

    Batarangs: Blast 2 (Power Feats: Improved Range, Mighty 3, Masterwork: +1 to hit; Drawback: Reduced Range [halve maximum range, -1 pp]) (8 ep) (50-foot range increment, 100 foot maximum range) AP: Smoke Pellets (Obscure 2, Visual)) Other equipment: Grappling hook and line gun: Super-Movement 1 (Swinging) (2 ep), Flashlight, Handcuffs, Mini-Tracer, Rebreather

    FEATS

    Acrobatic Bluff, Assessment, Attack Focus 2 (Melee), Attack Specialization 3 (Unarmed 2 & Batarangs 1), Blind-Fight, Challenge 2 (Fast Anticipate Action 2), Defensive Attack, Defensive Roll, Dodge Focus 5, Elusive Target, Equipment 4, Evasion 2, Grappling Finesse, Hide In Plain Sight, Improved Critical 2 (Unarmed), Improved Initiative 2, Martial Strike, Move-By Action, Power Attack, Second Chance (Interaction Skill resistance), Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Track, Ultimate Defense, Uncanny Dodge (Hearing)

    COMBAT

    Attack +10 (+12 melee, +13 Batarangs, +16 Unarmed) [Unarmed 4 dmg, 18-20 crit; Batarangs 5 damage), Defense 24 (15 flat-footed), Initiative +13, Grapple +17, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

    DRAWBACKS

    Disability (Illiterate, Uncommon, Minor, -1pp)

  • Here’s Batgirl III as a PC at PL 10, 150 pp. She’s a fearsome martial artist and incredibly stealthy as well. I’ll only give the stealthiest characters Hide in Plain Sight to represent their stealth skill (it’s a decidedly su-pernatural ability). Hat tip to Taliesin for the idea of how to do Cassandra’s body-reading ability. Her Challenge feats let her use Anticipate Action as a move action rath-er than a full-round action with no penalty to the roll. Anticipate Action is a new use of Sense Motive in the Mastermind’s Manual. Anticipate Action: Make a Sense Motive check, (DC 10+ opponent’s attack bonus) as a full-round action against an opponent you can accurate-ly sense. If successful you gain a +1 dodge bonus to your Defense for the next round against attacks made by that opponent, plus an additional +1 for every 5 points your check exceeds the DC (success by 0-4: +1 Defense, suc-cess by 5-9: +2 Defense, etc.) Note that in Ultimate Power, maximum range is sepa-rate from Range Increment for a power- a power’s maxi-mum range is rank x 100 feet, and Improved Range only makes the ranged increment better (the Progression feat makes the maximum range itself better). Her Batarangs have the Reduced Range drawback from Ultimate Power, which affects maximum range and not range increment. Note that the Mighty Power Feat doesn’t affect a power’s range. Martial Strike is from the Mastermind’s Manual and adds 1 to unarmed damage per rank. Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat.

    ULTIMATE DEFENSE FORTUNE

    After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

    Major digression: if someone tries to feint Cassandra and you know they’re rolling the Feint at 8 points below her Sense Motive or worse (+11 or below), you should use Skill Mastery. If you know they’re rolling the feint at 7 points below her Sense Motive or better (+12 or above), you should roll for it. Of course, in practice you probably won’t know exactly what their bonus is. But you can probably guess reasonably well. Note that her Second Chance (Interaction Skill resis-tance) feat makes this answer different compared to if she didn’t have the feat (if you’re following the above strategy and you lose the first roll and Second Chance kicks in, you should always roll for it, assuming you don’t know your opponent’s roll but only know it beat your first roll). If she didn’t have Second Chance, you’d want to roll for it against someone rolling at 3 below her Sense Motive or better (+16 or higher), you’d want to take 10 against someone rolling at 5 below her Sense Motive or worse (+14 or lower), and the options are the same against someone rolling at 4 below her Sense Motive (at +15). I haven’t considered the possibility that your opponent will use a hero point to reroll in this calculation—if you think your opponent will use a hero point to try to suc-ceed on the feint you should use Skill Mastery less of-ten than you otherwise would (but also note that using a hero point for Improved Roll on a feint generally isn’t a great idea).

  • BATMAN PL9

    TOUGHNESS+7/+5*

    FORTITUDE+6

    REFLEX+7

    WILL+7

    STR+316

    DEX+418

    CON+316

    INT+520

    WIS+418

    CHA+214

    Abilities 42 + Skills 28 + Feats 30 + Combat 26 + Saves 9= 135

    SKILLS

    Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+7), Computers 3 (+8), Disable Device 5 (+10), Drive 2 (+6), Escape Artist 10 (+14)*, Gather Information 8 (+10), Intimidate 12 (+14)*, Investigate 10 (+15)*, Knowledge [Streetwise] 5 (+10), Notice 8 (+12), Search 5 (+10), Sense Motive 8 (+12), Stealth 10 (+14)*, Languages 6 (Arabic, Chinese, French, Japanese, Latin, Spanish; Base: English)

    EQUIPMENT

    Bat-suit: Protection 2, Strike 1 (PF: Mighty) [4 ep] Grappling hook and line gun (2ep): Super-Movement 1 (Swinging)

    Utility Belt: Gadgets 3 [15 ep worth of equipment, Move Action; Hard to Lose]; [24ep]

    Typical Gadgets: Batarangs: Blast 2 (+1 to hit, Power Feats: Mighty 3, Ricochet, Improved Range [50 foot range increment], Improved Ranged Disarm) [11 ep], GPS Receiver, Flashlight, Binoculars, Commlink [1 ep each]

    FEATS

    Assessment, Attack Specialization 2 (Unarmed), Benefit (Wealthy), Contacts, Defensive Roll 2, Dodge Focus 6, Equipment 6, Evasion, Improved Initiative, Jack of All Trades, Master Plan, Power Attack, Skill Mastery (Escape Artist, Intimidate, Investigate, Stealth), Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed

    COMBAT

    Attack +8 (+9 batarangs, +12 unarmed) [Unarmed 4 dmg; Batarang 5 dmg //+2 dmg on Sneak Attack], Defense 21 (13 flat-footed), Initiative +8, Grapple +11, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Batman as a PC at PL 9, 135 pp. He’s still cast as a potential “team player” in that he doesn’t have Alfred, the Batcave, or the Batmobile, but this is certainly meant to represent a “street-level” Batman correspond-ing to his vulnerabilities in his own setting. His skills are excellent, though—this is low powered Batman, not start-ing Batman. Since this is a PC build, Batman hasn’t been depowered too radically but he’s weak enough that he’ll want to use stealth and clever tactics against thugs with guns instead of going in with fists blazing. If you’re looking for a lower powered costumed adventurer, this build would make a good starting point. From my PL 10, 150 pp Batman build: -2 Str, -2 Con, -1 base attack, -1 Will save, -4 ranks in Equipment feat (remove Batarangs as separate equip-ment; drop rank of Gadgets to 3), -1 rank of Evasion and Dodge Focus feats, -4 ranks in Sleight of Hand skill, -2 ranks in Computers, -2 ranks in Languages

  • BATMAN PL10

    TOUGHNESS+8/+6*

    FORTITUDE+7

    REFLEX+7

    WILL+8

    STR+418

    DEX+418

    CON+418

    INT+520

    WIS+418

    CHA+214

    Abilities 46 + Skills 30 + Feats 36 + Combat 28 + Saves 10= 150

    SKILLS

    Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+8), Computers 5 (+10), Disable Device 5 (+10), Drive 2 (+6), Escape Artist 10 (+14)*, Gather Information 8 (+10), Intimidate 12 (+14)*, Investigate 10 (+15)*, Knowledge [Streetwise] 5 (+10), Notice 8 (+12), Search 5 (+10), Sense Motive 8 (+12), Sleight of Hand 4 (+8), Stealth 10 (+14)*, Languages 8 (Arabic, Chinese, French, Latin, Japanese, Nama, Nepali, Spanish; Base: English)

    FEATS

    Assessment, Attack Specialization 2 (Unarmed), Benefit (Wealthy), Contacts, Defensive Roll 2, Dodge Focus 7, Equipment 10, Evasion 2, Improved Initiative, Jack of All Trades, Master Plan, Power Attack, Skill Mastery (Escape Artist, Intimidate, Investigate, Stealth), Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed

    COMBAT

    Attack +9 (+10 batarangs, +13 unarmed) [Unarmed 5 dmg; Batarang 6 dmg //+2 dmg on Sneak Attack], Defense 22 (13 flat-footed), Initiative +8, Grapple +13, Knockback -4

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

    EQUIPMENT

    Bat-suit: Protection 2, Strike 1 (Power Feat: Mighty) [4 ep]

    Batarangs: Blast 2 (+1 to hit; Power Feat: Mighty 4, Ricochet, Improved Range [50 foot range increment], Improved Ranged Disarm) [12 ep]

    Grappling hook and line gun: Super-Movement 1 (Swinging) [2 ep]

    Utility Belt: Gadgets 4 [20 ep worth of equipment, Move Action; Hard to Lose]; [32ep]

  • Here’s Batman as a PC at PL 10, 150 pp. He’s starting to feel a little less legendary than my other versions. His defense isn’t so high that ordinary thugs with guns have no chance to hit him and he’s lost a few abilities around the edges. Batman doesn’t have the Batmobile, Batcave, or Alfred because as a PC you’d probably be playing Batman on a team where those would be team resources if he still has them. From my PL 11, 165 pp build, the changes are: -2 base attack, -2 base defense Drop feats: Defensive Attack, Fast Escape, Fearless, lower Fort/Ref saves by 1, drop 2 ranks each in Knowledge: Business, Drive, Sense Motive, Disable Device.

  • BATMAN PL11

    TOUGHNESS+8/+6*

    FORTITUDE+8

    REFLEX+8

    WILL+8

    STR+418

    DEX+418

    CON+418

    INT+520

    WIS+418

    CHA+214

    Abilities 46 + Skills 32 + Feats 39 + Combat 36 + Saves 12= 165

    SKILLS

    Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+8), Computers 5 (+10), Disable Device 7 (+12), Drive 4 (+8), Escape Artist 10 (+14), Gather Information 8 (+10), Intimidate 12 (+14)*, Investigate 10 (+15)*, Knowledge [Business] 2 (+7), Knowledge [Streetwise] 5 (+10), Notice 8 (+12), Search 5 (+10), Sense Motive 10 (+14)*, Sleight of Hand 4 (+8), Stealth 10 (+14)*, Languages 8 (Arabic, Chinese, French, Japanese, Latin, Nama, Nepali, Spanish; Base: English)

    EQUIPMENT

    Bat-suit: Protection 2, Strike 1 (PF: Mighty) [4 ep] Batarangs: Blast 2 (+1 to hit; Power Feats: Mighty 4, Ricochet, Improved Range—50 foot range increment, Improved Ranged Disarm) [12 ep]

    Grappling hook and line gun (2ep): Super-Movement 1 (Swinging)

    Utility Belt: Gadgets 4 [20 ep worth of equipment, Move Action; Hard to Lose]; [32ep]

    FEATS

    Assessment, Attack Specialization 2 (Unarmed), Benefit (Wealthy), Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 7, Equipment 10, Evasion 2, Fast Escape, Fearless, Improved Initiative, Jack of All Trades, Master Plan, Power Attack, Skill Mastery (Intimidate, Investigate, Sense Motive, Stealth), Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed

    COMBAT

    Attack +11 (+12 batarangs, +15 unarmed) [Unarmed 5 dmg; Batarang 6 dmg //+2 dmg on Sneak Attack], Defense 24 (14 flat-footed), Initiative +8, Grapple +15, Knockback -4

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Batman as a playable PC at PL 11, 165 pp. How the heck did I manage this? One trick in par-ticular: if you want a version of Batman as a PC, chances are that you’re playing on a superhero team, not as a solo hero in Gotham. So Batman doesn’t have Alfred as a minion, the Batcave, or the Batmobile. That saves 13 pp compared to my other build. If you want to add the Batmobile or Batcave back, look at my other build, here, for stats.If Batman is in a super-group, those are pretty much group resources (except maybe the Batmobile, which benefits Batman more than heroes with movement pow-ers) so you might be able to make them part of the back-ground benefits that no one on the team pays pp for. Since most people don’t use the optional Wealth rules, Batman has a Benefit feat to represent being wealthy, which is more of a plot-level benefit. Batman shouldn’t have any item that he wants always on hand—it should be worth 1 pp like every other Benefit feat. Fast Escape is a feat of my own devising and is Quick-ness 3 (Limited to Escaping Restraints -2) for 1 pp, taken as a feat. It lets Batman make Escape Artist checks to escape restraints at 10x normal speed (so he can take 20 in 2 minutes, or escape in a single action, providing he’s in a situation when he could take 20). Improved Range Disarm (an enhanced feat on his Batarangs) is from the Mastermind’s Manual and lets you disarm with

    a ranged attack without the usual -4 attack roll penalty. For equipment I made Batman’s Utility Belt a Gadgets equipment power (so he can only pull out equipment, and only equipment that would make sense to have in a utility belt) along with some standard equipment that he always has on him (Gadgets is in both Ultimate Power and the Mastermind’s Manual). Batman can use Gad-gets to pull out common equipment like a Flashflight, Binoculars, a Camera, and so on. I bought Gadgets as a Hard to Lose device to represent that the utility belt can’t be disarmed. It’s reasonable that many of the items Bat-man pulls out with Gadgets can be disarmed (GM’s judg-ment should be sufficient here). One regret: thematically the Bat-suit itself should be a Device, but its abilities are decidedly towards that of equipment and making it equipment saves pp, so equipment it is. Batman would make a great team member in a PL 11 game and this build could be used as a starting point to customize a PL 11 Costumed Adventurer. This is not that bare bones a build of Batman—PL 11, 165 PP is enough to make very powerful and versatile characters. PL 10, 150 pp is a “starting hero” in the sense that M&M starting heroes are at the cusp of being world-beaters! Note that in a regular PL 11 superhero game Batman will need to use Power Attack a lot to be effective in combat against most super-powered foes.

  • BATMAN PL12

    TOUGHNESS+9/+7*

    FORTITUDE+9

    REFLEX+9

    WILL+9

    STR+520

    DEX+418

    CON+520

    INT5

    20

    WIS+418

    CHA+214

    Abilities 50 + Skills 34 + Feats 44 + Combat 38 + Saves 14= 180

    SKILLS

    Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+9), Computers 5 (+10), Disable Device 7 (+12), Drive 4 (+8), Escape Artist 10 (+14), Gather Information 8 (+10), Intimidate 14 (+16)*, Investigate 12 (+17)*, Knowledge [Business] 2 (+7), Knowledge [Streetwise] 5 (+10), Notice 10 (+14), Search 5 (+10), Sense Motive 10 (+14)*, Sleight of Hand 4 (+8), Stealth 12 (+16)*, Languages 8 (Arabic, Chinese, French, Japanese, Latin, Nama, Nepali, Spanish; Base: English)

    FEATS

    Assessment, Attack Specialization 2 (Unarmed), Benefit (Wealthy), Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 8, Equipment 10, Evasion 2, Fast Escape, Fearless, Hide in Plain Sight, Improved Initiative 2, Jack of All Trades, Luck, Master Plan, Power Attack, Skill Mastery (Intimidate, Investigate, Sense Motive, Stealth), Sneak Attack, Startle, Takedown Attack, Ultimate Defense, Uncanny Dodge (Hearing), Well-Informed

    EQUIPMENT

    Bat-suit: Protection 2, Strike 1 (Power Feat: Mighty) [4 ep]

    Batarangs: Blast 2 (+1 to hit; Power Feats: Mighty 5, Ricochet, Improved Range, Improved Ranged Disarm, Drawback: Limited Range [halve maximum range], -1 pp) (50-foot range increment, 100-foot maximum range) [12 ep]

    Grappling hook and line gun (2ep): Super-Movement 1 (Swinging)

    Utility Belt: Gadgets 4 [20 ep worth of equipment, Move Action; Hard to Lose] [32ep]

    COMBAT

    Attack +12 (+13 batarangs, +16 unarmed) [Unarmed 6 dmg; Batarang 7 dmg //+2 dmg on Sneak Attack], Defense 25 (14 flat-footed), Initiative +12, Grapple +17, Knockback -4

    *Flat-foooted

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Batman as a playable “Batgod” PC at PL 12, 180 pp. If you want a version of Batman as a PC, chances are that you’re playing on a superhero team, not as a solo hero in Gotham. So Batman doesn’t have Alfred as a minion, the Batcave, or the Batmobile.

    Since most people don’t use the optional Wealth rules, Batman has a Benefit feat to represent being wealthy, which is more of a plot-level benefit. Batman shouldn’t have any item that he wants always on hand—it should be worth 1 pp like every other Benefit feat.

    Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat.

    ULTIMATE DEFENSE FORTUNE

    After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

    Fast Escape is a feat of my own devising and is Quick-ness 3 (Limited to Escaping Restraints -2) for 1 pp, taken as a feat.

    FAST ESCAPE SKILL

    You can make Escape Artist checks to escape restraints at 10x normal speed (so you can take 20 in 2 minutes, or escape in a single action, providing you’re in a situa-tion when you could take 20).

    Improved Range Disarm (an enhanced feat on his Bat-arangs) is from the Mastermind’s Manual and lets you disarm with a ranged attack without the usual -4 attack roll penalty.

    For equipment I made Batman’s Utility Belt a Gadgets equipment power (so he can only pull out equipment, and only equzipment that would make sense to have in a utility belt) along with some standard equipment that he always has on him (Gadgets is in both Ultimate Power and the Mastermind’s Manual). Batman can use Gad-gets to pull out common equipment like a Flashflight, Binoculars, a Camera, and so on. I bought Gadgets as a Hard to Lose device to represent that the utility belt can’t be disarmed. It’s reasonable that many of the items Bat-man pulls out with Gadgets can be disarmed (GM’s judg-ment should be sufficient here).

    One regret: thematically the Bat-suit itself should be a Device, but its abilities are decidedly towards that of equipment and making it equipment saves pp, so equip-ment it is.

  • BEAST BOY PL9

    TOUGHNESS+3

    FORTITUDE+5

    REFLEX+6

    WILL+4

    STR+112

    DEX+214

    CON+316

    INT+112

    WIS+112

    CHA+214

    Abilities 18 + Skills 12 + Feats 14 + Powers 60 + Combat 22 + Saves 9 – Drawbacks 1 = 135

    POWERS

    Comprehend 2 (Animals 2) (4pp) Shapeshift 8 (Flaw: Limited [Animals only; -1]) (56pp)

    SKILLS

    Bluff 10 (+12), Concentration 8 (+9), Computers 4 (+5), Handle Animal 10 (+12), Notice 8 (+9), Sense Motive 8 (+9), Survival 4 (+5)

    DRAWBACKS

    Noticeable (Shapeshift, all forms are green; Uncommon, Minor; -1pp)

    FEATS

    Animal Empathy, Attack Focus 4 (Melee), Dodge Focus, Improved Initiative, Move-By Action, Second Chance (Concentration checks to maintain Shapeshift), Set-Up, Takedown Attack, Taunt, Teamwork 2 COMBAT

    Attack +4 (+8 Melee) [Unarmed 1 dmg], Defense 18 (14 flat-footed), Initiative +6, Grapple +9, Knockback -1

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Beast Boy as a PC at PL 9, 135 pp. Shapeshift is Duration: Sustained, so I’ve given Gar ranks in Concentra-tion and Second Chance so that getting stunned will only rarely knock him out of his assumed form. He has 40 pp to spend based on Shapeshift, so he can assume some powerful and versatile forms. Below are a bunch of sample forms. If you’re not used to work-ing with the Growth power, some things will look odd (Str from Growth doesn’t add to Climb/Swim and Size affects Attack/Defense, Reach, Grapple, Knockback, Stealth and Intimidate- I’m assuming Intimidate is vs. medium-sized targets). Note that the attack bonuses and penalties from size don’t affect Grapple checks (see here).

    T-REX — Powers (39 pp): Growth 9 (+18 Strength, +9 Consti-tution; Size H; 24pp), Enhanced Constitution 1, Protection 4, Speed 1 (10 mph), Strike 2 (Power Feat: Mighty, 3pp), Super Senses 3 (Low-Light Vision, Scent, Track [by scent]; 3pp), Feats (1 pp): Improved Grab (40pp total) Modified Stats in T-Rex Form (including Huge size): STR: 30 (+10), CON: 26 (+8), lifting capacity 3.2 tons Skills: Intimidate 0 (+6), Stealth 0 (-6) Combat: Attack +2 (+6 Melee) [Bite 12 dmg, 15 foot reach], Defense 16 (12 flat-footed), Grapple +26 (+8 attack +10 Strength +8 size), Knockback –14 (–6 Toughness – 8 Size) Saves: Toughness +12, Fortitude +10, Reflex +6, Will +4 Do you even need any other forms when you have this one? The T-Rex in the book only does 10 damage on a bite, but some of the other Teen Titans already have base damage around 10 and I wanted a bite from Beast Boy in T-Rex form to feel worse than any of those base attacks. You don’t want to mess with a T-Rex.

    CHEETAH — Powers (25 pp): Growth 4 (+8 Strength, +4 Con-stitution; 12pp), Leaping 1 (x2 distance), Protection 3, Super Senses 3 (Extended Hearing, Low-Light Vision, Scent), Speed 3 (50 mph, Can’t move All-Out, 3 pp), Strike 2 (Power Feat: Mighty); Feats (9 pp): Attack Focus 4 (Melee), Dodge Focus 3, Endur-ance, Improved Trip, Skills (6 pp): Acrobatics 2, Climb 1, Stealth 3 (40 pp total) Modified Stats in Cheetah Form (including Large size): STR: 20

    (+5), CON: 20 (+5), lifting capacity 800 lbs Skills: Acrobatics 8 (+10), Climb 4 (+5), Intimidate 0 (+4), Stealth 12 (+10) Combat: Attack +3 (+11 Melee) [Claws/Bite 7 dmg, 10 foot reach], Defense 20 (13 flat-footed), Grapple +21 (+12 attack +5 Strength +4 size), Knockback –8 (–4 Toughness, –4 Size) Saves: Toughness +8, Fortitude +7, Reflex +6, Will +4 This isn’t really a cheetah. It’s more like a hybrid “Supremely Awesome Feline.” Beast Boy doesn’t get any pp back for the “Can’t move All-Out” Drawback on Speed, as it’s too minor to merit any pp. The drawback allows this form to have a “pounce” kind of feel, where if Beast Boy can reach you in a round he can attack you. It also makes this the cheetah with the greatest capacity for sustained sprinting ever.

    EAGLE (GIANT) – Powers (21 pp): Enhanced Strength 6, Flight 3 (50 mph, Drawback: Restrainable; 5 pp), Protection 2, Strike 2 (Power Feat: Mighty; 3pp), Super Senses 5 (Accurate Hearing, Distance Sense, Extended Vision, Low Light Vision). Feats (12 pp): Attack Focus 4 (Melee), Dodge Focus 5, Endur-ance, Evasion, Improved Defense Skills (4 pp): Acrobatics 2, Stealth 2, Saves (3 pp): Reflex 3 (40 pp total) Stats: STR 18 (+4), lifting capacity 300 lbs Skills: Acrobatics 8 (+10), Climb 0 (+4), Stealth 8 (+10), Swim 0 (+4) Combat: Attack +4 (+12 melee) [Claws/Beak 6 dmg], Defense 23 (14 flat-footed), Grapple +16, Knockback -2 Saves: Toughness +5, Fortitude +5, Reflex +9, Will +4 Taking some creative license here. Think of this as one of the eagles from Lord of the Rings—it even gets Evasion! The Shrink-ing power at low ranks (particularly in light of the changes in UP) is terrible for a form you intend to use in melee combat, so I’m not using it. In this form Beast Boy also has exceptional hearing akin to that of an owl. Why not?

    SNAKE (CONSTRICTOR) — Powers (27 pp): Growth 6 (+12 Strength, +6 Constitution, 18 pp), Protection 4, Super-Move-ment 1 (Slithering) (2 pp), Super-Senses 2 (Infravision, Scent), Swimming 1 Feats (7 pp): Attack Focus 4 (Melee), Chokehold, Dodge Fo-cus, Improved Grab

    Skills (6 pp): Climb 2, Stealth 2, Swim 2 (40 pp total) Modified Stats in Constrictor Form: STR 24 (+7), CON 22 (+6), lifting capacity 1400 lbs Skills: Climb 8 (+9), Intimidate 0 (+4), Stealth 8 (+6), Swim 8 (+9) Combat: Attack +3 (+11 Melee) [Unarmed 7 dmg, 10 foot reach], Defense 18 (13 flat-footed), Grapple +23 (+12 Attack, +4 Size, +7 Strength), Knockback -9, Base Movement Speed 35 ft Saves: Toughness +10, Fortitude +8, Reflex +6, Will +4 This represents a snake like an Anaconda.

    SNAKE (VIPER) — Powers (27 pp): Paralyze 9 (Alt Save: For-titude) (18 pp), Protection 4, Super-Movement 1 (Slithering) (2 pp), Super-Senses 2 (Infravision, Scent), Swim 1 Feats (4 pp): Attack Focus (Melee), Dodge Focus 3, Skills (6 pp): Climb 2, Stealth 2, Swim 2, Saves (3 pp): Reflex 3 (40 pp total) Modified Stats in Viper Form: Skills: Climb 8 (+9), Stealth 8 (+10), Swim 8 (+9) Combat: Attack +4 (+9 melee) [Unarmed 1 dmg; Paralyzing Venom Fort DC 19], Defense 21 (14 flat-footed), Grapple +10, Knockback -3 Saves: Toughness +7, Fortitude +5, Reflex +9, Will +4 This form represents a venomous snake like a Cobra.

    SQUID (GIANT) — Powers (39 pp): Additional Limbs 3 (5 ten-tacles; 3pp), Growth 8 (+16 Strength, +8 Constitution; 24pp), Immunity 1 (Underwater Suffocation; 1pp), Obscure 3 (Sight; 25 ft. Radius; Flaw: Limited to Underwater; 3pp), Protection 5 (5pp), Swimming 3 (10 mph), Feats (1 pp): Environmental Adaptation (Underwater) (40 pp total) Modified Stats in Squid Form: STR: 28 (+9), CON 24 (+7), lifting capacity 2.4 tons Skills: Intimidate 0 (+6), Stealth 0 (-6) Combat: Attack +2 (+6 melee) [Unarmed 9 dmg, 15-foot reach], Defense 16 (12 flat-footed), Grapple +25, Knockback -14 Saves: Toughness +12, Fort +9, Reflex +6, Will +4 Everyone needs a Giant Squid form, right?

  • BLACK CANARY PL9

    TOUGHNESS+7/+4*

    FORTITUDE+5

    REFLEX+8

    WILL+6

    STR+316

    DEX+520

    CON+418

    INT+214

    WIS+214

    CHA+316

    Abilities 38 + Skills 18 + Feats 30 + Powers 12 + Combat 30 + Saves 8 – Drawbacks 1= 135

    POWERS

    Sonic Control 9 (Flaw: Range [Touch]) (9 pp) AP: Blast 8 (Flaw: Action [Full-Action], Power Feat:

    Accurate) (9 pp) AP: Strike 9 [Sonic] (Extra: Area [Cone], Flaw:

    Action [Full-Action]) (9 pp) AP: Stun 9 (Extra: Area [Cone], Flaws: Action [Full-

    Action], Daze) (9 pp)

    SKILLS

    Acrobatics 8 (+13)*, Bluff 9 (+12/+16)*, Concentration 6 (+8)*, Drive 5 (+10), Gather Information 8 (+11), Investigate 8 (+10), Knowledge [Streetwise] 4 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+13)*

    EQUIPMENT

    Motorcycle (Feature: Remote Control)

    DRAWBACKS

    Power Loss [Sonic Control Array, when unable to speak, -1 pp]

    FEATS

    Acrobatic Bluff, Attack Specialization 3 (Unarmed), Attractive, Contacts, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Equipment 2, Evasion, Fearless, Grappling Finesse, Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Jack of All Trades, Leadership, Martial Strike, Power Attack, Skill Mastery (Acrobatics, Bluff, Concentration, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Hearing)

    COMBAT

    Attack +8 (+10 Canary Cry, +14 Unarmed) [Unarmed 4 dmg, 19-20 Crit, Canary Cry 8 dmg], Defense 21 (14 flat-footed), Initiative +9, Grapple +13, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Black Canary as a PC at PL 9, 135 pp. She’s really hot, she drives a motorcycle, and she kicks butt and takes names. For use with detective work later, of course. Have I mentioned her outfit? Well, I guess I didn’t need to mention it...I purposefully tried to keep her Canary Cry on the weaker side, because otherwise there’s little reason for her to use her martial arts skills. At PL 9 she fits nicely in street level games where she can really thrive. Martial Strike is from the Mastermind’s Manual and adds 1 to your un-armed damage. Note that Dinah’s Jack of All Trades feat should not extend to the Computer skill—if this would ac-tually matter, call it a Complication.

  • CATWOMAN PL8

    TOUGHNESS+5/+4*

    FORTITUDE+4

    REFLEX+9

    WILL+4

    STR+112

    DEX+622

    CON+316

    INT+316

    WIS+214

    CHA+316

    Abilities 36 + Skills 23 + Feats 31 + Powers 6 + Combat 18 + Saves 6= 120

    POWERS

    Device 2 (Whip, Easy to Lose) (6 pp) Whip: Snare 6 (Flaw: Range [Touch]; Power Feats: Tether, Extended Reach) (8 pp) AP: Super-Movement 1 (Swinging) (2 pp) AP: Strike 3 (Power Feats: Mighty, Extended

    Reach 2, Improved Disarm, Improved Trip) (8 pp)

    SKILLS

    Acrobatics 8 (+14)*, Bluff 9 (+12/+16)*, Climb 4 (+10), Computers 2 (+5), Diplomacy 0 (+3/+7), Disable Device 10 (+15), Escape Artist 8 (+14), Gather Information 4 (+7), Handle Animal 4 (+7), Knowledge [Streetwise] 4 (+7), Notice 6 (+8), Search 8 (+11), Sense Motive 6 (+8), Sleight of Hand 8 (+14)*, Stealth 10 (+16)*, Languages 1 (Italian; English base) EQUIPMENT

    Cat Suit: Protection 1, Binoculars, Masterwork lock picks, Multi-tool, Night Vision Goggles [5 ep]

    Claws: Strike 2 (Power Feats: Improved Critical, Mighty, Precise) [5 ep]

    FEATS

    Acrobatic Bluff, Animal Empathy, Attack Focus 6 (Melee), Attractive, Benefit 2 (Climb based on Dex, Wealthy), Defensive Roll, Dodge Focus 6, Elusive Target, Equipment 2, Evasion, Fascinate (Bluff), Fast Disable Device, Improved Initiative, Luck, Move-By Action, Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth), Sneak Attack, Taunt

    COMBAT

    Attack +4 (+10 Melee) [Unarmed 1 dmg; Whip 4 dmg, range 15 feet; Whip Snare Ref DC 16, range 10 feet; Claws 3 dmg, 19-20 Crit // +2 dmg on Surprise Attack], Defense 21 (13 flat-footed), Initiative +10, Grapple +11 (escape with Escape Artist +14), Knockback -2

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Catwoman as a PC at PL 8, 120 pp. Think of this as “starting Catwoman” whereas my higher PL builds represent a more experienced Catwoman. She’s built for stealth rather than direct combat, but she can hold her own if forced to fight. Catwoman has many skills and feats as befits a burglar of her talents. Fast Disable Device is a feat of my own devising and is Quickness 3 (Limited to Disable Device checks [-2]), for 1 pp, taken as a feat. It lets Catwoman use Disable Device at 10x normal speed. Note that her Disable Device score reflects the bonus from master-work tools.

  • CATWOMAN PL9

    TOUGHNESS+6/+4*

    FORTITUDE+5

    REFLEX+10

    WILL+5

    STR+112

    DEX+622

    CON+316

    INT+316

    WIS+214

    CHA+418

    Abilities 38 + Skills 28 + Feats 34 + Powers 6 + Combat 20 + Saves 9= 135

    POWERS

    Device 2 (Whip, Easy to Lose) (6 pp) Whip: Snare 6 (Flaw: Range [Touch]; Power Feats: Tether, Extended Reach) (8 pp) AP: Super-Movement 1 (Swinging) (2 pp) AP: Strike 3 (Power Feats: Mighty, Extended

    Reach 2, Improved Disarm, Improved Trip) (8 pp)

    SKILLS

    Acrobatics 8 (+14)*, Bluff 10 (+14/+18)*, Climb 4 (+10), Computers 2 (+5), Diplomacy 0 (+4/+8), Disable Device 12 (+17), Escape Artist 9 (+15), Gather Information 8 (+12), Handle Animal 6 (+10), Knowledge [Art] 2 (+5), Knowledge [Streetwise] 4 (+7), Notice 8 (+10), Search 8 (+11), Sense Motive 8 (+10), Sleight of Hand 10 (+16)*, Stealth 12 (+18)*, Languages 1 (Italian; English base) EQUIPMENT

    Cat Suit: Protection 1, Binoculars, Masterwork lock picks, Multi-tool, Night Vision Goggles [5 ep]

    Claws: Strike 2 (Power Feats: Improved Critical, Mighty, Precise) [5 ep]

    FEATS

    Acrobatic Bluff, Animal Empathy, Attack Focus 7 (Melee), Attractive, Benefit 2 (Climb based on Dex, Wealthy), Defensive Roll 2, Dodge Focus 7, Elusive Target, Equipment 2, Evasion, Fascinate (Bluff), Fast Disable Device, Improved Initiative, Luck, Move-By Action, Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth), Sneak Attack, Taunt, Uncanny Dodge (Hearing)

    COMBAT

    Attack +5 (+12 Melee) [Unarmed 1 dmg; Whip 4 dmg, range 15 feet; Whip Snare Ref DC 16, range 10 feet; Claws 3 dmg, 19-20 Crit // +2 dmg on Surprise Attack], Defense 22 (13 flat-footed), Initiative +10, Grapple +13 (escape with Escape Artist +15), Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Catwoman as a PC at PL 9, 135 pp. Who wouldn’t want her (as a member of their group, of course)? She’s built for stealth rather than direct com-bat, but she can hold her own if forced to fight. Catwoman has many skills and feats as befits a burglar of her talents. Fast Disable Device is a feat of my own devising and is Quickness 3 (Limited to Disable Device checks [-2]), for 1 pp, taken as a feat. It lets Catwoman use Disable Device at 10x normal speed. Note that her Disable Device score reflects the bonus from master-work tools.

  • CATWOMAN PL10

    TOUGHNESS+6/+4*

    FORTITUDE+5

    REFLEX+11

    WILL+6

    STR+214

    DEX+622

    CON+316

    INT+316

    WIS+214

    CHA+418

    Abilities 40 + Skills 31 + Feats 36 + Powers 6 + Combat 26 + Saves 11= 150

    POWERS

    Device 2 [Whip, Easy to Lose] (6 pp) Whip: Snare 6 (Flaw: Range [Touch]; Power Feats:

    Tether, Extended Reach) (8 pp) AP: Super-Movement 1 (Swinging) (2 pp) AP: Strike 3 (Power Feats: Mighty, Extended

    Reach 2, Improved Disarm, Improved Trip) (8 pp)

    SKILLS

    Acrobatics 9 (+15)*, Bluff 11 (+15/+19)*, Climb 8 (+10), Computers 2 (+5), Diplomacy 0 (+4/+8), Disable Device 15 (+20), Escape Artist 9 (+15), Gather Information 8 (+12), Handle Animal 6 (+10), Knowledge [Art] 2 (+5), Knowledge [Streetwise] 7 (+10), Notice 8 (+10), Search 8 (+11), Sense Motive 8 (+10), Sleight of Hand 10 (+16)*, Stealth 12 (+18)*, Languages 1 (Italian; English base)

    EQUIPMENT

    Cat Suit: Protection 1, Binoculars, Masterwork lock picks, Multi-tool, Night Vision Goggles [5 ep]

    Claws: Strike 2 (Power Feats: Improved Critical, Mighty, Precise) [5 ep]

    FEATS

    Acrobatic Bluff, Animal Empathy, Attack Focus 7 (Melee), Attractive, Benefit (Wealthy), Defensive Roll 2, Dodge Focus 7, Elusive Target, Equipment 2, Evasion 2, Fascinate (Bluff), Fast Disable Device, Improved Initiative, Luck 2, Move-By Action, Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth), Sneak Attack, Taunt, Ultimate Defense, Uncanny Dodge (Hearing)

    COMBAT

    Attack +6 (+13 Melee) [Unarmed 2 dmg; Whip 5 dmg, range 15 feet; Whip Snare Ref DC 16, range 10 feet; Claws 4 dmg, 19-20 Crit // +2 dmg on Surprise Attack], Defense 24 (14 flat-footed), Initiative +10, Grapple +15, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Catwoman as a PC at PL 10, 150 pp. Who wouldn’t want her (as a member of their group, of course)? She’s built for stealth rather than direct com-bat, but she can hold her own if forced to fight—her big-gest weakness is that she can’t deal much damage for a PL 10 character. Catwoman has many skills and feats as befits a burglar of her talents. Fast Disable Device is a feat of my own devising and is Quickness 3 (Limited to Disable Device checks [-2]), for 1 pp, taken as a feat. It lets Catwoman use Disable Device at 10x normal speed. Note that her Disable Device score reflects the bonus from master-work tools. Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited—only attack rolls, Limited—only attacks rolls against you) (1 pp) taken as a feat.

    ULTIMATE DEFENSE FORTUNE

    After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

  • CYBORG PL9

    TOUGHNESS+10

    FORTITUDE+10

    REFLEX+3

    WILL+6

    STR+10

    30/10

    DEX+112

    CON+418

    INT+418

    WIS+214

    CHA+214

    Abilities 26 + Skills 17 + Feats 14 + Powers 47 + Combat 22 + Saves 12 – Drawbacks 3= 135pp

    POWERS

    Enhanced Strength 20 (22 pp for array) AP: Blast 10 [Sonic] AP: Blast 6 (Extras: Area [Burst], Penetrating;

    Flaw: Action [Full-Round])

    Communication 4 (Radio; 1 mile)AP: Datalink 3 (Radio, 1000 feet; Power Feat:

    Machine Control) (5 pp for array)

    Protection 6Speed 1 (10 mph)Super-Strength 4 (Heavy Load: 12.8 tons), Super Senses 5 ([Analytical, Extended] Normal Sight, Distance Sense, Infravision, Ultra Hearing)

    SKILLS

    Computer 10 (+14), Craft [Mechanical] 10 (+14), Craft [Electrical] 10 (+14), Disable Device 10 (+14), Intimidate 8 (+10), Knowledge [Technology] 10 (+14), Notice 5 (+7), Sense Motive 5 (+7)

    DRAWBACKS

    Vulnerable (Magnetic attacks; Uncommon, Major; -3pp)

    FEATS

    All-Out Attack, Attack Focus 2 (Melee), Attack Specialization (Blasts), Dodge Focus 3, Interpose, Inventor, Leadership, Power Attack, Teamwork, Takedown Attack, Ultimate Effort (Ultimate Toughness Save)

    COMBAT

    Attack +6 (+8 Melee/Blasts) [Unarmed 10 dmg, Sonic Cannon 10 dmg], Defense 18 (13 flat-footed), Initiative +1, Grapple +22 (+12 when using Blast APs), Knockback -5

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Cyborg as a PC at PL 9, 135 pp. He’s probably the toughest member of the Teen Titans, with a high Toughness save and Ultimate Toughness. Cyborg is also extremely technically adept and has a number of super-senses. The Teen Titans are a pretty efficient team—their brick doubles as their gadgeteer.

    Note that Communication by default includes the ability to receive communication of the same type, so Cyborg doesn’t need the Radio super-sense to pick up on Ra-dio messages. Cyborg doesn’t have Precise Shot, which helps reflect his “fight in melee” nature—when everyone else is fighting in melee, he’ll be doing that as well.

    If you want to really get his lifting capacity into the strato-sphere, power stunt Super-Strength off of his Enhanced Strength power. His Area Blast power represents a charged up version of his regular Blast power—good for laying waste to hordes of minions.

    Analytical is a Super-Senses modifier from Ultimate Power. Analytical: Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense. Normal senses are not analytical.

  • DEATHSTROKE PL12

    TOUGHNESS+10

    FORTITUDE+10

    REFLEX+10

    WILL+8

    STR+6

    22/14

    DEX+6

    22/14

    CON+6

    22/14

    INT+214

    WIS+316

    CHA+214

    Abilities 26 + Skills 24 + Feats 31 + Powers 48 + Combat 38 + Saves 13 = 180

    POWERS

    Enhanced Strength 8, Enhanced Dexterity 8, Enhanced Constitution 8

    Quickness 2 (Flaw: Limited [Mental Actions]) (1 pp)Super-Strength 1 (Heavy Load: 1040 lbs) Super-Senses 3 (Extended Vision, Extended Hearing, Infravision)

    Regeneration 6 (Bruised per full round; Injured per 20 minutes; Staggered per 5 minutes, Disabled per 5 hours, Resurrection 1/week; Power Feat: Diehard) (7 pp)

    Super-Speed 1 (Rapid Attack) (10 mph)

    Device 2 [Power Staff; Easy to Lose] (6 pp) Power Staff: Strike 4 (Power Feats: Accurate, Extended Reach, Improved Critical x2, Mighty) AP: Blast 8 (Flaw: Action [Full-Round], Power

    Feat: Accurate)

    SKILLS

    Acrobatics 8 (+14), Bluff 14 (+16), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 14 (+16), Knowledge [Streetwise] 8 (+10), Knowledge [Tactics] 12 (+14), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+14)

    FEATS

    Assessment, Attack Specialization 2 (Firearms), Benefit (Use Knowledge [Tactics] for Master Plan), Defensive Attack, Dodge Focus 7, Elusive Target, Equipment 5, Evasion 2, Jack of all Trades, Master Plan, Power Attack, Precise Shot 2, Quick Draw, Redirect, Startle, Tough, Uncanny Dodge (Hearing), Well-Informed

    COMBAT

    Attack +12 (+14 Staff, +17 Rifle) [Unarmed 6 dmg; Sword 9 dmg, 19-20 crit; Staff melee 10 dmg, 18-20 Crit; Staff ranged 8 dmg; Rifle 5 Autofire dmg], Defense 24 (14 flat-footed), Initiative +10, Grapple +19, Knockback -5

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

    EQUIPMENT

    (23 ep spent, 2 ep free) Body Armor: Protection 3 (3 ep) Arsenal: (Rifle base 18 ep + 2 APs= 20 ep) Rifle: Blast 5 (Extra: Autofire; Features: +1 to hit, Improved Aim, Improved Range [125 foot range increment]) AP: Sword: Strike 3 (Power Feats: Improved

    Critical, Mighty) (5 ep) AP: Fragmentation Grenades: Blast 5 (Extra: Area

    [Explosion]) (15 ep)

  • Here’s Deathstroke as a PC at PL 12, 180 pp. He’s re-ally tough—lots of useful abilities and no real weak-nesses. Rapid Attack makes Slade perfect for taking on groups of enemies—it’s a pretty overpowered effect at low ranks of Super-Speed, but hey, they don’t call him The Terminator for nothing. Defensive Attack, Elusive Tar-get and Redirect also help in one against many battles.

    You could use this build as an NPC Master Villain without much trouble. If you have him alone against a group of four PL 9 heroes Slade would be a real tough opponent, though he’d probably lose. The Teen Titans tend to be statted at PL 9-10, so this could actually work.

    Deathstroke performs physical actions at 2x speed and Mental Actions at 10x speed. Unfortunately for him, Quickness doesn’t help you with Master Plan, as you can’t take 20 on the roll. Deathstroke has an artificial eye that gives him Infravision.

  • THE FLASH PL12

    TOUGHNESS+6

    FORTITUDE+6

    REFLEX+16

    WILL+6

    STR+214

    DEX+418

    CON+418

    INT+112

    WIS+010

    CHA+214

    Abilities 26 + Skills 11 + Feats 9 + Powers 102 + Combat 22 + Saves 10 = 180pp

    POWERS

    Enhanced Feats 19 (see Feats section)Enhanced Reflex Save 10

    Displacement (4 pp)AP: Concealment 4 (All Visual Senses; Flaw:

    Limited [only while using All-Out Movement])

    Strike 6 (Power Feat: Mighty), Super-Movement 2 (Wall Crawling 1 & Water Walking; Flaw: Limited [only while running]) (2pp)

    Super Speed 10 (Speed 10 (10,000 mph), Quickness 10 (2500x normal speed), Initiative +40, 20 pp Speed Array; Power Feat: Alternate Power x4, Moving Feint) (55 pp)

    Speed Array: Base Power: Speed 10 and Quickness 10 (Total: Speed 20 (near-light speed) and Quickness 20 (5 million times normal speed)) AP: Air Control 10 (Heavy Load: 12.8 tons) AP: Insubstantial 4 AP: Rapid Attack (50 ft radius) AP: Strike 4 (Power Feat: Affects Insubstantial 2),

    Add Autofire (+1) extra to Strength and Strike 10 (18 pp)

    Device 1 [Flash Costume; Hard to Lose] Costume: Protection 2, Immunity 6 (Heat environment & Heat damage; Flaw: Limited [half effect])

    SKILLS

    Bluff 12 (+14), Craft [Mechanical] 4 (+5), Knowledge [Physical Science] 4 (+5), Knowledge [Pop Culture] 4 (+5), Notice 8 (+8), Search 4 (+5), Sense Motive 8 (+8)

    FEATS

    Attack Focus 2 (Melee), Attack Specialization 2 (Unarmed), Beginner’s Luck, Taunt, Teamwork 3, Enhanced Feats: Dodge Focus 13, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-by Action

    COMBAT

    Attack +6 (+8 melee, +12 Unarmed) [Strike 8 dmg // Autofire Strike 12 dmg], Defense 28 (13 flat-footed), Initiative +44, Grapple +10, Knockback -3

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s The Flash, Wally West, as a PC at PL 12, 180 pp. Such power. Note that Speed 20 is intentionally defined as near-light speed (“as fast as you’d ever need to be”) even though if you continued to extrapolate the progression table you’d have a few ranks to go before you got to the speed of light (see here). Quickness 20 means that the Flash could read War and Peace 100 times… in the time it took you to read this sentence. That might not be a benefit, though.

    I was able to build Flash easily on 180 pp, in particular due to giving him 10 extra ranks in Speed as part of his Super-Speed Array, which lets him get to Speed 20 (near-light speed). I don’t think this is an exploit—I see it as letting super-fast speedsters avoid having to spend all of their pp to get Super-Speed 17+ so that they can get near the speed of light.

    I gave him Beginner’s Luck because even though Wally isn’t that skilled or well-read in general, he should be able to spend a hero point to do some ridiculous task in-volving his super-speed when the need arises. Note that a max-speed slam attack from The Flash is unbelievably effective, but he’ll take a serious amount of damage himself. Needing a lot space to run in a line might not be much of a problem since he can just run around the earth a few times to get the required distance, ala. Flash from the Justice League Series.

    Displacement is a Sustained power from Ultimate Pow-er—essentially a limited version of Concealment: Visual. Displacement: You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual posi-tion is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite

    as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual posi-tion.

    Moving Feint is also from Ultimate Power. Moving Feint: You can substitute twice the power rank of a movement effect with this power feat for your Bluff check modifier when making a check to feint in combat. You must use the effect to move during the round in which you feint, making the attempt a full round action (a move action to move plus a standard action for the feint check).

    Why did I give him a separate Super-Movement power instead of using the Water Run and Wall Run power feats in the core book? The answer lies in how Super-Speed is built. It’s 5 pp/rank: 1 pp of Improved Initiative, 1 pp of Speed, 1 pp of Quickness, and 2 pp per rank to spend on a super-speed themed Array, which starts out at one base power.

    Thus, when the core book says that you can pick up “more power feats”, what it means is that you can pick up more alternate powers for the super-speed Array. But then this means that a character has to use Water Run or Wall Run as a setting of their Super-Speed array and can’t, for example, use Wall-Run and Strike at the same time. There’s no reason why a speedster should have this limitation.

    In Ultimate Power, it explicitly doesn’t include Wall Run and Water Run as power feats on Super-Speed and in-stead suggests the construction that I’ve used as an as-sociated effect (another power you have with the Super-Speed descriptor).

  • GREEN ARROW PL10

    TOUGHNESS+7/+5*

    FORTITUDE+6

    REFLEX+9

    WILL+6

    STR+316

    DEX+418

    CON+316

    INT+214

    WIS+316

    CHA+316

    Abilities 36 + Skills 25 + Feats 32 + Powers 12 + Combat 34 + Saves 11 = 150

    POWERS

    Device 4 (Bow and Arrows, Easy to Lose) (12 pp)

    Bow and Arrows (Power Feats: Improved Range 2) Blast 3 (Power Feats: Mighty 3, Split Attack,

    Variable Descriptor 2 [any technological]) (12 pp) AP: Dazzle 4 (Visual; Extra: Area [Burst]) (12 pp)

    ‘Flash Arrow’ AP: Obscure 6 (Visual; Extra: Independent) (12

    pp) ‘Smoke Arrow’ AP: Snare 6 (12 pp) ‘Net Arrow’ AP: Stun 6 (Extra: Range [Ranged]; Flaw: Action

    [Full-Action]) (12 pp) ‘Boxing Glove Arrow’AP: Super-Movement 1 (Swinging) (2 pp) &

    Speed 1 (Flaw: Limited [only swinging]) (1 pp) ‘Grappling Line Arrow’ AP: Trip 6 (Extra: Knockback) (12 pp) ‘Bolos

    Arrow’

    SKILLS

    Acrobatics 8 (+12), Bluff 8 (+11/+15), Climb 4 (+7), Craft [Mechanical] 4 (+6), Diplomacy 0 (+3/+7), Disable Device 4 (+6), Drive 1 (+5), Escape Artist 4 (+8), Gather Information 8 (+11), Intimidate 4 (+7), Investigate 4 (+6), Knowledge [Business] 4 (+6), Knowledge [Civics] 4 (+6), Knowledge [Streetwise] 8 (+10), Notice 8 (+11), Pilot 1 (+5), Search 8 (+10), Sense Motive 4 (+7), Stealth 10 (+14), Survival 4 (+7)

    EQUIPMENT

    Costume (Protection 2, Commlink, GPS) (4 ep)Sword (Strike 3, Mighty, Improved Critical, Masterwork: +1 to hit) (6 ep)

    FEATS

    Accurate Attack, Attack Specialization 2 (Bows), Attractive, Benefit (Wealthy), Defensive Roll 2, Dodge Focus 6, Eagle Eyes, Equipment 2, Evasion, Improved Aim, Improved Critical (Bow), Improved Initiative, Improved Ranged Disarm, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Takedown Attack, Taunt, Teamwork, Track, Ultimate Effort (Aim), Uncanny Dodge (Visual)

    COMBAT

    Attack +10 (+11 Sword, +14 Bow) [Unarmed 3 dmg, Bow 6 dmg, 19-20 crit, Sword 6 dmg, 19-20 crit], Defense 23 (14 flat-footed), Initiative +8, Grapple +13, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Green Arrow, Oliver Queen, as a PL 10 150 pp PC. He’s the world’s greatest archer and equipped with an arrow for any situation (you can use Extra Effort to power stunt a trick arrow not listed here), and he’s also a well-rounded and capable character.

    He’s similar to my Hawkeye build, but is more skilled and slightly less acrobatic. Unlike Hawkeye, Green Arrow has a sword bought as equipment and Takedown Attack, so he’ll be a meaner melee combatant.

    Eagles Eyes is from the Mastermind’s Manual and is Super-Senses 1 (Extended Vision), taken as a feat. Im-proved Range Disarm is also from there and negates the attack roll penalty for disarming with a ranged at-tack. Independent is a +0 extra on Obscure from Ulti-mate Power: Independent: The Obscure effect requires no maintenance from you, but fades by 1 power point of effectiveness per round until it is gone.

    Note that in Ultimate Power, Improved Range only im-proves the range increment of a ranged attack, not the maximum range.

  • GREEN LANTERN (GENERIC) PL10

    TOUGHNESS+12*/+2**

    FORTITUDE+7

    REFLEX+7

    WILL+10

    STR+214

    DEX+214

    CON+214

    INT+214

    WIS+214

    CHA+112

    Abilities 22 + Skills 12 + Feats 6 + Powers 66 + Combat 26 + Saves 18 = 150

    POWERS

    Device 17 (Green Lantern Power Ring, Hard to Lose; Power Feat: Restricted [+8 or greater Will save]; Drawback: Power Loss [when not recharged by Power Battery; Uncommon, Major; -3pp]) (66 pp)

    Green Lantern Power Ring: (85 pp spent on powers) Comprehend 3 (Languages—Speak/Understand/Read

    all), Enhanced Feat 1 (Quick Change), Feature 1 (Holographic Environmental Playback)

    Flight 7 (1000 MPH), Force Field 10 (Extra: Impervious), Immunity 9 (Life Support)

    Blast 12 (Power Feats: Precise, Variable Descriptor [any electromagnetic]) (26 pp) AP: Communication 20 (Mental; Flaw: Limited [to

    Green Lantern Corps only]) (10pp) & Datalink 20 (Flaw: Limited [to Green Lantern Corps database only], Power Feat: Rapid [x10 speed]) (11pp)

    AP: Create Object 8 (Extras: Movable; Power Feats: Stationary, Tether) (26 pp) [Hard Light]

    AP: Dazzle 10 (Extra: Area [Cone], Flaw: Range [Touch]) (20 pp)

    AP: Immunity 9 (Life Support; Extras: Affects Others and only Others [+0], Area [Shapeable]; Power Feat: Progression [increase Area]) (19 pp)

    AP: Space Travel 10 (1000c) (10 pp) AP: Snare 12 (Power Feats: Reversible, Tether) (26

    pp) AP: Super-Senses 7 (Detect Electromagnetism [at

    range, Acute, Analytical, Extended 2, Radius]) (7 pp) AP: Telekinesis 8 (Extra: Damaging; Power Feats:

    Accurate x2) (26 pp)

    SKILLS

    Acrobatics 4 (+6), Concentration 12 (+14), Craft [Structural] 4 (+6), Diplomacy 4 (+5), Knowledge [Civics] 6 (+8), Knowledge [Tactics] 4 (+6), Notice 8 (+10), Sense Motive 6 (+8)

    FEATS

    Dodge Focus 3, Improved Initiative, Power Attack, Teamwork

    COMBAT

    Attack +8 (+12 Telekinesis) [Blast 12 dmg, Snare Reflex DC 22], Defense 18 (13 flat-footed), Initiative +6, Grapple +10, Knockback -11

    *10 Impervious ***Without Force Field

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s a generic Green Lantern build as a PC at PL 10, 150 pp. This is meant to represent a relatively “starting Green Lantern”, a Lantern with less experience than the Guy Gardner, Hal Jordan, John Stewart, Kyle Rayner crew. I also have a PL 12, 180 pp Generic Green Lantern PC build, which would be more appropriate for those guys.

    This build has 2 ranks lower in Blast, 2 ranks lower in Force Field, 1 rank lower in Flight and 1 rank lower in Telekinesis, meaning that this build can use Extra Effort to hit the capabilities of my PL 12 Lantern build—in es-sence, the experienced Green Lanterns can routinely use abilities that would be extraordinary for a “starting Lan-tern.” This build is missing most of the “Precise” power feats on powers of the PL 12 Lantern build; this repre-sents that the experienced Lanterns have finer control over their powers. It also lacks the focus (Concentration score) and willpower (Will save and relevant feats like Ultimate Will and Fearless) of my experienced Lantern build.

    Analytical is a Super-Senses modifier in Ultimate Power. Analytical: Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense.

    Note that Steve Kenson has said that characters with Immunity (Life Support) and Flight essentially have the benefits of the Environmental Adaptation (Zero Gravity) feat.

  • GREEN LANTERN (GENERIC) PL12

    TOUGHNESS+14*/+2**

    FORTITUDE+8

    REFLEX+8

    WILL+14

    STR+214

    DEX+214

    CON+214

    INT+214

    WIS+418

    CHA+214

    Abilities 28 + Skills 15 + Feats 11 + Powers 74 + Combat 30 + Saves 22 = 180

    POWERS

    Device 19 (“Green Lantern Power Ring”, Hard to Lose; Power Feat: Restricted [+8 or greater Will save]; Drawback: Power Loss [when not recharged by Power Battery; Uncommon, Major; -3pp]) (74 pp)

    Green Lantern Power Ring (95 pp spent on powers)Comprehend 3 (Languages—Speak/Understand/Read all)Enhanced Feat 1 (Quick Change)Feature 1 (Holographic Environmental Playback)Flight 8 (2500 MPH)Force Field 12 (Extra: Impervious)Immunity 9 (Life Support) Blast 14 (Power Feats: Precise, Variable Descriptor [any

    electromagnetic]) (30 pp) AP: Communication 20 (Mental; Flaw: Limited [to

    Green Lantern Corps only]) (10pp) & Datalink 20 (Flaw: Limited [to Green Lantern Corps database only]; Power Feat: Rapid [x10 speed]) (11pp)

    AP: Create Object 9 “Hard Light” (Extras: Movable; Power Feats: Precise, Stationary, Tether) (30 pp)

    AP: Dazzle 12 (Extra: Area [Cone]; Flaw: Range [Touch]) (24 pp)

    AP: Immunity 9 (Life Support; Extras: Affects Others and only Others [+0], Area [Shapeable]; Power Feat: Progression [increase Area]) (19 pp)

    AP: Space Travel 10 (1000c) (10 pp) AP: Snare 14 (Power Feats: Reversible, Tether) (30 pp) AP: Super-Senses 7 (Detect Electromagnetism [at

    range, Acute, Analytical, Extended 2, Radius]) (7 pp) AP: Telekinesis 9 (Extra: Damaging; Power Feats:

    Accurate x2, Precise) (30 pp)

    SKILLS

    Acrobatics 4 (+6), Concentration 16 (+20), Craft [Structural] 4 (+6), Diplomacy 8 (+10), Knowledge [Civics] 8 (+10), Knowledge [Tactics] 4 (+6), Notice 8 (+12), Sense Motive 8 (+12

    FEATS

    Assessment, Attack Specialization (Power Ring), Connected, Dodge Focus 3, Fearless, Improved Initiative, Power Attack, Teamwork, Ultimate Effort (Will save)

    COMBAT

    Attack +8 (+10 Power Ring, +14 Telekinesis) [Blast 14 dmg, Snare Reflex DC 24], Defense 20 (14 flat-footed), Initiative +6, Grapple +10, Knockback -13

    *12 Impervious **Without Force Field

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s a generic Green Lantern build as a PC at PL 12, 180 pp. This build is meant to represent an experienced lantern like Guy Gardner, Hal Jordan, John Stewart, or Kyle Rayner. If you want this to represent one of these Lanterns in particular, you’re probably going to want to shift the skills around somewhat (and maybe the feats as well).

    A lot of Green Lantern builds have the Feedback flaw on Create Objects/Snare. I don’t think this is really a full flaw for most GL builds, though. Feedback adds the toughness of the object to your Will save against dam-age dealt to the object (Ultimate Power says otherwise, but this has been errata’d—it should be like core book Feedback here), which means if this build’s Snare got hit, he’d have a +28 save against the resulting damage—it takes a 15 damage attack to have a 5% chance for him to take a bruise.

    Feedback also makes the build more complicated, so I just left it out. I didn’t use Taliesin’s innovative Power Re-serve (from Ultimate Power) GL mechanic because that seems better suited to building a particular Lantern and because it also makes the build more complicated.

    Analytical is a Super-Senses modifier in Ultimate Power. Analytical: Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense.

    Note that Steve Kenson has said that characters with Immunity (Life Support) and Flight essentially have the benefits of the Environmental Adaptation (Zero Gravity) feat.

  • JOHN CONSTANTINE PL8

    TOUGHNESS+4/+2*

    FORTITUDE+5

    REFLEX+4

    WILL+8

    STR+112

    DEX+112

    CON+214

    INT+520

    WIS+418

    CHA+520

    Abilities 36 + Skills 30 + Feats 24 + Combat 20 + Saves 10 = 120

    SKILLS

    Bluff 13 (+18)*, Concentration 4 (+8), Craft [Artistic] 8 (+13), Diplomacy 13 (+18)*, Escape Artist 8 (+9), Gather Information 13 (+18)*, Intimidate 4 (+9), Knowledge [Arcane Lore] 13 (+18)*, Knowledge [Streetwise] 8 (+13), Notice 5 (+9), Perform [Punk Rock] 1 (+6), Search 4 (+9), Sense Motive 10 (+14), Sleight of Hand 8 (+9), Stealth 8 (+9)

    FEATS

    Artificer, Connected, Contacts, Defensive Roll 2, Diehard, Dodge Focus 3, Fascinate (Bluff), Fearless, Luck 3, Master Plan, Ritualist, Skill Mastery (Bluff, Diplomacy, Gather Information, Knowledge [Arcane Lore]), Sneak Attack, Taunt, Ultimate Effort 4 (Bluff checks, Diplomacy checks, Knowledge [Arcane Lore] checks, Will saves), Well-Informed

    COMBAT

    Attack +5 [Unarmed 1 dmg // +2 on Surprise Attack], Defense 18 (13 flat-footed), Initiative +1, Grapple +6, Knockback -2

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s John Constantine as a PC at PL 8, 120 pp. He’s definitely not meant for combat—he relies on cunning, knowledge, and charm rather than martial abil-ity.

    Constantine is unique among my PC builds in not hitting his offensive or defensive PL caps (unless he uses Ritu-alist/Artificer). Without using Ritualist/Artificer he’s only a PL 4 on offense, though his defense is fairly solid at PL 6 with decent exotic saves; his only traits that are at his PL limit are his skills. He’ll really shine out of combat due to his phenomenal skills and related feats.

    Constantine has three Luck feats, which represents his incredible luck and powers his numerous hero-point driv-en feats, and he should also accumulate plenty of hero points from Complications for “siphoning” luck from his friends and allies.

    I didn’t want to give him too much of a “demonic blood Healing factor” but I did give him Diehard and a respect-able Fortitude save to account for it. This is meant to be the comic-book version of Constantine, not the movie version, so I didn’t give him a “see spirits” type of pow-er.

  • KID FLASH PL9

    TOUGHNESS+3

    FORTITUDE+3

    REFLEX+10/+5

    WILL+5

    STR+010

    DEX+316

    CON+316

    INT+316

    WIS+112

    CHA+112

    Abilities 22 + Skills 6 + Feats 7 + Powers 76 + Combat 18 + Saves 6 = 135

    POWERS

    Enhanced Feats 17 (See below), Enhanced Reflex Save 5

    Displacement (4 pp)AP: Concealment 4 (All Visual Senses; Limited: only

    while using All-Out Movement)

    Feature 1 (Temporal Inertia), Immunity 2 (Need for Sleep, Starvation and Thirst)

    Strike 4, Super-Movement 2 (Wall Crawling 1 & Water Walking; Flaw: Limited [only while running]) (2pp)

    Super Speed 7 (Speed 7 [1000 mph], Quickness 7 [250x normal speed], Initiative +28, 14 pp Speed Array, PF: Alternate Power x4, Moving Feint) (40 pp)

    Speed Array:Base Power: Speed 7 and Quickness 7 (Total:

    Speed 14 (250,000 mph) and Quickness 14 (50,000 times normal speed)) AP: Air Control 7 (Heavy Load: 1.6 tons) AP: Healing 5 (Flaw: Self-Only) (5 pp) AP: Rapid Attack (35 ft radius) AP: Strike 8 (PF: Affects Insubstantial 2) + Super-

    Movement 1 (Permeate) (12 pp)

    SKILLS

    Bluff 8 (+9), Gather Information 4 (+5), Knowledge [Popular Culture] 4 (+7), Notice 4 (+5), Sense Motive 4 (+5)

    FEATS

    Attack Specialization (Unarmed), Beginner’s Luck, Eidetic Memory, Luck, Taunt, Teamwork 2 Enhanced Feats: Dodge Focus 10, Elusive Target, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-By Action

    COMBAT

    Attack +4 (+6 Unarmed) [Unarmed 12 dmg; Rapid Attack 4 dmg], Defense 25 (13 flat-footed), Initiative +31, Grapple +4, Knockback -1

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Kid Flash, Bart Allen, as a PL 9, 135 pp PC. To create speed force avatars, use a power stunt on his Super-Speed array. I gave Bart access to his full ranks in Strike in the same portion of his Super-Speed array as a Super-Movement: Permeate power. This lets you simulate his “run through an object, then it explodes” ability by taking a move action with Super-Movement: Permeate and using a standard action to attack the ob-ject he’s running through (though he doesn’t have to de-stroy objects when he runs through them). He has Super-Movement: Permeate rather than Insubstantial because I didn’t have enough points in his speed array to give him the full insubstantial as an AP and because at PL 9 Insubstantial 4 could make him feel fairly invulnerable at times.

    Features are from Ultimate Power and are the equivalent for powers of the Benefit feat. Temporal Inertia: You are somehow uniquely “anchored” in the space-time con-tinuum, making you immune to changes in history. You recall the “true” version of historical events, even if no one else does.

    Displacement is a Sustained power from Ultimate Pow-er—essentially a limited version of Concealment: Visual. Displacement: You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual posi-tion is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual posi-tion.

    Moving Feint is also from Ultimate Power. Moving Feint: You can substitute twice the power rank of a movement effect with this power feat for your Bluff check modifier when making a check to feint in combat. You must use the effect to move during the round in which you feint, making the attempt a full round action (a move action to move plus a standard action for the feint check).

  • KRYPTONIAN (GENERIC) PL10

    TOUGHNESS+14*

    FORTITUDE+14

    REFLEX+4

    WILL+8

    STR+13

    36/12

    DEX+112

    CON+14

    38/14

    INT+214

    WIS+214

    CHA+214

    Abilities 20 + Skills 6 + Feats 9 + Powers 97 + Combat 18 + Saves 9 – Drawbacks 9 = 150

    POWERS

    Enhanced Strength 24 (24 pp)AP: Blast 10 ‘Heat Vision’ (Power Feats: Accurate

    x2, Precise) (23 pp)

    Enhanced Constitution 24Immunity 9 (Life Support)Impervious Toughness 11 (Drawback: Power Loss [against Magic; Uncommon, Minor; -1pp) (10 pp)

    Super Senses 8 (Extended Vision, X-Ray Vision [except lead], Microscopic Vision 1, Ultra-Hearing, Extended Hearing)

    Flight 9 (Dynamic; 5000 MPH) (21 pp total)DAP: Super-Strength 8 (Power Feats: Countering

    Punch, Super Breath, Heavy Load: 471 tons)

    SKILLS

    Bluff 4 (+6/+10), Concentration 4 (+6), Diplomacy 4 (+6/+10), Notice 6 (+8), Sense Motive 6 (+8)

    DRAWBACKS

    Normal Identity [When Exposed to Kryptonite; Uncommon Occurrence; Major Intensity; 4pp], Weakness [Kryptonite; Uncommon Occurrence; -1 Constitution Per Minute; 5pp]

    FEATS

    All-Out Attack, Attack Focus (Melee), Attractive, Dodge Focus 3, Improved Initiative, Interpose, Power Attack

    COMBAT

    Attack +6 (+7 melee, +10 Heat Vision) [Unarmed 13 dmg, Heat Vision 10 dmg], Defense 16 (12 flat-footed), Initiative +5, Grapple +20 (not counting Super-Strength, +8 w/out Enhanced Strength), Knockback -12

    *11 Impervious

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s a generic Kryptonian build at PL 10, 150 pp. I’m not trying to make this any particular character, but I didn’t have any Christopher Reeve pictures on this thread and this was a good opportunity to correct that. Season to taste.

    I’m using Normal Identity as a kind of Power Loss draw-back here, because I think it’s simpler and is a little bit less point shaving than giving all of his individual powers Power Loss.

    Countering Punch is in Ultimate Power and lets you use a Strength check to counter appropriate ranged attacks (but it still takes a readied action or a hero point for In-stant Counter).

  • LADY SHIVA PL11

    TOUGHNESS+6/+4*

    FORTITUDE+6

    REFLEX+12

    WILL+10

    STR+316

    DEX+520

    CON+418

    INT+214

    WIS+622

    CHA+214

    Abilities 44 + Skills 23 + Feats 40 + Powers 3 + Combat 42 + Saves 13 = 165

    POWERS

    Super-Senses 1 (Danger Sense, Visual)

    Leopard Blow: Add Extra: Alternate Save [Fortitude] to 6 Unarmed Damage; Flaw: Action [Full-Round], Drawback: only lethal damage (-1 pp) (2pp)

    SKILLS

    Acrobatics 12 (+17)*, Bluff 8 (+10), Concentration 9 (+15), Gather Information 8 (+10), Intimidate 15 (+17)*, Knowledge [Streetwise] 8 (+10), Medicine 2 (+8), Notice 8 (+14), Sense Motive 12 (+18)*, Stealth 8 (+13)*, Language 2 (Chinese, Japanese; base: English)

    FEATS

    Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus 2 (Melee), Attack Specialization 2 (Unarmed), Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical 4 (Unarmed), Improved Initiative 2, Luck, Martial Strike 3, Move-By Action, Power Attack, Second Chance (Interaction skill resistance), Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth), Startle, Takedown Attack 2, Trance, Ultimate Defense, Uncanny Dodge (Hearing)

    COMBAT

    Attack +10 (+12 melee, +16 Unarmed) [Unarmed 6 dmg, 16-20 Crit], Defense 26 (16 flat-footed), Initiative +13, Grapple +17, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Lady Shiva as a PL 11, 165 pp PC. She’s in-credibly lethal, as you’d expect. She’s almost impos-sible to feint or trick, she criticals on a quarter of her attack rolls, her attack and defense bonuses are phe-nomenal, and she has the powerful Leopard Blow to force Fortitude saves.

    Martial Strike is from the Mastermind’s Manual and adds 1 to unarmed damage per rank. I wouldn’t normally give a character three ranks in it, but Shiva is an exception. Note that Leopard Blow is a ‘floating extra’ on unarmed damage with a flaw on it, so I’m using the fractional cost rules, which is why it costs 1 pp per 2 ranks (this is ex-actly what Steve says you should do for ‘flawing an extra’, see here).

    Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited [only attack rolls], Limited [only attacks rolls against you]) (1 pp) taken as a feat.

    ULTIMATE DEFENSE FORTUNE

    After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

  • LEX LUTHOR PL10

    TOUGHNESS+8/+5*

    FORTITUDE+6

    REFLEX+4

    WILL+10

    STR+112

    DEX+112

    CON+316

    INT+1030

    WIS+418

    CHA+418

    Abilities 46 + Skills 26 + Feats 22 + Powers 24 + Combat 20 + Saves 12 = 150

    POWERS

    Gadgets 4 [Easy to Lose] (24 pp)

    SKILLS

    Bluff 8 (+18)*, Computers 4 (+14), Craft [Chemical] 8 (+18), Craft [Electronic] 12 (+22)*, Craft [Mechanical] 12 (+22)*, Diplomacy 10 (+14), Gather Information 10 (+14), Intimidate 8 (+12), Knowledge [Business] 8 (+18), Knowledge [Technology] 12 (+22)*, Notice 4 (+8), Sense Motive 8 (+12)

    EQUIPMENT

    Undercover Shirt (Protection 2, Subtle)Cell Phone, PDA

    FEATS

    Assessment, Attack Focus (Ranged), Benefit 2 (Use Intelligence for Bluff, Wealthy), Connected, Defensive Roll 3, Dodge Focus 5, Equipment, Inventor, Jack of all Trades, Leadership, Master Plan, Skill Mastery (Bluff, Craft [Electronics, Mechanical], Knowledge [Technology]), Speed of Thought, Taunt, Well-Informed

    COMBAT

    Attack +5 (+6 ranged) [Unarmed 1 dmg], Defense 20 (13 flat-footed), Initiative +10, Grapple +6, Knockback -4

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s a PL 10, 150 pp Lex Luthor PC build. He’d be a pretty good generic mastermind. Hat tip to Taliesin’s Luthor build for the inspiration for this one. Speed of Thought is from the Mastermind’s Manual and lets you add your Int bonus to your initiative instead of your Dex bonus.

    Gadgets is from Ultimate Power, and lets Lex pull out 20 pp worth of devices (as a standard action), which are easy to lose (and if someone disarms him of a gadget created with Gadgets, the points for that gadget can’t be re-spent until you recover that gadget).

    Lex is under his PL caps on both offense and defense, but thanks to Gadgets he can get even on one or poten-tially both caps. I’d suggest Blast 8 (PF: Accurate 3, Pre-cise), a handy turbocharged blaster pistol, for a default weapon. If you’re using him as an NPC, Lex’s PL of 10 is more of a guideline for the level of devices he can pull out than a hard limit on his abilities. In general, NPC Lex should have whatever power level, devices, minions and headquarters are appropriate.

  • MARTIAN MANHUNTER PL12

    TOUGHNESS+15*

    FORTITUDE+12

    REFLEX+4

    WILL+12

    STR+418

    DEX+112

    CON+928

    INT+316

    WIS+418

    CHA+010

    Abilities 42 + Skills 18 + Feats 3 + Powers 77 + Combat 30 + Saves 14 – Drawbacks 4 = 180 pp

    POWERS

    Immunity 10 (Aging, Life Support)Protection 6 (Extra: Impervious)Flight 2 (25 mph)

    Super-Strength 5 (12 pp total)AP: Flight 4 (total: 500 mph) & Super-

    Movement 1 (Permeate)AP: Morph 5 (Any humanoid)

    Super-Senses 5 (Extended Vision, X-Ray Vision (except lead)) (5 pp)

    Martian Array (34 pp total) Base “Brick Form”: Enhanced Strength 16,

    Super-Strength 2, Impervious Toughness 5, Enhanced Feat 5 (Attack Focus 4 [Melee], Improved Grapple)AP: Blast 14 (Extra: Autofire; Flaw: Distracting;

    Power Feats: Accurate, Precise) (30 pp) [Martian Vision, Force] AP: Insubstantial 4 (affected by fire) &

    Concealment 4 (All Visual Senses) (28 pp) AP: Mental Blast 12 (Flaws: Full-Action, Tiring)

    (24 pp) AP: Telepathy 12 (Power Feat: Subtle)

    + Comprehend 2 (Languages 2 [Speak, Understand any]) (29 pp)

    SKILLS

    Bluff 8 (+8), Computers 8 (+11), Concentration 8 (+12), Diplomacy 8 (+8), Disguise 0 (+25 with Morph active), Gather Information 8 (+8), Investigate 4 (+7), Knowledge [Physical Sciences] 4 (+7), Knowledge [Technology] 4 (+7), Notice 4 (+8), Sense Motive 8 (+12), Stealth 8 (+9)

    FEATS

    Dodge Focus 2, Eidetic Memory

    COMBAT

    Attack +8 (+10 Blast, +12 Melee in Brick Form) [Unarmed 12 dmg; Blast 14 dmg], Defense 19 (14 flat-footed), Initiative +1, Grapple +12 (add 5 if first array on Super-Str; add 14 if second array on Brick Form), Knockback -14 (-11 outside of Brick Form)

    *11 Impervious (6 Impervious out of brick form)

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Martian Manhunter as a PC at PL 12, 180 pp. His stats default to using the first power of his main array, which I call “Brick Form.” I didn’t really want to give him a full Shapeshift power or Elongation or the like—too hard to deal with in play. His Brick form has Improved Grapple, which you can rationalize as the result of him “shapeshifting” into some crazy form with a tail—descrip-tor is different, but the effect is the same.

    You’d think he’d have been very tough to build, but he wasn’t actually that bad. Ah, arrays. One ability of his that I haven’t included in detail is his wealth of super-senses. He’s so good already that he doesn’t need all of those abilities built in—he can power stunt them when he needs to. I made his Mental Blast Tiring so he won’t go around using it often.

    If I didn’t try to build in some limitations like these, he would pretty much outclass Superman in every way. For the record, you should not allow a player to use a dif-ferent power in his main array for the round and then switch to the Insubstantial slot to avoid counterattacks. It’s legal, but it’s abusing the rules. For a hero point, I’d probably let a player switch to his Insubstantial power on the spot after an attack is aimed at him (but before I roll the attack roll).

    If Martian Manhunter has both of his arrays on the set-ting with Super-Strength, he has Strength for lifting 69, enough to lift 179 tons (example: 747). His paralyzing fear of fire is a Complication if it comes up.

  • NIGHTWING PL9

    TOUGHNESS+6/+4*

    FORTITUDE+5

    REFLEX+10

    WILL+6

    STR+214

    DEX+622

    CON+214

    INT+214

    WIS+316

    CHA+316

    Abilities 36 + Skills 24 + Feats 36 + Powers 3 + Combat 26 + Saves 10= 135

    POWERS

    Device 1 [Escrima Sticks; Easy to Lose] Escrima Sticks: Strike 2 (Power Feat: Mighty), Super Movement 1 (Swinging)

    SKILLS

    Acrobatics 12 (+18)*, Bluff 7 (+10), Climb 6 (+8), Computers 3 (+5), Diplomacy 5 (+8), Disable Device 4 (+8), Drive 4 (+10)*, Escape Artist 4 (+10)*, Gather Information 7 (+10), Intimidate 7 (+10), Investigate 8 (+10), Knowledge [Streetwise] 6 (+8), Medicine 1 (+6), Notice 8 (+11), Search 8 (+10), Sleight of Hand 2 (+8), Sense Motive 7 (+10), Stealth 8 (+14)*, Languages 5 (Chinese, French, Japanese, Russian, Spanish; base: English)

    EQUIPMENT

    Uniform: Protection 2 [2ep] Nightbird: Sports Car (Features: Alarm, Remote Control) [10 ep]

    Other Equipment: Flashlight, GPS Receiver, Handcuffs, Masterwork Disable Device Tools, Masterwork Medical Kit, Mini-Tracer, PDA, Rebreather [1ep each, 8ep total]

    FEATS

    Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Attack Specialization (Escrima Sticks), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Elusive Target, Equipment 4, Evasion 2, Improved Initiative, Inspire 3, Leadership, Power Attack, Redirect, Set Up, Skill Mastery (Acrobatics, Drive, Escape Artist, Stealth), Takedown Attack, Ultimate Defense, Uncanny Dodge (Hearing)

    COMBAT

    Attack +8 (+12 Melee, +14 Escrima Sticks) [Unarmed 2 dmg; Escrima Sticks 4 dmg], Defense 22 (13 flat-footed), Initiative +10, Grapple +14, Knockback -3

    *Flat-footed

    DAMAGE CONDITIONS

    BRUISED STAGGERED UNCONSCIOUS

    INJURED DISABLED DYING

    FATIGUE CONDITIONS

    FATIGUED EXAUSTED UNCONSCIOUS

    NOTES

    HPCharacter Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

  • Here’s Nightwing as a PC at PL 9, 135 pp. He’s very much my typical specialized Acrobat—superb at ac-robatic feints/tricks, exceedingly hard to hit in combat, great at taking out hordes of minions, and somewhat lacking in pure damage-dealing capability. Nightwing has a lot of skills as befits a member of the Bat-family and unlike Batman, Dick Grayson is also an effective leader. Note that his Medicine and Disable Device skill bonuses reflect having Masterwork Tools.

    One of the biggest conundrums I faced in creating this build was whether to give Nightwing Sneak Attack. I ended up deciding to give him Power Attack instead, as Sneak Attack would leave him weaker offensively than I thought he deserved and Power Attack can simulate the “catch someone off guard and hit them really hard” effect. If you take as given that a character will end up hitting their offensive PL caps, then since Sneak Attack counts aga