Elric's READY-TO-PLAY DC CHARACTERS

Hunting Rifle (Blast 6; Power Feat: Improved Range). (13ep), Light Pistol ... Abilities 54 + Skills 12 + Feats 16 + Powers 52 + Combat 26 + Saves 10– Drawbacks 5 = 165. POWERS ... Comprehend 2 (Animals 2 [speak and understand], ..... Note that in a regular PL 11 superhero game Batman will need to ..... Well, I guess I.
2MB taille 20 téléchargements 309 vues
Elric’s R E A D Y - T O - P L AY DC CHARACTERS

ALLAN QUATERMAIN STR +1 12

DEX +3 16

CON +2 14

PL8

INT +3 16

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+2*

+5

+7

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

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)

EQUIPMENT

COMBAT

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

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

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

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

H

ere's Allan Quatermain, protagonist of Henry Rider Haggard’s book King Solomon’s Mines (among other books), built as a PC at PL 8, 120 pp. Hat tip to Evendur 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.

AQUAMAN STR +10 30

DEX +1 12

PL11 CON +10 30

INT +1 12

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+6

+8

INJURED

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

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

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)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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)

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

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

HP

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

H

ere’s Aquaman as a PC at PL 11, 165 pp. He’s a solid 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 Environmental Adaptation feat should be enough to reflect that he fights better underwater than most characters (the Mastermind’s Manual’s rules on underwater combat give a -2 attack to characters without the Environmental Adaptation feat, among other penalties).

BATGIRL III STR +3 16

DEX +5 20

PL10 CON +3 16

INT +2 14

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+5*

+5

+11

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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 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

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

HP

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

H

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 resistance) 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 succeed on the feint you should use Skill Mastery less often than you otherwise would (but also note that using Martial Strike is from the Mastermind’s Manual and a hero point for Improved Roll on a feint generally isn’t a great idea). 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. ere’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 supernatural 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 rather 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 accurately 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, success by 5-9: +2 Defense, etc.) Note that in Ultimate Power, maximum range is separate from Range Increment for a power- a power’s maximum 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.

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.

BATMAN STR +3 16

PL9

DEX +4 18

CON +3 16

INT +5 20

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+5*

+6

+7

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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

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

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

H

ere’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 corresponding to his vulnerabilities in his own setting. His skills are excellent, though—this is low powered Batman, not starting 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 equipment; 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 STR +4 18

PL10

DEX +4 18

CON +4 18

INT +5 20

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+6*

+7

+7

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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), WellInformed 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]

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

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

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

H

ere’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 STR +4 18

PL11

DEX +4 18

CON +4 18

INT +5 20

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+6*

+8

+8

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) 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 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): SuperMovement 1 (Swinging) Utility Belt: Gadgets 4 [20 ep worth of equipment, Move Action; Hard to Lose]; [32ep]

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

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

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

H

ere’s Batman as a playable PC at PL 11, 165 pp. How the heck did I manage this? One trick in particular: 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 powers) so you might be able to make them part of the background 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 Quickness 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 Gadgets 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 Batman pulls out with Gadgets can be disarmed (GM’s judgment 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 STR +5 20

PL12

DEX +4 18

CON +5 20

INT 5 20

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9/+7*

+9

+9

+9

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-foooted SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 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

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): SuperMovement 1 (Swinging) Utility Belt: Gadgets 4 [20 ep worth of equipment, Move Action; Hard to Lose] [32ep]

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

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

H

ere’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.

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 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 Gadgets to pull out common equipment like a Flashflight, Ultimate Defense is a feat I invented, but it’s really just Binoculars, a Camera, and so on. I bought Gadgets as a Luck Control 1 (Force Rerolls; Limited- only attack rolls, Hard to Lose device to represent that the utility belt can’t Limited- only attacks rolls against you) (1 pp) taken as be disarmed. It’s reasonable that many of the items Bata feat. man pulls out with Gadgets can be disarmed (GM’s judgULTIMATE DEFENSE FORTUNE ment should be sufficient here). After an opponent rolls an attack roll against you and One regret: thematically the Bat-suit itself should be a hits (but before you resolve the effects of the attack), you Device, but its abilities are decidedly towards that of may spend a hero point to force that opponent to reroll equipment and making it equipment saves pp, so equipment it is. the attack roll, taking the worse of the two rolls. 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 Quickness 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 situation when you could take 20).

BEAST BOY STR +1 12

DEX +2 14

PL9 CON +3 16

INT +1 12

WIS +1 12

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+3

+5

+6

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

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

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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

DRAWBACKS Noticeable (Shapeshift, all forms are green; Uncommon, Minor; -1pp) COMBAT Attack +4 (+8 Melee) [Unarmed 1 dmg], Defense 18 (14 flat-footed), Initiative +6, Grapple +9, Knockback -1

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

HP

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

H

ere’s Beast Boy as a PC at PL 9, 135 pp. Shapeshift is Duration: Sustained, so I’ve given Gar ranks in Concentration 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 working 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 IntimidateI’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 Constitution; 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.

(+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, Endurance, 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 Shrinking power at low ranks (particularly in light of the changes in UP) is terrible for a form you intend to use in melee combat, CHEETAH — Powers (25 pp): Growth 4 (+8 Strength, +4 Con- so I’m not using it. In this form Beast Boy also has exceptional stitution; 12pp), Leaping 1 (x2 distance), Protection 3, Super hearing akin to that of an owl. Why not? Senses 3 (Extended Hearing, Low-Light Vision, Scent), Speed 3 (50 mph, Can’t move All-Out, 3 pp), Strike 2 (Power Feat: SNAKE (CONSTRICTOR) — Powers (27 pp): Growth 6 (+12 Strength, +6 Constitution, 18 pp), Protection 4, Super-MoveMighty); Feats (9 pp): Attack Focus 4 (Melee), Dodge Focus 3, Endur- ment 1 (Slithering) (2 pp), Super-Senses 2 (Infravision, Scent), Swimming 1 ance, Improved Trip, Feats (7 pp): Attack Focus 4 (Melee), Chokehold, Dodge FoSkills (6 pp): Acrobatics 2, Climb 1, Stealth 3 (40 pp total) Modified Stats in Cheetah Form (including Large size): STR: 20 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: Fortitude) (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 tentacles; 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 STR +3 16

DEX +5 20

CON +4 18

PL9 INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+5

+8

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 [FullAction], 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)* FEATS

EQUIPMENT

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)

Motorcycle (Feature: Remote Control) DRAWBACKS Power Loss [Sonic Control Array, when unable to speak, -1 pp] 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

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

HP

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

H

ere’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 unarmed damage. Note that Dinah’s Jack of All Trades feat should not extend to the Computer skill—if this would actually matter, call it a Complication.

CATWOMAN STR +1 12

DEX +6 22

PL8 CON +3 16

INT +3 16

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+4*

+4

+9

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) 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

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] 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

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

HP

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

H

ere’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 masterwork tools.

CATWOMAN STR +1 12

DEX +6 22

PL9 CON +3 16

INT +3 16

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+10

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) 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)

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] 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

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

HP

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

H

ere’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 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 masterwork tools.

CATWOMAN STR +2 14

DEX +6 22

PL10 CON +3 16

INT +3 16

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+11

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) 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)

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] 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

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

HP

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

H

ere’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 combat, but she can hold her own if forced to fight—her biggest 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 masterwork 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 STR +10 30/10

PL9

DEX +1 12

CON +4 18

INT +4 18

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+3

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Enhanced Strength 20 (22 pp for array) AP: Blast 10 [Sonic] AP: Blast 6 (Extras: Area [Burst], Penetrating; Flaw: Action [Full-Round])

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Communication 4 (Radio; 1 mile) AP: Datalink 3 (Radio, 1000 feet; Power Feat: Machine Control) (5 pp for array) Protection 6 Speed 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) 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)

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

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

HP

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

H

ere’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 supersenses. 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 Radio 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 stratosphere, 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 STR +6 22/14

DEX +6 22/14

CON +6 22/14

PL12 INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+10

+8

INJURED

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) 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

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

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)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 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)

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

HP

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

H

ere’s Deathstroke as a PC at PL 12, 180 pp. He’s really tough—lots of useful abilities and no real weaknesses. 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 Target 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 STR +2 14

DEX +4 18

PL12 CON +4 18

INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+6

+16

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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

HP

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

H

ere’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.

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 position. 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).

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 (nearlight speed). I don’t think this is an exploit—I see it as letting super-fast speedsters avoid having to spend all Why did I give him a separate Super-Movement power of their pp to get Super-Speed 17+ so that they can get instead of using the Water Run and Wall Run power feats near the speed of light. in the core book? The answer lies in how Super-Speed is I gave him Beginner’s Luck because even though Wally built. It’s 5 pp/rank: 1 pp of Improved Initiative, 1 pp of isn’t that skilled or well-read in general, he should be Speed, 1 pp of Quickness, and 2 pp per rank to spend able to spend a hero point to do some ridiculous task in- on a super-speed themed Array, which starts out at one volving his super-speed when the need arises. Note that base power. a max-speed slam attack from The Flash is unbelievably Thus, when the core book says that you can pick up effective, but he’ll take a serious amount of damage “more power feats”, what it means is that you can pick himself. Needing a lot space to run in a line might not up more alternate powers for the super-speed Array. But be much of a problem since he can just run around the then this means that a character has to use Water Run earth a few times to get the required distance, ala. Flash or Wall Run as a setting of their Super-Speed array and from the Justice League Series. can’t, for example, use Wall-Run and Strike at the same Displacement is a Sustained power from Ultimate Pow- time. There’s no reason why a speedster should have er—essentially a limited version of Concealment: Visual. this limitation. Displacement: You can create a visual distortion that In Ultimate Power, it explicitly doesn’t include Wall Run causes you to appear in an area adjacent (about 5 feet and Water Run as power feats on Super-Speed and inaway) from where you actually are. This provides total stead suggests the construction that I’ve used as an asconcealment in that opponents attacking your apparent sociated effect (another power you have with the Superposition have a 50% miss chance and your actual posiSpeed descriptor). tion is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite

GREEN ARROW STR +3 16

DEX +4 18

CON +3 16

PL10 INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+5*

+6

+9

+6

INJURED

POWERS

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)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

SKILLS

UNCONSCIOUS

FATIGUE CONDITIONS

*Flat-footed

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’

STAGGERED

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

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

HP

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

H

ere’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. Improved Range Disarm is also from there and negates the attack roll penalty for disarming with a ranged attack. Independent is a +0 extra on Obscure from Ultimate 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 improves the range increment of a ranged attack, not the maximum range.

GREEN LANTERN (GENERIC) STR +2 14

DEX +2 14

CON +2 14

INT +2 14

PL10 WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*/+2**

+7

+7

+10

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*10 Impervious ***Without Force Field POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

STAGGERED

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

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

HP

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

H

ere’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 essence, the experienced Green Lanterns can routinely use abilities that would be extraordinary for a “starting Lantern.” This build is missing most of the “Precise” power feats on powers of the PL 12 Lantern build; this represents 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) STR +2 14

DEX +2 14

CON +2 14

INT +2 14

PL12 WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*/+2**

+8

+8

+14

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious **Without Force Field POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

STAGGERED

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

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

HP

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

H

ere’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 damage 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 Reserve (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 STR +1 12

DEX +1 12

CON +2 14

PL8

INT +5 20

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4/+2*

+5

+4

+8

*Flat-footed 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)

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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

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

H

ere’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 ability. Constantine is unique among my PC builds in not hitting his offensive or defensive PL caps (unless he uses Ritualist/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 driven 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 respectable 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 power.

KID FLASH STR +0 10

DEX +3 16

PL9 CON +3 16

INT +3 16

WIS +1 12

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+3

+3

+10/+5

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

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)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) + SuperMovement 1 (Permeate) (12 pp)

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

SKILLS

COMBAT

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

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

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

HP

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

H

ere’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 object he’s running through (though he doesn’t have to destroy objects when he runs through them). He has SuperMovement: 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 continuum, 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 Power—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 position 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 position. 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) STR +13 36/12

DEX +1 12

CON +14 38/14

INT +2 14

PL10 WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+14

+4

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*11 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 24 (24 pp) AP: Blast 10 ‘Heat Vision’ (Power Feats: Accurate x2, Precise) (23 pp) Enhanced Constitution 24 Immunity 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

COMBAT

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

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

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

HP

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

H

ere’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 drawback 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 Instant Counter).

LADY SHIVA STR +3 16

DEX +5 20

PL11 CON +4 18

INT +2 14

WIS +6 22

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+6

+12

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

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

HP

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

H

ere’s Lady Shiva as a PL 11, 165 pp PC. She’s incredibly lethal, as you’d expect. She’s almost impossible to feint or trick, she criticals on a quarter of her attack rolls, her attack and defense bonuses are phenomenal, 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 exactly 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 STR +1 12

DEX +1 12

PL10 CON +3 16

INT +10 30

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+5*

+6

+4

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

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, WellInformed COMBAT

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

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

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

HP

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

H

ere’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 potentially both caps. I’d suggest Blast 8 (PF: Accurate 3, Precise), 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 STR +4 18

DEX +1 12

CON +9 28

INT +3 16

PL12 WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15*

+12

+4

+12

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*11 Impervious (6 Impervious out of brick form) POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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) & SuperMovement 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) FEATS Dodge Focus 2, Eidetic Memory

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) 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)

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

HP

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

H

ere’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—descriptor 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 supersenses. 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 different 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 setting 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 STR +2 14

DEX +6 22

PL9 CON +2 14

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+10

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

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)

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] 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

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

HP

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

H

ere’s Nightwing as a PC at PL 9, 135 pp. He’s very much my typical specialized Acrobat—superb at acrobatic 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 against PL caps it’s really “can’t hold your own in a straight fight.” If I was building Nightwing at PL 10, he’d have Sneak Attack on top of his current offensive abilities, so by being compressed into PL 9, Nightwing ends up more powerful for his PL than he would be at PL 10. For my Batman PC builds I didn’t give Batman the Batmobile—instead I gave him other equipment and he can use a hero point to gain an alternate power of the Batmobile on the fly. For Nightwing, I gave him the Nightbird as standard equipment and if you want him to pull out a fancier piece of handheld equipment (like a Stun Gun), spend a hero point to gain an alternate power based on the Nightbird. 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.

POWER GIRL STR +15 40/12

DEX +1 12

CON +16 42/16

PL12 INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+16

+4

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 28 (28 pp) AP: Blast 12 “Heat Vision” (Power Feats: Accurate x3, Precise) (28 pp) Enhanced Constitution 26 Immunity 9 (Life Support) Impervious Toughness 12 (Drawback: Power Loss [against Magic; Uncommon, Minor; -1pp) (11 pp) Super Senses 12 (Extended Vision 2, X-Ray Vision [except lead], Infravision, Microscopic Vision 1, Ultravision, Ultra-Hearing, Extended Hearing 2) Super-Strength 8 (Heavy Load: 820 tons; Power Feats: Countering Punch, Super-Breath) (18 base + 1 Dynamic base power + 2*2 Dynamic APs= 23 pp total) DAP: Flight 9 (5000 MPH) DAP: Quickness 10 (2500x speed)

FEATS All-Out Attack, Attractive, Dodge Focus 3, Eidetic Memory, Improved Initiative 2, Interpose, Leadership, Power Attack, Startle, Teamwork DRAWBACKS

SKILLS

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

Bluff 4 (+6/+10), Computers 8 (+10), Concentration 4 (+6), Diplomacy 4 (+6/+10), Intimidate 12 (+14), Knowledge [Business] 8 (+10), Notice 6 (+8), Sense Motive 6 (+8)

Attack +6 (+9 melee, +12 Heat Vision) [Unarmed 15 dmg, Heat Vision 12 dmg], Defense 18 (13 flatfooted), Initiative +9, Grapple +24 (not counting DAP Super-Strength), Knockback -14

Abilities 22 + Skills 13 + Feats 13 + Powers 110 + Combat 22 + Saves 9 – Drawbacks 9 = 180

HP

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

RA’S AL GHUL STR +4 18/16

DEX +3 16

CON +5 20/18

PL10 INT +7 24

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+6*

+7

+7

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Container 1 (Lazarus Pit Enhancement) (5 pp) Lazarus Pit Enhancement: Enhanced Strength 2, Enhanced Constitution 2 Immunity 1 (Aging) SKILLS Bluff 12 (+16)*, Craft [Chemical] 12 (+19)*, Diplomacy 8 (+12), Gather Information 12 (+16)*, Intimidate 10 (+14), Investigate 8 (+15), Knowledge [History] 8 (+15), Knowledge [Technology] 4 (+11), Medicine 4 (+9), Notice 8 (+13), Sense Motive 10 (+15)*, Languages 8 (English, Chinese, French, German, Japanese, Latin, Russian, Spanish; Base: Arabic)

EQUIPMENT Sword (Strike 3, Improved Critical, Mighty; 5ep)

FEATS

DRAWBACKS

Attack Focus 7 (Melee), Benefit (Wealthy), Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment, Evasion, Improved Initiative, Inventor, Jack of All Trades, Leadership, Luck, Master Plan, Skill Mastery (Bluff, Craft [Chemical], Gather Information, Sense Motive), Tough, Uncanny Dodge (Hearing), Weapon Bind, WellInformed

Power Loss (Lazarus Pit Enhancement, if not refreshed by immersion in Lazarus Pits; Uncommon, Minor; -1pp) COMBAT Attack +6 (+13 Melee) [Sword +7 dmg, 19-20 crit], Defense 22 (14 flat-footed), Initiative +7, Grapple +17, Knockback -4

Abilities 52 + Skills 26 + Feats 31 + Powers 5 + Combat 26 + Saves 11 – Drawbacks 1 = 150

HP

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

H

ere’s Ra’s Al Ghul as a “PC build” at PL 10, 150 pp. He’s a brilliant mastermind and a capable but not exceptional combatant. In most games you’re not going to be able to use Ra’s as a PC, though This build of Ra’s loses some of his physical ability scores in addition to his immunity to aging if he doesn’t refresh the ability with immersion in the Lazarus Pits—I figure that this provides a mechanism for why finding Lazarus Pits is an imperative. The key to getting Ra’s to come in at PL 10, 150 pp was not including his equipment, minions, or sidekick (Ubu) in the build. If you’re using him as an NPC he should have a lot of resources, including equipment, headquarters, and Lazarus Pits (I’m not giving them stats- they’re mainly a plot device). He should also have appropriate minions—probably either Thugs, Ninjas, or Assassins, depending on how much of a threat you want them to be. The Assassin minion is PL 5 and has Power Attack, which makes it much more of a threat than most minions. Ra’s will always have an Ubu as a Sidekick. Treat Ubu as a villain, not a minion.

UBU Str 18

POWER LEVEL 7

Dex 14

Con 18

Int 10

Wis 14

Cha 10

Skills: Acrobatics 4 (+6), Intimidate 8 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+6) Feats: All-Out Attack, Attack Specialization (Firearms), Defensive Roll 2, Dodge Focus 2, Elusive Target, Equipment 4, Improved Initiative 1, Interpose, Power Attack, Teamwork, Tough Equipment: Sword (+3 damage, Mighty, Improved Critical), Assault Rifle (Blast 5 (Extra: Autofire)) Combat: Attack +7 (+9 Firearms), [Unarmed 4 dmg, Sword 7 dmg, 19-20 crit, Rifle 5 Autofire dmg], Defense 17 (13 flat-footed), Initiative +6, Knockback -3 Saves: Toughness +7 (+5 flat-footed), Fortitude +6, Reflex +4, Will +4

RAVEN STR +0 10

PL9 DEX +2 14

CON +1 12

INT +3 16

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*/+1

+4

+5

+12

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*9 Impervious **Without Force Field POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 1 (10 mph) Force Field 9 (Extra: Impervious) Super-Senses 9 (Aura Reading; Precognition [Flaw: Uncontrollable]) (7 pp) Mental Array (25 pp base + 6 APs= 31 pp) Astral Form 5 (5 miles) (25 pp) AP: Darkness Control 12 + Immunity 1 (Own Darkness Control) (25 pp) AP: Emotion Control 9 (Power Feats: Reversible, Subtle) (20 pp) AP: Healing 10 (Extra: Energizing; Flaw: Empathetic) (20 pp) AP: Illusion 6 (All senses; Extra: Selective Attack; Flaw: Phantasms; Power Feat: Progression [10 ft radius]) (25 pp) AP: Mental Blast 6 (24 pp) AP: Teleport 6 (Extra: Portal [+2]) (24 pp) SKILLS Bluff 4 (+6), Concentration 12 (+17), Diplomacy 4 (+6), Intimidate 8 (+10), Knowledge [Arcane Lore] 12 (+15), Knowledge [Behavioral Sciences] 4 (+7), Medicine 4 (+9), Notice 6 (+11), Sense Motive 10 (+15) FEATS Dodge Focus, Fearless, Ritualist, Trance

COMBAT Attack +2, Defense 18 (14 flat-footed), Initiative +2, Grapple +2, Knockback -9

Abilities 26 + Skills 16 + Feats 4 + Powers 58 + Combat 18 + Saves 13 = 135 pp

HP

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

T

o go with my existing Teen Titans builds, here’s Raven as a PC at PL 9, 135 pp.

I’ve taken a somewhat expansive view of Raven’s powers—for example, she can fly, an ability she didn’t gain until later on. At the same time, I didn’t give her every power that she’s displayed, so you’ll need to use Extra Effort to power stunt a few things (e.g., dimensional travel). Aura Reading is a super-sense from Ultimate Power. Aura Reading (5 ranks): You can “read” the invisible psychic auras that surround all creatures, showing their mood, physical condition, and any outside psychic influences affecting them. Aura Reading is a mental sense, although the information (the auras) is perceived as visual. Detect Mood and Physical Condition (both ranged), Psychic Awareness.

ROBIN STR +0 10

PL7 DEX +4 18

CON +0 10

INT +4 18

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4/+2*

+2

+8

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+5), Computers 8 (+12), Craft [Electronic] 4 (+8), Diplomacy 4 (+6), Disable Device 4 (+8), Drive 2 (+6), Escape Artist 8 (+12), Gather Information 4 (+6), Investigate 8 (+12), Knowledge [Streetwise] 2 (+6), Notice 6 (+8), Search 6 (+10), Sense Motive 8 (+10), Sleight of Hand 4 (+8), Stealth 8 (+12)

FEATS Assessment, Attack Focus 2 (Melee), Attack Specialization 2 (Bo Staff 1 & Boomerangs 1), Defensive Roll 2, Dodge Focus 5, Eidetic Memory, Elusive Target, Equipment 5, Evasion, Improved Initiative, Move-By Action, Sneak Attack, Takedown Attack, Teamwork 2, Uncanny Dodge (Hearing)

EQUIPMENT Costume: Protection 2 [2ep] Bo Staff: Strike 2 (Power Feats: Extended Reach, Mighty, Subtle [collapsible]) [5 ep] Swing line: Super-Movement 1 (Swinging) [2 ep] Redbird: Motorcycle (Feature: Alarm) [10 ep] Boomerangs: Blast 2 (Power Feat: Mighty) [5 ep] AP [1 ep]: Smoke Grenades (original cost 4 ep)

COMBAT Attack +6 (+8 Melee/Boomerangs, +10 Bo Staff) [Unarmed 0 dmg; Bo Staff/Boomerangs 2 dmg // +2 dmg on Surprise Attack], Defense 20 (13 flatfooted), Initiative +8, Grapple +8, Knockback -2

Abilities 24 + Skills 24 + Feats 27 + Combat 22 + Saves 8 = 105

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

H

ere’s Tim Drake as a PL 7, 105 pp PC. This version is better suited to being Batman’s sidekick than a member of the Teen Titans—he doesn’t have the tactical or the leadership abilities of my PL 8, 120 pp build, and his combat options are somewhat more limited. His Str and Con scores are lower than in my PL 8 build, so this is probably a younger version of him. He’s still very quick and quite skilled. I know, his boomerangs still have mighty even though he no longer has the +1 Strength bonus to add to damage like my PL 8 build did. It will help him when he starts working out.

ROBIN STR +1 12

PL8 DEX +4 18

CON +1 12

INT +4 18

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3*

+3

+8

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Acrobatics 8 (+12), Bluff 8 (+10), Climb 4 (+5), Computers 8 (+12), Craft [Electronic] 4 (+8), Diplomacy 6 (+8), Disable Device 4 (+8), Drive 2 (+6), Escape Artist 8 (+12), Gather Information 6 (+8), Investigate 8 (+12), Knowledge [Streetwise] 2 (+6), Notice 6 (+8), Search 6 (+10), Sense Motive 8 (+10), Sleight of Hand 4 (+8), Stealth 8 (+12) FEATS Acrobatic Bluff, Assessment, Attack Focus 2 (Melee), Attack Specialization 2 (Bo Staff 1 & Boomerangs 1), Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Elusive Target, Equipment 5, Evasion, Improved Disarm, Improved Initiative, Improved Trip, Leadership, Master Plan, Move-By Action, Set Up, Sneak Attack, Takedown Attack, Teamwork 2, Uncanny Dodge (Hearing) EQUIPMENT Costume: Protection 2 [2ep] Bo Staff: Strike 2 (Power Feats: Extended Reach, Mighty, Subtle [collapsible]) [5 ep] Swing line: Super-Movement 1 (Swinging) [2 ep] Redbird: Motorcycle (Feature: Alarm) [10 ep] Boomerangs: Blast 2 (Power Feat: Mighty) [5 ep] AP [1 ep]: Smoke Grenades (original cost 4 ep)

COMBAT Attack +7 (+9 Melee/Boomerangs, +11 Bo Staff) [Unarmed 1 dmg; Bo Staff/Boomerangs 3 dmg // +2 dmg on Surprise Attack], Defense 21 (13 flatfooted), Initiative +8, Grapple +10, Knockback -2

Abilities 28 + Skills 25 + Feats 34 + Combat 24 + Saves 9 = 120

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

H

ere’s Tim Drake as a PL 8, 120 pp PC. He’s definitely qualified to be on the Teen Titans and is too good to be just Batman’s sidekick. You’d probably want a PL 7, 105 pp version with fewer tactical and leadership abilities for the sidekick role. His ability to deal damage is his weakest attribute, but his skills are already top notch and he’s quite hard to hit.

STARFIRE STR +9 28/10

DEX +2 14

PL9 CON +9 28/14

INT +0 10

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9

+9

+6

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Enhanced Constitution 14 Immunity 10 (Life Support, Own Powers) Comprehend 2 (Languages [Speak and Understand all Languages]; only speak one language at a time)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 6 (Dynamic) (500 MPH) DAP: Super-Strength 6 (38.4 tons) (15 pp) Enhanced Strength 18 (18 pp + 2 APs= 20 pp) AP: Blast 9 AP: Regeneration 11 (Bruised per 1 round, Injured per minute, Staggered per minute, Disabled per 5 minutes; Flaw: Source [sunlight]) (6 pp)

SKILLS Bluff 8 (+10/+14), Diplomacy 4 (+6/+10), Handle Animal 1 (+3), Intimidate 4 (+6), Knowledge (History) 6 (+6), Notice 6 (+8), Pilot 1 (+3), Sense Motive 6 (+8) FEATS All-Out Attack, Attack Focus 2 (Melee), Attack Specialization (Starbolts), Attractive, Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Teamwork, Uncanny Dodge (Sight)

COMBAT Attack +7 (+9 Melee/Starbolts) [Unarmed 9 dmg, Blast 9 dmg], Defense 19 (13 flat-footed), Initiative +6, Grapple +18 (not counting DAP Super-Strength), Knockback -4

Abilities 16 + Skills 9 + Feats 15 + Powers 63 + Combat 24 + Saves 8 =135

HP

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

H

ere’s Starfire as a PL 9, 135 pp PC. She’s a well balanced and powerful character. OK, she’s also incredibly hot and nearly naked. Priorities, people. Starfire needs physical contact with someone who speaks a language to learn that language with her Comprehend power—if it matters, call it a Complication. She might lose access to one or more of her powers (particularly Blast/Enhanced Strength) if she can’t recharge them with ultraviolet radiation—that’s also a complication. To use Starfire’s omni-directional explosive burst ability, power stunt Strike 9 (Extras: Area [Burst], Penetrating; Flaw: Action [Full-Round]) off of her main Blast power. Her Regeneration is an alternate power of her Blast and Enhanced Strength so she won’t feel like Wolverine when fighting a combat in the sun, but she heals faster outside of combat when she pauses to absorb solar energy. Note that in Ultimate Power, there’s no rule against putting permanent powers in arrays and the Regeneration slot spends under half of its available pp, so you could make the Regeneration ranks Continuous and it would still come in under cost. Why only one rank in Attractive? Starfire is very attractive even by the standards of super heroines, but the Attractive feat represents to what extent you’re good at influencing people only because of your Attractiveness (Attractive doesn’t have to mean being really hot—you might be famous and have Attractive that works on people awed by your fame, for example). Attractive is really flawed Bluff/Diplomacy, not a separate measure of how hot you are.

SUPERMAN STR +15 40/12

DEX +1 12

PL12 CON +16 42/16

INT +2 14

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+16

+3

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*11 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 28 AP: Blast 12 (Power Feat: Accurate x3, Precise) Enhanced Constitution 26 Impervious Toughness 11 (Drawback: Power Loss vs. Magic, -1 pp) Immunity 9 (Life Support) Super-Strength 9 (Power Feats: Super-Breath, Countering Punch) (25 pp total) DAP: Flight 10 (10,000 mph) DAP: Super-Speed 4 (base power: Rapid Attack) Super Senses 10 (Extended Vision 2, X-Ray Vision, Microscopic Vision 1, Ultra-Hearing, Extended Hearing 2) (10 pp)

FEATS All-Out Attack, Attack Focus 3 (Melee), Benefit 2 (Status: It’s Superman!, Knowledge: Kryptonian Technology), Dodge Focus 5, Fearless, Interpose, Leadership, Luck, Power Attack, Ultimate Effort (Ultimate Toughness Save) DRAWBACKS

SKILLS Bluff 4 (+8), Concentration 4 (+8), Diplomacy 8 (+12), Gather Information 2 (+6), Handle Animal 1 (+5), Knowledge [Current Events] 4 (+6), Notice 4 (+8), Profession [Farmer] 1 (+5), Profession [Reporter] 2 (+6), Sense Motive 6 (+10)

Normal Identity [When Exposed to Kryptonite; Uncommon Occurrence; Major Intensity; 4pp], Weakness [Kryptonite; Uncommon Occurrence; -1 Constitution Per Minute; 5pp] COMBAT Attack +6 (+9 Melee, +12 Heat Vision) [Unarmed 15 dmg, Heat Vision 12 dmg], Defense 18 (12 flatfooted), Initiative +1 (up to +17), Grapple +24 (not counting DAP Super-Strength), Knockback -13

Abilities 30 + Skills 9 + Feats 17 + Powers 109 + Combat 18 + Saves 6- Drawbacks 9 = 180

HP

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

H

ere’s a build of Superman as a PC for a PL 12, 180 pp game. This isn’t Superman from his Animated Series/Justice League Series, but in terms of overall power he resembles Animated Series Superman more than comic-book Superman. I haven’t given him the Fortress of Solitude as equipment because if you’re using him as a PC, he’ll probably be on a team, which means the team probably has a base besides the Fortress of Solitude- and headquarters are more of a team resource than individual ability anyways. Clark’s Rapid Attack ability on Super-Speed is very powerful since it lets him hit many enemies at once. If he shifts most of his DAP points to super-speed while outside of combat, he’s very likely to go first in combat. The official rules answer (see here) is that nothing happens if you suffer an initiative loss later in the combat. The problem is that this ruling makes having an Alternate Power of Super-Speed (or worse, Enhanced Feat: Improved Initiative) fairly abusive. So if I had a player using this build, I’d prefer that the player (agree in advance to) rarely use Super-Speed for the pre-combat init boost. Otherwise, I might rule that initiative loss modifies your position in the round when it occurs. 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 Instant Counter). Clark’s Heavy Load with all of his DAP points in Super-Strength is about 1640 tons (example: Destroyer). Combining this with Power Stunting SuperStrength off of his Enhanced Strength can get him to 127 Strength for lifting, enough to lift the Empire State Building For his Normal Identity drawback when exposed to Kryptonite, I’d say he should lose all of his powers and his Ultimate Toughness feat, and probably his ranks in Attack Focus and Dodge Focus as well. Note that Clark doesn’t have a drawback to represent “Loses his powers when not under a yellow sun”- that’s definitely a Complication.

SUPERMAN STR +18 46/13

DEX +1 12

PL15 CON +18 46/16

INT +2 14

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+18*

+18

+6

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 33 AP: Blast 14 (Power Feat: Accurate x4, Precise) Enhanced Constitution 30 Immunity 9 (Life Support) Impervious Toughness 12 (Drawback: Power Loss vs. Magic, -1 pp) Super-Strength 14 (Dynamic; Power Feats: SuperBreath, Countering Punch) (35 pp total) DAP: Flight 15 (500,000 mph) DAP: Super-Speed 6 (base power: Rapid Attack) Super Senses 12 (Extended Vision 3, X-Ray Vision (Drawback: Action- Move Action), Microscopic Vision 1, Ultra-Hearing, Extended Hearing 3) (11 pp) SKILLS

FEATS

Bluff 4 (+8), Concentration 6 (+10), Diplomacy 8 (+12), Gather Information 4 (+8), Handle Animal 1 (+5), Knowledge [Current Events] 4 (+6), Notice 8 (+12), Profession [Farmer] 1 (+5), Profession [Reporter] 4 (+8), Sense Motive 8 (+12)

All-Out Attack, Attack Focus 4 (Melee), Benefit 2 (Status: It’s Superman!, Knowledge: Kryptonian Technology), Dodge Focus 5, Fearless, Interpose, Leadership, Luck, Power Attack, Ultimate Effort 3 (Ultimate Strength check, Ultimate Toughness Save, Ultimate Will Save)

DRAWBACKS

COMBAT

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

Attack +8 (+12 Melee, +16 Heat Vision) [Unarmed +18 dmg, Heat Vision +14 dmg], Defense 22 (14 flat-footed), Initiative +1 (up to +25), Grapple +30 (not counting DAP Super-Strength), Knockback -15

Abilities 31 + Skills 12 + Feats 20 + Powers 130 + Combat 30 + Saves 11- Drawbacks 9 = 225

HP

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

H

ere’s a build of Superman as a PC. If you happen to be playing in a PL 15, 225 pp campaign, that is! I haven’t given him the Fortress of Solitude as equipment because if you’re using him as a PC, he’ll probably be on a team, which means the team probably has a base besides the Fortress of Solitude- and headquarters are more of a team resource than individual ability anyways. Clark’s Rapid Attack ability on Super-Speed is very powerful since it lets him hit many enemies at once. He can almost be assured of going first in combat by shifting most of his DAP points to super-speed while outside of combat. The official rules answer (see here) is that nothing happens if you suffer an initiative loss later in the combat. The problem is that this ruling makes having an Alternate Power of Super-Speed (or worse, Enhanced Feat: Improved Initiative) pretty abusive. So if I had a player using this build, I’d prefer that the player (agree in advance to) rarely use Super-Speed for the pre-combat init boost. Otherwise, I might rule that initiative loss modifies your position in the round when it occurs. 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 Instant Counter). Clark’s Heavy Load with all of his DAP points in Super-Strength is about 120,000 tons (example: Aircraft Carrier). The Power Stunting Super-Strength off of his Enhanced Strength trick can get him to almost 150 Strength for lifting while going at Flight 1- so he can lift a “small asteroid”. Might come in handy :) For his Normal Identity drawback when exposed to Kryptonite, I’d say he should lose all of his powers, his ranks in Attack Focus and Dodge Focus, and his Ultimate Effort feats besides Ultimate Will Save. Note that he doesn’t have a drawback to represent “Loses his powers when not under a yellow sun”—that’s definitely a Complication.

TALIA AL GHUL STR +1 12

DEX +4 18

CON +3 16

PL8 INT +3 16

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3*

+4

+8

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Acrobatics 6 (+10)*, Bluff 8 (+11/+15)*, Climb 4 (+5), Computers 7 (+10), Concentration 4 (+6), Craft [Chemical] 2 (+5), Diplomacy 8 (+11/+15)*, Disable Device 4 (+9), Escape Artist 6 (+10), Gather Information 7 (+10), Knowledge [Business] 4 (+7), Knowledge [Streetwise] 4 (+7), Medicine 0 (+4), Notice 8 (+10), Search 7 (+10), Sense Motive 8 (+10), Sleight of Hand 4 (+8), Stealth 10 (+14)*, Languages 5 (English, Chinese, French, German, Spanish; Base: Arabic) FEATS Assessment, Attack Focus 3 (Ranged), Attractive, Benefit (Wealthy), Connected, Contacts, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion, Equipment 3, Fascinate (Bluff), Improved Initiative, Jack of All Trades, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth), Sneak Attack, Taunt, Uncanny Dodge (Hearing), WellInformed COMBAT Attack +6 (+9 ranged, +10 Pistol/Knife) [Unarmed 1 dmg; Knife 3 dmg, 19-20 Crit; Heavy Pistol 4 dmg; //+2 dmg on Sneak Attack], Defense 21 (14 flat-footed), Initiative +8, Grapple +7 (use Escape Artist +10 to resist/escape grapples), Knockback -2

EQUIPMENT Grappling Gun: Super Movement 1 (Swinging) [2ep], Masterwork Disable Device Tools, Masterwork Medical Kit Arsenal: Heavy Pistol: Blast 4 (Feature: +1 to hit, Subtle (silenced)) [10ep] AP (1 ep): Knives : Blast 2 (Feature: +1 to hit, Power Feats: Mighty, Improved Critical, Drawback: halve maximum range) (100-foot maximum range)

Abilities 32 + Skills 27 + Feats 28 + Combat 26 + Saves 7= 120

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

H

ere’s a build of Talia Al Ghul as a PC at PL 8, 120 pp. You can build some very fun unpowered characters at this power level—they’re capable of incredible feats by the standards of “ordinary humans”, but they’re not PL 10 demigods yet. In case people haven’t seen me explain this before, here’s my philosophy on Benefit: Wealth. I don’t think most people use the Wealth optional rules as written, since it’s at odds with M&M not being an acquisitive game like D&D. So I’m using Wealthy as a Benefit in its own right to reflect being wealthy, which matters in a plot sense (like Benefit: Security Clearance, for example). Talia shouldn’t have any item that she wants always on hand—the GM should adjudicate it so that it’s worth 1 pp like every other Benefit feat.

WONDER GIRL STR +10 30

DEX +3 16

CON +8 26

PL10 INT +1 12

WIS +1 12

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+9

+8

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Super-Senses 3 (Extended Vision, Accurate Hearing) Flight 6 (500 mph)(15 pp total) DAP: Super-Strength 6 (Heavy Load: 51.2 tons)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 1 (Amazon Bracelets, Hard to Lose; Power Feat: Indestructible) (5 pp) Amazon Bracelets: Enhanced Feat 5 (Dodge Focus) Device 3 (Lasso of Ares, Easy to Lose; Power Feat: Indestructible) (10 pp) Lasso of Ares: Enhanced Feat 2 (Rage 2 [10 rounds]), Snare 10 (Extra: Constricting [Lightning]; Flaws: Limited (-1) [Only one target at a time], Range [Touch]; Power Feats: Extended Reach, Tether, Reversible) (13pp) FEATS Animal Empathy, Attack Focus 4 (Melee), Attractive, Benefit (Status), Defensive Attack, Evasion, Improved Initiative, Interpose, Power Attack, Takedown Attack, Taunt, Teamwork, Uncanny Dodge (Visual)

SKILLS Acrobatics 5 (+8), Bluff 8 (+11/+15), Diplomacy 8 (+11/+15), Handle Animal 2 (+5), Knowledge [Arcane Lore] 4 (+5), Knowledge [Pop Culture] 4 (+5), Notice 8 (+9), Sense Motive 5 (+6)

COMBAT Attack +6 (+10 melee) [Unarmed 10 dmg, Snare Reflex DC 20], Defense 22 (14 flat-footed), Initiative +7, Grapple +20 (not counting DAP Super-Strength), Knockback -4

Abilities 52 + Skills 11 + Feats 16 + Powers 33 + Combat 26 + Saves 12= 150 pp

HP

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

H

ere’s Wonder Girl as a PC at PL 10, 150 pp. She’s a solid all-around character. I had a few extra points so I made her a bit more Wonder Woman-like by giving her some super-senses (I don’t think she’s displayed supersenses but it’s reasonable that she could have them). Hopefully your GM rules that Rage that gives a +4 Str bonus can let you exceed your PL limits on offense because it also decreases your Defense by 2, as Steve Kenson suggests would be a fair house rule here. If not, replace the Rage feats on the lasso with All-Out Attack and something else and then describe going into a ‘rage’ when you use All-Out Attack and Power Attack at the same time. Hat tip to Taliesin for the idea how to do her lasso’s electricity. Constricting is a +1 extra on Snare from Ultimate Power. Constricting: If you successfully bind (not entangle) your target, the snare constricts and tightens, inflicting non-lethal damage to the target equal to half the Snare’s rank on each of your rounds.

WONDER WOMAN STR +12 34

DEX +4 18

CON +12 34

PL12 INT +1 12

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12

+12

+9

+9

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Immunity 1 (Aging) Super-Senses 3 (Accurate Hearing, Extended Sight)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Super-Strength 6 (90 tons) (15 pp total) DAP: Flight 6 (500 mph)) Device 1 (“Bracelets of Aegis”, Hard to Lose; Power Feat: Indestructible) (5 pp) Bracelets of Aegis: Enhanced Feat 5 (Dodge Focus 5) Device 3 (“Lasso of Truth”, Easy to Lose; Power Feats: Indestructible, Restricted [to those favored by gods]) (11 pp) Lasso of Truth: Mind Control 12 (Extra: Conscious; Flaws: Range- Touch (-2), Limited [Snared subjects only, One Command: speak the truth] (-2), Power Feat: Extended Reach) (5 pp); Linked to Snare 12 (Flaws: Limited [to one target at a time], RangeTouch; Power Feats: Affects Insubstantial, Extended Reach, Reversible, Tether) (10 pp) SKILLS Acrobatics 8 (+12), Bluff 0 (+4/+8), Diplomacy 10 (+14/+18), Handle Animal 2 (+6), Intimidate 6 (+10), Knowledge [Arcane Lore] 4 (+5), Knowledge [Civics] 1 (+2), Knowledge [History] 4 (+5), Knowledge [Tactics] 4 (+5), Medicine 1 (+5), Notice 8 (+12), Pilot 2 (+6), Ride 1 (+5), Sense Motive 10 (+14), Language 7 (Chinese, English, French, Greek, Hindi, Russian, Spanish; base: Themysciran)

FEATS All-Out Attack, Animal Empathy, Attack Focus 7 (Melee), Attractive, Benefit (Status), Defensive Attack, Evasion, Fearless, Improved Initiative, Interpose, Power Attack, Quick Change, Takedown Attack, Uncanny Dodge (Sight) COMBAT Attack +5 (+12 melee) [Unarmed 12 dmg, Snare Ref DC 22], Defense 22 (14 flat-footed), Initiative +8, Grapple +24 (not counting DAP Super-Strength), Knockback -6

Abilities 74 + Skills 17 + Feats 20 + Powers 35 + Combat 24 + Saves 10= 180

HP

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

H

ere’s Wonder Woman as a PC at PL 12, 180 pp. She’s still a very powerful and versatile character. If she puts all of her DAP points into Super-Strength she can’t fly but her Heavy Load is 89.6 tons (example: cargo jet). With all of her points in Flight she flies at 500 mph and has a heavy load of 1.4 tons. It feels almost ridiculous that Wonder Woman’s Lasso only costs 11 pp total, but I think all of the flaws are legitimate flaws. Easy to Lose Devices are a big discount and Mind Control is very powerful for its cost, so you can add a bunch of flaws to it and end up with a power that costs very little but is still quite effective.

WONDER WOMAN STR +14 38

DEX +4 18

CON +12 34

PL14 INT +2 14

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14/+12*

+12

+10

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 1 (Aging) Super-Senses 4 (Accurate, Extended Hearing, Extended Sight) Super-Strength 8 (Dynamic; Heavy Load: 615 tons) DAP: Flight 8 (2,500 mph)) (19 pp) Device 1 (Bracelets of Aegis, Hard to Lose; Power Feat: Indestructible) (5 pp) Bracelets of Aegis: Enhanced Feat 5 (Dodge Focus 5) Device 4 (Lasso of Truth, Easy to Lose; Power Feats: Indestructible, Restricted [to those favored by gods]) (14 pp) Lasso of Truth: Mind Control 14 (Extra: Conscious; Flaws: Range [Touch] (-2), Limited [Snared subjects only, One Command: speak the truth] (-2); Power Feats: Extended Reach 2) (7 pp); linked to Snare 14 (Flaws: Limited [to one target at a time], Range [Touch]; Power Feats: Affects Insubstantial 2, Extended Reach 2, Reversible, Tether) (13 pp) FEATS All-Out Attack, Animal Empathy, Attack Focus 8 (Melee), Attractive, Benefit (Status), Defensive Attack, Defensive Roll 2, Evasion, Fearless, Improved Initiative 2, Interpose, Power Attack, Quick Change, Takedown Attack, Uncanny Dodge (Sight)

SKILLS Acrobatics 8 (+12), Bluff 0 (+4/+8), Diplomacy 10 (+14/+18), Handle Animal 4 (+8), Intimidate 6 (+10), Knowledge [Arcane Lore] 4 (+6), Knowledge [Civics] 4 (+6), Knowledge [History] 4 (+6), Knowledge [Tactics] 8 (+10), Medicine 1 (+6), Notice 8 (+13), Pilot 4 (+8), Ride 1 (+5), Sense Motive 10 (+15), Language 8 (English, French, Greek, Hindi, Mandarin, Portuguese, Russian, Spanish; base: Themysciran) COMBAT Attack +6 (+14 melee) [Unarmed 14 dmg, Snare Ref DC 24], Defense 24 (15 flat-footed), Initiative +12, Grapple +28 (not counting DAP SuperStrength), Knockback -7

Abilities 82 + Skills 20 + Feats 24 + Powers 43 + Combat 30 + Saves 11= 210

HP

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

H

ere’s Wonder Woman as a PC at PL 14, 210 pp. Any excuse to put this picture up a second time.

This was a hard build to cut to 210 pp, since Wonder Woman has so many abilities. She lost the Deflect power from the NPC build, since that saved about 30 pp. Wonder Woman is a much worse ranged combatant than she deserves to be because this also saves pp. If she puts all of her DAP points into Super-Strength she can’t fly but her Heavy Load is 614.4 tons (example: drilling rig). With all of her points in Flight she flies at 2500 mph and has a heavy load of 2.4 tons.

ZATANNA STR +0 10

PL10

DEX +3 16

CON +2 14

INT +3 16

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12/+2*

+4

+7

+10

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Without Force Field POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Force Field 10, Super-Senses 2 (Magical Awareness [Acute, mental]) Magic Array (Drawback: Power Loss [When unable to speak, Uncommon, Minor, -1 pp]) (25 pp base + 11 APs - 1 Drawback= 35 pp) Base Power: Blast 12 (Power Feat: Precise) [Mystic Bolts] AP: Air Control 10 (Power Feat: Precise) + Flight 2 (25 mph) (25 pp) AP: Blast 8 (Extra: Area [Burst]) [Fire] (24 pp) AP: Earth Control 12 (Power Feat: Precise) (24 pp) AP: Fire Control 12 (24 pp) AP: Mental Transform 8 (Alter Memories, base 2 pp/rank; Extras: Range [Perception], Duration [Continuous]; Flaw: Action [Full Action]) (24 pp) AP: Snare 12 (Power Feat: Reversible) (25 pp) [Ice] AP: Telepathy 10 + Comprehend 2 (Languages [Speak and Understand all]) (24 pp) AP: Telekinesis 8 (Extra: Range [Perception]; Power Feat: Precise) (Heavy Load: 3.2 tons) (25 pp) AP: Teleport 9 (Extra: Accurate; Flaw: Long-Range only; Power Feats: Progression 4 (2500 lbs), Drawback: Action (1 minute, -1 pp)) (21 pp) AP: Transform 4 (Any inanimate object into any inanimate object, base 5 pp/rank; Extras: Range [Perception], Duration [Continuous]; Flaw: Action [Full-Action]) (10 lbs) (24 pp) AP: Water Control 12 (Power Feat: Precise) (25 pp)

STAGGERED

SKILLS Bluff 8 (+12/+16), Concentration 12 (+15), Craft [Artistic] 12 (+15), Diplomacy 0 (+4/+8), Escape Artist 12 (+15)*, Handle Animal 2 (+6), Knowledge [Arcane Lore] 14 (+17)*, Notice 8 (+11), Perform [Stage Magic] 12 (+16)*, Sense Motive 8 (+11), Sleight of Hand 12 (+15)*, Stealth 4 (+7), Languages 4 (Arabic, Greek, Hebrew, Latin; English base)

FEATS Artificer, Attack Specialization 2 (Magic Array), Attractive, Distract (Bluff), Dodge Focus 3, Fascinate (Perform), Luck, Ritualist, Skill Mastery (Bluff, Escape Artist, Knowledge [Arcane Lore], Perform [Stage Magic], Sleight of Hand), Trance COMBAT Attack +4 (+8 Magic) [Blast 12 dmg, Snare Reflex DC 22], Defense 18 (13 flat-footed), Initiative +3, Grapple +4 (escape +15 with Escape Artist), Knockback -6

Abilities 30 + Skills 27 + Feats 13 + Powers 47 + Combat 18 + Saves 15 = 150

HP

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

H

ere’s Zatanna as a PL 10, 150 pp PC. She’s a powerful, versatile, and useful character, but none of her abilities are so good that they’re likely to prove unbalancing. I purposefully didn’t build her with Variable Power, but she can do an awful lot with her base abilities. When you add Artificer, Ritualist, and Extra Effort she can pretty much accomplish anything. But she has plenty of weaknesses to keep her in check, in particular relatively weak defenses and having to speak to use her magic.