Mr. R Posted December 22, 2017 Report Share Posted December 22, 2017 So for my next set I will be looking at the signature heroes from City of Heroes.These are two big powerful teams. Due to the sometimes large backstories I will not be posting them in the build itself, but instead link to https://paragonwiki.com/wiki/Signature_HeroesIt does a much better job. So I will post the builds, the powers as I see them in Champions/Hero, any tactics and reasons for the Disads taken. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 22, 2017 Author Report Share Posted December 22, 2017 So I will start with Freedom Phalanx https://paragonwiki.com/wiki/Freedom_PhalanxThis is a powerful team made up of Stateman: Leader, BrickSister Psyche: Deputy leader, MentalistCitadel: Android High Flying BlasterManticore: Infiltration, Detective Weapon Expert (Bow)Numina: Ghost, Empathic abilities to help or hinderPositron: Scientist, Engineer, BlasterPenelope Yin: Rookie Hero, Psychic PowersSynapse: Forensic Accountant, Speedster, Electrical PowersBack Alley Brawler: Street Hero, Investigator Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 22, 2017 Author Report Share Posted December 22, 2017 So we start with Statesman Quote COH #1 StatesmanVal Char Cost Roll Notes70 STR 60 23- Lift 409.6tons; 14d6 [7]23 DEX 39 14- OCV: 8/DCV: 830 CON 40 15-20 BODY 20 13-13 INT 3 12- PER Roll 12-15 EGO 10 12- ECV: 525 PRE 15 14- PRE Attack: 5d616 COM 3 12-30 PD 16 Total: 30 PD (30 rPD)30 ED 24 Total: 30 ED (30 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1220 REC 060 END 070 STUN 0 Total Characteristic Cost: 247Movement: Running: 23"/46"Flight: 30"/60"Leaping: 14"/28"Swimming: 2"/4"Cost Powers END30 Damage Resistance (30 PD/30 ED)20 Knockback Resistance -10"6 Life Support (Eating: Character only has to eat once per week; Longevity: Immortal)77 Multipower, 62-point reserve, all slots Reduced Endurance (½ END; +¼) (77 Active Points)1u 1) Flight 5", MegaScale (1" = 1 km; +¼) (12 Active Points) 13u 2) Running +17" (23" total) (34 Active Points) 16u 3) Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points) 2101 Multipower, 101-point reserve6u 1) Energy Blast 12d6 (60 Active Points) 65u 2) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 87u 3) Energy Blast 11 ½d6, Personal Immunity (+¼), Explosion (+½) (101 Active Points); No Range (-½) 1017 Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)7 Mental Defense (10 points total)Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-10 Favor5 Money: Well Off6 Reputation (A large group) 14-, +2/+2d625 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security ClearanceSkills3 Bureaucratics 14-3 Criminology 12-3 Deduction 12-3 Forensic Medicine 12-3 High Society 14-3 Interrogation 14-3 KS: History 12-3 KS: Mercenary world 12-3 KS: Superhumans 12-3 Navigation 12-3 Streetwise 14-3 Teamwork 14-32 +4 with All CombatTotal Powers & Skill Cost: 407Total Cost: 654300+ Disadvantages15 Hunted: Arachnos 8- (As Pow; NCI; Harshly Punish)15 Hunted: 5th Column 8- (As Pow; NCI; Harshly Punish)15 Hunted: Nemesis 8- (As Pow; NCI; Harshly Punish)10 Social Limitation: Public ID (Occasionally; Major)15 Psychological Limitation: Hates Fascism (Common; Strong)15 Psychological Limitation: Man out of time (Common; Strong)269 Experience PointsTotal Disadvantage Points: 654Earned Experience: 0Spent Experience: 269Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/StatesmanPersonality/Motivation: To give back to society. He has a desire to protect others, especially from threats too big for any one regular group.Quote: Powers/Tactics: He's a classic brick. He gets up close and starts hitting hard. If surrounded by a number of opponents, he will use his lightning powers to get them all down fast. Also against some opponents he will hit them with a lightning bolt to soften them up first. But generally its his fists. Also due to his YEARS of experience, he is not afraid to use certain moves like using a chunk of wall as a shield, or a wooden pole as a bat. Campaign Use: Elder hero and leader. If he gives advice it should be heeded. Also he is the leader of a large capable team. Appearance: So some design notes. He was a fairly easy build. High strength, durability, flight and some electrical powers. He has a lot of perks, but he has been at this since the 1930's, so he's earned them. Skills were just eyeballed, but i figured Teamwork and +4 to All combat were again justified by his great experience!Please let me know what you think. All constructive comments are welcome and appreciated! DasBroot and Hermit 2 Quote Link to comment Share on other sites More sharing options...
death tribble Posted December 22, 2017 Report Share Posted December 22, 2017 Are you going to be doing the bad guys as well ? I am a Ghost Widow fan. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 22, 2017 Author Report Share Posted December 22, 2017 Wasn't planning on it, but I'll consider it. Quote Link to comment Share on other sites More sharing options...
DasBroot Posted December 24, 2017 Report Share Posted December 24, 2017 I think Jack at one point did link his Champion's build for Statesman since he had his origin (as did Positron) in a Champions campaign. It's funny how things go - Paragon City and City of Heroes itself existed largely because they couldn't get the Champions license when they first started creating the MMO. When the second studio he worked for did finally manage to get the license to Champions for Champions Online, under his project lead, he must have been over the moon. As for the build itself - I like it, but Statesman suffers from a LOT of Superman Sydrome, where he's as powerful as he needs to be: He was punching holes through Independence Day sized Rikti motherships and his Praetorian (evil) counterpart survived 'assassination attempt via nuclear missile'. As the game and lore progressed he was definitely 'first among equals' - an Incarnate with the power of Zeus - the measuring stick (along with the other Incarnate - Lord Recluse) against which peoples 'power levels' were measured. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 28, 2017 Author Report Share Posted December 28, 2017 Next up the 2IC, Sister Psyche Quote COH #2 Sister PsycheVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 623 CON 26 14-15 BODY 10 12-15 INT 5 12- PER Roll 12-24 EGO 28 14- ECV: 818 PRE 8 13- PRE Attack: 3 ½d618 COM 4 13-8+18 PD 6 Total: 8/26 PD (4/22 rPD)8+18 ED 3 Total: 8/26 ED (4/22 rED)4 SPD 12 Phases: 3, 6, 9, 127 REC 046 END 032 STUN 0 Total Characteristic Cost: 126Movement: Running: 6"/12"Flight: 18"/36"Leaping: 2"/4"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)1 Life Support (Longevity: 200 Years)22 Elemental Control, 44-point powers23 1) Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points) 223 2) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 245 3) Telekinesis (35 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (78 Active Points); Affects Whole Object (-¼) 340 4) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 245 5) Force Wall (8 PD/8 ED) (Alterable Size), Reduced Endurance (0 END; +½) (67 Active Points)82 Multipower, 82-point reserve7u 1) Force Bolt, Energy Blast 8d6, Reduced Endurance (½ END; +¼), Does x1 ½ Knockback (+½) (70 Active Points) 36u 2) Dominate, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 27u 3) AE Dominate, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 75u 4) Point blank Force Blast, Energy Blast 6d6, Personal Immunity (+¼), Does x1 ½ Knockback (+½), Area Of Effect (5" Radius; +1) (82 Active Points); No Range (-½) 82u 5) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 54u 6) Confuse, AE, Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 85u 7) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 215 Mental Defense (20 points total)Perks6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-5 Favor5 Money: Well Off18 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceSkills3 Conversation 13-3 High Society 13-4 Language: French (completely fluent; literate)0 Language: English (idiomatic; literate) (5 Active Points)4 Language: German (completely fluent; literate)4 Language: Cantonese (completely fluent; literate)3 Lipreading 12-3 Paramedics 12-5 Science Skill: Psychology 14-3 Systems Operation 12-3 Teamwork 13-16 +2 with All CombatTotal Powers & Skill Cost: 421Total Cost: 547300+ Disadvantages15 Hunted: Circle of Thorns 8- (As Pow; NCI; Harshly Punish)15 Hunted: Nemesis 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Superior attitude (Common; Strong)15 Psychological Limitation: feels over responsible (Common; Strong)187 Experience PointsTotal Disadvantage Points: 547Earned Experience: 0Spent Experience: 187Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/Sister_PsychePersonality/Motivation: Another overly responsible one. But also a superiority complex that manifests itself in a Noblesse Oblige. She has these powers and a duty to use them!Quote: Powers/Tactics: She's not extremely powerful, but she is versatile. As a solo, she is OK, but she is best supporting her teammates. Base abilities are her force fields and force wall along with telekinesis! Add a bunch of blasts, entangles and mental dominations. Alone she will defense up and take bad guys down one at a time. In a group, very similar, but using her powers to set up opponents (Entangles), protect allies (force wall), sow distrust (confuse) and keep enemies away from her (Knock back Blasts)Campaign Use: Similar to Statesman. She has a wealth of info available, and contacts. As well she makes a great supporting NPC! So design notes: Well again she is a fairly simple build. A telekinetic/telepath. Not world breaking power, but very versatile. That is part of the reason she costs so much. All the powers! Note a lot of her powers cost a high endurance. This is by design. Spamming those powers is not an option. Careful use is key here! She has a Int of 15, play it up! Jerome R. Rondeau Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 28, 2017 Author Report Share Posted December 28, 2017 High flying blaster Quote COH #3 CitadelVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [2]20 DEX 30 13- OCV: 7/DCV: 730 CON 40 15-13 BODY 6 12-18 INT 8 13- PER Roll 13-15 EGO 10 12- ECV: 518 PRE 8 13- PRE Attack: 3 ½d612 COM 1 11-6+23 PD 1 Total: 6/29 PD (4/27 rPD)6+23 ED 0 Total: 6/29 ED (4/27 rED)5 SPD 20 Phases: 3, 5, 8, 10, 1211 REC 060 END 041 STUN 0 Total Characteristic Cost: 139Movement: Running: 6"/12"Flight: 20"/80"Leaping: 5"/10"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)16 Armor (8 PD/8 ED) (24 Active Points); Ablative BODY Only (-½)11 Life Support (Longevity: 200 Years; Self-Contained Breathing)22 Elemental Control, 44-point powers34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 223 2) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)80 Multipower, 80-point reserve7u 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)7u 2) Energy Blast 15d6 (75 Active Points) 75u 3) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 87u 4) Energy Blast 10d6, Explosion (+½) (75 Active Points) 72u 5) Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)2u 6) Hand-To-Hand Attack +7 ½d6 (38 Active Points); Hand-To-Hand Attack (-½) 45u 7) Hand-To-Hand Attack +7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); Hand-To-Hand Attack (-½) 85 Nightvision10 Radio Perception/Transmission (Radio Group)5 Infrared Perception (Sight Group)5 Ultraviolet Perception (Sight Group)6 +4 versus Range Modifier for Sight GroupPerks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-3 Favor5 Money: Well Off17 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceTalents3 Absolute Range Sense3 Absolute Time Sense3 Bump Of DirectionSkills3 Computer Programming 13-3 Cryptography 13-3 Electronics 13-3 KS: Robotics 13-3 Mechanics 13-3 Science Skill: AI Science 13-3 Systems Operation 13-10 +2 with Ranged CombatTotal Powers & Skill Cost: 328Total Cost: 467300+ Disadvantages15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)15 Hunted: Crey Corp 8- (As Pow; NCI; Harshly Punish)15 Hunted: Freakshow 8- (As Pow; NCI; Harshly Punish)15 Hunted: 5th Column 8- (As Pow; NCI; Harshly Punish)20 Psychological Limitation: Alien mentality (Very Common; Strong)87 Experience PointsTotal Disadvantage Points: 467Earned Experience: 0Spent Experience: 87Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/CitadelPersonality/Motivation: I call it Data Syndrome. He's an alien in a human world and trying to figure it out. Also he's a self aware AI with rights (Depending on campaign) who need protection from those who would take them away!Quote: Powers/Tactics: Blaster. Get up over the battlefield and start hitting from range. If someone gets close, they are in for a surprise as he can focus his energy into devastating punches. Campaign Use: He's very tech savvy by his very nature, so AIs, robots, androids. He has enough tech based opponents that he could get involved in arcs involving those organizations!Appearance: Design notes: He's Data with powers. I gave him extra armour due to his android body (Ablative armour) and a bunch of extra senses as well! Power wise, a suite of Energy Blast powers and a set of Energy HTH attacks. You will notice no snipe. Basically it can be filled by a braced/set haymaker (total 19d6 damage). Again most powers cost a lot of END so as to prevent spamming. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 28, 2017 Author Report Share Posted December 28, 2017 Team investigator and stealth operative Quote COH #4 ManticoreVal Char Cost Roll Notes15 STR 5 12- Lift 200.0kg; 3d6 [1]24 DEX 42 14- OCV: 8/DCV: 820 CON 20 13-13 BODY 6 12-13 INT 3 12- PER Roll 12-13 EGO 6 12- ECV: 413 PRE 3 12- PRE Attack: 2 ½d616 COM 3 12-6+6 PD 3 Total: 6/12 PD (4/10 rPD)6+6 ED 2 Total: 6/12 ED (4/10 rED)6 SPD 26 Phases: 2, 4, 6, 8, 10, 127 REC 040 END 031 STUN 0 Total Characteristic Cost: 119Movement: Running: 11"/22"Leaping: 7"/14"Swimming: 2"/4"Swinging: 10"/20"Cost Powers END4 Damage Resistance (4 PD/4 ED)12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)15 Running +5" (11" total), Reduced Endurance (½ END; +¼) (15 Active Points) 14 Leaping +4" (7" forward, 3 ½" upward) 18 Swinging 10", Reduced Endurance (½ END; +¼) (12 Active Points); OIF (-½) 140 Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1)2u 1) Basic Arrow, Energy Blast 8d6, 32 Charges (+¼) (50 Active Points); OAF (-1) [32]3u 2) Fistfull of Arrows, Energy Blast 7d6, 16 Charges (+0), Area Of Effect (8" Cone; +1), Selective (+¼) (79 Active Points); OAF (-1), No Range (-½) [16]3u 3) Explosive Arrow, Energy Blast 9d6, Explosion (+½) (67 Active Points); OAF (-1), 8 Charges (-½) [8]2u 4) Ice Arrow, Entangle 4d6, 4 DEF (40 Active Points); OAF (-1), 8 Charges (-½) [8]3u 5) Flash Arrow, Sight and Hearing Groups Flash 6d6, Area Of Effect (4" Radius; +1) (70 Active Points); OAF (-1), 8 Charges (-½) [8]3u 6) Oil Slick Arrow, Change Environment 8" radius, -3 Characteristic Roll and all Skill Rolls based on Characteristic, -3 OCV, -6" of any one mode of Movement, Multiple Combat Effects (67 Active Points); OAF (-1), 8 Charges (-½) [8]8 Re-enforced Bow, Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 24 Basic Shot +0 +0 Strike, +2 DC5 Distance Shot +0 -2 Strike , +1 Segment4 Offensive Shot -1 -1 Strike, +4 DC4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm4 Trip -1 -1 v/5, Target Falls1 Weapon Element: Bows5 Defensive Block +1 +3 Block, Abort5 Defensive Strike +1 +3 3d6 Strike4 Martial Strike +0 +2 5d6 Strike4 Martial Block +2 +2 Block, Abort5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove1 Weapon Element: Default Element, StaffsPerks10 Money: Wealthy7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-2 Deep Cover1 False Identity1 False Identity5 Favor22 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceTalents18 Combat Luck (9 PD/9 ED)15 Combat Sense 12-5 Rapid Healing2 Trackless StrideSkills3 Acrobatics 14-3 Breakfall 14-3 Concealment 12-3 Criminology 12-3 Deduction 12-3 Forensic Medicine 12-3 High Society 12-1 Language (imitate dialects; literate) (6 Active Points)5 Language (idiomatic; literate)5 Language (idiomatic; literate)3 Lockpicking 14-3 Parachuting 14-3 Security Systems 12-3 Shadowing 12-3 Stealth 14-3 Streetwise 12-3 Survival 12-3 Tactics 12-3 Teamwork 14-10 +2 with Ranged CombatTotal Powers & Skill Cost: 310Total Cost: 429300+ Disadvantages10 Hunted: 5th column 8- (As Pow; Harshly Punish)10 Hunted: Arachnos 8- (As Pow; Harshly Punish)15 Psychological Limitation: Temper (Common; Strong)15 Psychological Limitation: Overconfident (Common; Strong)79 Experience PointsTotal Disadvantage Points: 429Earned Experience: 0Spent Experience: 79Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/ManticorePersonality/Motivation: Legacy hero and desire to get revenge on those that take advantage on the weak and defenseless. Quote: Powers/Tactics: A combination of Batman and Hawkeye. He's got the investigation abilities of Batman and the support abilities of Hawkeye. His bow abilities and trick arrows are used to either hinder opponents when he's a groups, or to split up his opponents for whittling down when he is solo!Campaign Use: Need an investigator, here's your man. And he can hold his own in a fight! Like I said, he's Batman and Hawkeye. He's got the investigation abilities and can really fight. The Arrow multiple is straight forward, and I took a page from Arrow (TV series) with the bow as a staff. Add some Martial Arts and he's nasty. He also follow in the steps of Hawkeye / Green Arrow with a temper, and he over estimates his abilities.I know CoH had the ever-full quiver, but that did not feel right to me. So I gave him charges. This makes him more tactical and planning his shots for maximum effect. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 30, 2017 Author Report Share Posted December 30, 2017 A ghostly member Quote COH #5 NuminaVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 618 CON 16 13-15 BODY 10 12-18 INT 8 13- PER Roll 13-20 EGO 20 13- ECV: 720 PRE 10 13- PRE Attack: 4d620 COM 5 13-8 PD 6 Total: 8 PD (8 rPD)8 ED 4 Total: 8 ED (8 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 036 END 029 STUN 0 Total Characteristic Cost: 115Movement: Running: 6"/12"Flight: 18"/72"Leaping: 2"/4"Swimming: 2"/4"Cost Powers END8 Damage Resistance (8 PD/8 ED)14 Life Support (Eating: Character does not eat; Longevity: 200 Years; Self-Contained Breathing)60 Multipower, 60-point reserve6u 1) Astral Form, Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)6u 2) Physical Attunement, (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)51 Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points) 280 Multipower, 80-point reserve6u 1) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 26u 2) Domination, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 27u 3) AE Domination, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 72u 4) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 54u 5) AE Confuse, Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 85u 6) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 22u 7) Healing Touch, Healing BODY 2d6, Reduced Endurance (½ END; +¼) (25 Active Points) 12u 8) Second Wind, Aid Stun 3d6, Ranged (+½) (45 Active Points); Only Restores to Starting Values (-½), Costs Endurance (-½) 44u 9) AE Second Wind, Aid Stun 3d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); Costs Endurance (-½) 71u 10) Jumpstart, Aid Rec 2d6, Ranged (+½) (30 Active Points); Increased Endurance Cost (x4 END; -1 ½), Costs Endurance (-½) 1215 Mental Defense (19 points total)Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-4 Favor5 Money: Well Off19 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceTalents5 Magesight5 Rapid HealingSkills3 Bureaucratics 13-3 Deduction 13-3 Criminology 13-3 Disguise 13-3 High Society 13-3 Interrogation 13-0 Language (idiomatic; literate) (5 Active Points)5 Language (idiomatic; literate)5 Language (idiomatic; literate)3 Navigation 13-3 Paramedics 13-3 Persuasion 13-3 Stealth 13-3 Shadowing 13-10 +2 with Ranged CombatTotal Powers & Skill Cost: 377Total Cost: 492200+ Disadvantages20 Astral / Ghostly form, Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)15 Hunted: Circle of Thorns 8- (As Pow; NCI; Harshly Punish)10 Psychological Limitation: Overconfident (Common; Moderate)15 Psychological Limitation: Fears loss of Humanity (Common; Strong)232 Experience PointsTotal Disadvantage Points: 492Earned Experience: 0Spent Experience: 232Unspent Experience: 0Background/History: COH #5 NuminaVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 618 CON 16 13-15 BODY 10 12-18 INT 8 13- PER Roll 13-20 EGO 20 13- ECV: 720 PRE 10 13- PRE Attack: 4d620 COM 5 13-8 PD 6 Total: 8 PD (8 rPD)8 ED 4 Total: 8 ED (8 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 036 END 029 STUN 0 Total Characteristic Cost: 115Movement: Running: 6"/12"Flight: 18"/72"Leaping: 2"/4"Swimming: 2"/4"Cost Powers END8 Damage Resistance (8 PD/8 ED)14 Life Support (Eating: Character does not eat; Longevity: 200 Years; Self-Contained Breathing)60 Multipower, 60-point reserve6u 1) Astral Form, Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)6u 2) Physical Attunement, (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)51 Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points) 280 Multipower, 80-point reserve6u 1) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 26u 2) Domination, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 27u 3) AE Domination, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 72u 4) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 54u 5) AE Confuse, Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 85u 6) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 22u 7) Healing Touch, Healing BODY 2d6, Reduced Endurance (½ END; +¼) (25 Active Points) 12u 8) Second Wind, Aid Stun 3d6, Ranged (+½) (45 Active Points); Only Restores to Starting Values (-½), Costs Endurance (-½) 44u 9) AE Second Wind, Aid Stun 3d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); Costs Endurance (-½) 71u 10) Jumpstart, Aid Rec 2d6, Ranged (+½) (30 Active Points); Increased Endurance Cost (x4 END; -1 ½), Costs Endurance (-½) 1215 Mental Defense (19 points total)Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-4 Favor5 Money: Well Off19 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceTalents5 Magesight5 Rapid HealingSkills3 Bureaucratics 13-3 Deduction 13-3 Criminology 13-3 Disguise 13-3 High Society 13-3 Interrogation 13-0 Language (idiomatic; literate) (5 Active Points)5 Language (idiomatic; literate)5 Language (idiomatic; literate)3 Navigation 13-3 Paramedics 13-3 Persuasion 13-3 Stealth 13-3 Shadowing 13-10 +2 with Ranged CombatTotal Powers & Skill Cost: 377Total Cost: 492200+ Disadvantages20 Astral / Ghostly form, Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)15 Hunted: Circle of Thorns 8- (As Pow; NCI; Harshly Punish)10 Psychological Limitation: Overconfident (Common; Moderate)15 Psychological Limitation: Fears loss of Humanity (Common; Strong)232 Experience PointsTotal Disadvantage Points: 492Earned Experience: 0Spent Experience: 232Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/NuminaPersonality/Motivation: To protect earth from those who would use the mystic arts to dominate and enslave others. Quote: Powers/Tactics: Very similar to Sister Psyche, but instead of Force Fields and Telekinesis, she has powerful healing abilities. Add the fact that she can go Astral means she has great movement / scouting potential. On her own she will use this to its greatest extent. In a group, she will support with Dominate and Confuse and the occasional Mind Blast. And she will drop a heal when needed!Campaign Use: Another unique perspective. She's almost dead, what does she know. Also she is mage trained, so she is a source of info there!Appearance: Design Notes: She's a variation on Sister Psyche, but with differing support powers. It does make her play differently though. More reactive than proactive. The Desolid is the Wild Card. COH could not really play it up, but in the hands of a good player it can be VERY powerful. I like that though they start out the same, the two are very different.Also note that it is Numina and Sister Psyche together that makes this team so dangerous. One says "you can't hurt us" and the other says "and if you do I can fix em" Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 30, 2017 Author Report Share Posted December 30, 2017 Every team needs a new wet behind the ears person Quote COH #7 Penelope YinVal Char Cost Roll Notes15 STR 5 12- Lift 200.0kg; 3d6 [1]20 DEX 30 13- OCV: 7/DCV: 720 CON 20 13-15 BODY 10 12-13 INT 3 12- PER Roll 12-20 EGO 20 13- ECV: 720 PRE 10 13- PRE Attack: 4d616 COM 3 12-8+18 PD 5 Total: 8/26 PD (4/22 rPD)8+18 ED 4 Total: 8/26 ED (4/22 rED)5 SPD 20 Phases: 3, 5, 8, 10, 127 REC 040 END 033 STUN 0 Total Characteristic Cost: 130Movement: Running: 6"/12"Flight: 6"/12"Leaping: 3"/6"Swimming: 2"/4"Teleportation: 25"/100"Cost Powers END4 Damage Resistance (4 PD/4 ED)10 Mental Defense (14 points total)75 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)1u 1) Flight 6" (12 Active Points) 14u 2) Teleportation 20", x4 Non Combat (45 Active Points) 21u 3) Teleportation 5", MegaScale (1" = 1 km; +¼) (12 Active Points) 122 Elemental Control, 44-point powers23 1) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 228 2) Telepathy 8d6, Reduced Endurance (½ END; +¼) (50 Active Points) 280 Multipower, 80-point reserve7u 1) TK Blast, , Energy Blast 8d6, Double Knockback (+¾) (70 Active Points) 77u 2) Mind Blast,Ego Attack 6d6, Reduced Endurance (½ END; +¼) (75 Active Points) 35u 3) Psychic Tornado, Ego Attack 4d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 85u 4) TK Area Burst, Energy Blast 6d6, Personal Immunity (+¼), Explosion (+½), Double Knockback (+¾) (75 Active Points); No Range (-½) 73u 5) TK Punch, Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); Hand-To-Hand Attack (-½) 5Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-3 Favor5 Money: Well Off17 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceSkills3 Acting 13-3 Bureaucratics 13-5 Cramming 5 Cramming 2 KS 11-2 KS 11-3 Paramedics 12-3 Streetwise 13-10 +2 with Ranged CombatTotal Powers & Skill Cost: 343Total Cost: 473300+ Disadvantages20 Hunted: Clockwork King 8- (Mo Pow; NCI; Capture)20 Psychological Limitation: Naive (Very Common; Strong)133 Experience PointsTotal Disadvantage Points: 473Earned Experience: 0Spent Experience: 133Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/Penelop...eedom_Phalanx)Personality/Motivation: Child-like wonder at the world. Quote: Powers/Tactics: A flying blaster, but with Mental powers. She's what Sister Psyche would be if she just concentrated on the blasts and not the rest. Like Citadel, she gets up in the air and hits them with Mental Blast. If the enemy resists this, then she will shift to the TK Blasts!Campaign Use: New Member Rookie!Appearance: Designer Notes: There is not a lot to on here, so I extrapolated. The team needs another flying blaster, but her mental powers give her an edge. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 2, 2018 Author Report Share Posted January 2, 2018 The Science Guy Quote COH #6 Positron Val Char Cost Roll Notes 15 STR 5 15- Lift 1600.0kg; 6d6 [2] 15 DEX 15 14- OCV: 8/DCV: 8 15 CON 10 14- 15 BODY 10 12- 25 INT 15 14- PER Roll 14- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 6+15 PD 3 Total: 16/31 PD (14/29 rPD) 6+15 ED 3 Total: 16/31 ED (14/29 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 31 STUN 0 Total Characteristic Cost: 97 Movement: Running: 6"/12" Flight: 18"/72" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 4 Damage Resistance (4 PD/4 ED) 7 +15 STR (15 Active Points); OIF (-½), No Figured Characteristics (-½) 1 12 +8 DEX (24 Active Points); OIF (-½), No Figured Characteristics (-½) 10 +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½) 7 +10 PD (10 Active Points); OIF (-½) 7 +10 ED (10 Active Points); OIF (-½) 7 +5 REC (10 Active Points); OIF (-½) 7 Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 34 Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); OIF (-½) 2 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 53 Multipower, 80-point reserve, (80 Active Points); all slots OIF (-½) 4u 1) Neutrino Bolt, Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½) 2 4u 2) Cosmic Burst, Energy Blast 12d6 (60 Active Points); OIF (-½) 6 3u 3) Electron Haze, Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), OIF (-½) 7 4u 4) Irradiate, Energy Blast 9d6, Personal Immunity (+¼), Explosion (+½) (79 Active Points); No Range (-½), OIF (-½) 8 47 Multipower, 70-point reserve, (70 Active Points); all slots OIF (-½) 2u 1) Radiation Infection, Negative Combat Skill Levels (-3 to opponent's DCV), Area Of Effect (2" Radius; +1), Selective (+¼) (34 Active Points); OIF (-½) 3 2u 2) Radiation infection, Negative Combat Skill Levels (-3 to opponent's OCV), Area Of Effect (2" Radius; +1), Selective (+¼) (34 Active Points); OIF (-½) 3 2u 3) Radiant Aura, Healing BODY 1d6, Area Of Effect (2" Radius; +1 ¼), Selective (+¼) (25 Active Points); OIF (-½) 2 3u 4) Radiant Aura, Aid Stun 3d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); Costs Endurance (-½), OIF (-½) 7 Perks 5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 8- 3 Favor 5 Money: Well Off 25 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security Clearance Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) 2 Bump Of Direction (3 Active Points); OIF (-½) Skills 3 Computer Programming 14- 3 Cryptography 14- 3 Deduction 14- 3 Electronics 14- 3 Mechanics 14- 3 Inventor 14- 2 Science Skill: Dimensional Engineering 11- 2 Science Skill: Dimensional Engineering 11- 2 Science Skill: Dimensional Engineering 11- 2 Science Skill: Dimensional Engineering 11- 3 Systems Operation 14- 10 +2 with Ranged Combat Total Powers & Skill Cost: 356 Total Cost: 453 300+ Disadvantages 15 Hunted: Crey Corp 8- (As Pow; NCI; Harshly Punish) 15 Hunted: 5th Column 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Curiosity (Common; Strong) 10 Dependence: Takes 3d6 Damage (Common; 1 Day) 98 Experience Points Total Disadvantage Points: 453 Earned Experience: 0 Spent Experience: 98 Unspent Experience: 0 Background/History: https://paragonwiki.com/wiki/Positron Personality/Motivation: Scientific curiosity and a desire that SCIENCE be used for positive ends (pun not intended) Quote: Powers/Tactics: Another high flier. Get up in the air and start blasting. In addition he can use the radiation powers to hinder his opponents or heal his allies. If solo he'll drop the clouds than blast away at his hindered opponents. In a group, very similar as he can control the clouds to affect who he wants. Note his MP is big enough that he can drop both is he desires. But this will eat through his End. But the guy has a INT of 25, so make it count! Campaign Use: Appearance: Design Notes: The hardest part of this guy was the MP with the clouds and the heals. Otherwise he's a very standard Power Armour Blaster. One note is if he does get both clouds of, them the bad guys are in for a world of hurt as their OCV and DCV are severely hindered. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 2, 2018 Author Report Share Posted January 2, 2018 A speedster with extras Quote COH #8 SynapseVal Char Cost Roll Notes15 STR 5 12- Lift 200.0kg; 3d6 [1]30 DEX 60 15- OCV: 10/DCV: 1020 CON 20 13-15 BODY 10 12-20 INT 10 13- PER Roll 13-13 EGO 6 12- ECV: 415 PRE 5 12- PRE Attack: 3d614 COM 2 12-8+12 PD 5 Total: 8/20 PD (4/16 rPD)8+12 ED 4 Total: 8/20 ED (4/16 rED)7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 1212 REC 1040 END 033 STUN 0 Total Characteristic Cost: 167Movement: Running: 34"/68"Leaping: 3"/6"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)62 Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points)5u 1) Running +24" (34" total) (48 Active Points) 21u 2) Running +4" (34" total), MegaScale (1" = 1 km; +¼) (10 Active Points) 130 Force Field (12 PD/12 ED), Reduced Endurance (½ END; +¼) (30 Active Points) 1100 Multipower, 100-point reserve6u 1) Charged Bolt, Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 26u 2) Lightning Bolt, Energy Blast 12d6 (60 Active Points) 65u 3) Ball Lightning, Energy Blast 9d6, Personal Immunity (+¼), Explosion (+½) (79 Active Points); No Range (-½) 85u 4) Electrical Road, Energy Blast 8d6, Area Of Effect (32" Line; +1 ¼), Selective (+¼) (100 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only along run path; -½) 104u 5) Tesla Cage, Entangle 6d6, 3 DEF (45 Active Points) 42u 6) Havok Punch, Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-½) 17u 7) Short Circuit, Drain END 3d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1), Selective (+¼) (75 Active Points) 7Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-3 Favor5 Money: Well Off25 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security ClearanceTalents18 Combat Luck (9 PD/9 ED)5 Rapid HealingSkills3 Acrobatics 15-3 Breakfall 15-3 Computer Programming 13-3 Paramedics 13-5 KS 15-3 Tactics 13-Total Powers & Skill Cost: 320Total Cost: 487300+ Disadvantages15 Hunted: Crey Corp 8- (As Pow; NCI; Harshly Punish)15 Hunted: 5th Column 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Hates Crey (Common; Strong)15 Psychological Limitation: Inattentive (Common; Strong)127 Experience PointsTotal Disadvantage Points: 487Earned Experience: 0Spent Experience: 127Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/SynapsePersonality/Motivation: To protect others from predatory criminals, who would harm others for their purposes!Quote: Powers/Tactics: A speedster with electrical attacks. So he can play either a shoot and scoot blaster, or a speedster with a nasty HtH punch.Campaign Use: Appearance: Design Notes: Again a very simple build really. Take a blaster, add some fast movement powers and a shield and you are good to go. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 2, 2018 Author Report Share Posted January 2, 2018 The street wise member of the team Quote COH #9 Back Alley BrawlerVal Char Cost Roll Notes60 STR 50 21- Lift 102.4tons; 12d6 [6]18 DEX 24 13- OCV: 6/DCV: 628 CON 36 15-15 BODY 10 12-15 INT 5 12- PER Roll 12-13 EGO 6 12- ECV: 420 PRE 10 13- PRE Attack: 4d618 COM 4 13-26 PD 14 Total: 26 PD (25 rPD)25 ED 19 Total: 25 ED (25 rED)4 SPD 12 Phases: 3, 6, 9, 1218 REC 056 END 059 STUN 0 Total Characteristic Cost: 190Movement: Running: 15"/30"Leaping: 12"/24"Swimming: 2"/4"Cost Powers END25 Damage Resistance (25 PD/25 ED)16 Knockback Resistance -8"25 Running +9" (15" total), Reduced Endurance (½ END; +¼) (25 Active Points) 113 Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½)76 Multipower, 76-point reserve7u 1) Area Of Effect (up to 24" Line; +1), Selective (+¼) for up to 60 Active Points of Str (75 Active Points) 73u 2) Does x1 ½ Knockback (+½) for up to 60 Active Points of Str (30 Active Points) 31u 3) Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-3 Favor5 Money: Well Off19 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceSkills3 Conversation 13-3 Deduction 12-3 Interrogation 13-3 Oratory 13-3 Persuasion 13-3 Shadowing 12-3 Stealth 13-3 Streetwise 13-3 Teamwork 13-16 +2 with All CombatTotal Powers & Skill Cost: 243Total Cost: 433300+ Disadvantages15 Hunted: Tsoo 8- (As Pow; NCI; Harshly Punish)15 Hunted: The Family 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Feeling his age (Common; Strong)88 Experience PointsTotal Disadvantage Points: 433Earned Experience: 0Spent Experience: 88Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/Back_Alley_BrawlerPersonality/Motivation: He's something like Daredevil or better yet Luke Cage, Power Man. He's trying to redeem his name as his father was an enforcer for the mob. So a bit of legacy as well.Quote: Powers/Tactics: He's a brawler (Seriously). Get in and start hitting. Flow chart: Hit opponent----> is it conscious? Yes---> Hit it again! No---> go to next target. He does have an AE option when he needs to whittle down his opposition. If with others, he'll conserve his energy and use the KB attack to help get opponents off of allies!Campaign Use: Street hero with ties to a large group. Appearance: Design Notes: Really I feel he's better as a scrapper (lower pd/ed and higher damage) but they listed him as a tank. Seriously I'd go the scrapper route as this team is lacking a fast HTH hitter! But he works either way! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 2, 2018 Author Report Share Posted January 2, 2018 So a few notes on some tactics for this team. Statesman and BA Brawler take point. Get in and give out the hurt. Statesman in particular will look for the biggest, nastiest enemy and get his attention. Meanwhile Citadel and Positron get airborne and lay down covering fire. Sister Psyche and Numina will support others with walls, entangles and heals. Finally Penelope and Synapse will both shoot and scoot. If things start to go badly they take a Page from Strike Force and break into fire teams Statesman- Citadel- Numina BA Brawler- Penelope Yin- Manticore Positron- Synapse These support each other until they can regroup and either retreat or go back on the offensive. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 3, 2018 Report Share Posted January 3, 2018 Because its based on an MMOG you get a dynamic and power structures not usually seen in Champions groups. Brick okay, but healer and crowd control/debuffer is a bit different and worked well in the game. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 9, 2018 Author Report Share Posted January 9, 2018 Next up is the other team The Vindicators. This is something like the Teen Titans, sidekicks who formed their own team. https://paragonwiki.com/wiki/VindicatorsMade up of:Ms Liberty - Leader, scrapperAurora Borealis - Deputy leader, blasterLuminary - Citadel clone, blasterInfernal - Demon hunting ax wielder, BrickSwan - Force field support, mystic blasterMalaise - Anti hero, Illusionist and spacial controllerValkyrie - Warrior woman, HtH expertMynx - Cat girl, Stealth and HtH This team has less raw power, but can hit faster. They are the VF 2 to the other teams VF 1! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 9, 2018 Author Report Share Posted January 9, 2018 So Statesman's sidekick, who like Robin, is getting her own spot in the world! Quote COH #10 Ms. LibertyVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [2]26 DEX 48 14- OCV: 9/DCV: 920 CON 20 13-15 BODY 10 12-13 INT 3 12- PER Roll 12-15 EGO 10 12- ECV: 520 PRE 10 13- PRE Attack: 4d620 COM 5 13-15 PD 10 Total: 15 PD (15 rPD)15 ED 11 Total: 15 ED (15 rED)6 SPD 24 Phases: 2, 4, 6, 8, 10, 129 REC 040 END 038 STUN 0 Total Characteristic Cost: 166Movement: Running: 11"/22"Leaping: 17"/68"Swimming: 2"/4"Cost Powers END15 Damage Resistance (15 PD/15 ED)12 Knockback Resistance -6"17 Multipower, 17-point reserve1u 1) Running +5" (11" total) (10 Active Points) 12u 2) Leaping +12" (17" forward, 8 ½" upward) (x4 Noncombat) (17 Active Points) 213 Healing BODY 1d6, Can Heal Limbs, Reduced Endurance (½ END; +¼) (19 Active Points); Self Only (-½) 19 Aid Stun 2d6 (20 Active Points); Self Only (-½), Only Restores to Starting Values (-½), Linked (Healing; -¼)56 Multipower, 56-point reserve2u 1) Hand-To-Hand Attack +4d6, No Normal Defense ([Con Roll]; +1) (40 Active Points); Hand-To-Hand Attack (-½), Increased Endurance Cost (x2 END; -½) 84u 2) Hand-To-Hand Attack +5d6, Area Of Effect (3" Radius; +1), Selective (+¼) (56 Active Points); Hand-To-Hand Attack (-½) 64 Martial Block +2 +2 Block, Abort4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort3 Martial Grab -1 -1 Grab Two Limbs, 45 STR for holding on4 Martial Strike +0 +2 9d6 Strike3 Martial Throw +0 +1 7d6 +v/5, Target Falls5 Offensive Strike -2 +1 11d6 Strike3 Takedown +1 +1 7d6 Strike; Target Falls8 +2 HTH Damage Class(es)Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-5 Favor5 Money: Well Off25 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security ClearanceTalents12 Combat Luck (6 PD/6 ED)Skills3 Acrobatics 14-3 Breakfall 14-3 Bureaucratics 13-3 Criminology 12-3 Deduction 12-3 High Society 13-3 Interrogation 13-3 Oratory 13-3 Security Systems 12-3 Shadowing 12-3 Stealth 14-3 Streetwise 13-3 Tactics 12-3 Teamwork 14-16 +2 with All CombatTotal Powers & Skill Cost: 277Total Cost: 443300+ Disadvantages15 Hunted: Arachnos 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Believes in redemption (Common; Strong)15 Psychological Limitation: Justice before law (Common; Strong)98 Experience PointsTotal Disadvantage Points: 443Earned Experience: 0Spent Experience: 98Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/Ms._LibertyPersonality/Motivation: Every villain can be redeemed, but that does not mean she can’t try and stop them. Also she is proactive, like setting up Longbow to bring the fight to the villains. Quote: Powers/Tactics: Classic Martial Artist who happens to be bulletproof. This makes her more obvious and in your face than most MAs. She knows she’s hard to hurt and so is unafraid to be in the thick of the fighting!Campaign Use: Leader of a well known super team with connections to a large paramilitary organisation!Appearance: So a sidekick who has watered down powers of her mentor and so has learned to compensate to make the most of what she has. I like that she is a different take on MA. Her powers make her really a front line fighter. She's a scrapper, but should be played as a brick/tanker. As well she has a bunch of hooks and contacts. And she is proactive. We don't see that enough in comics, and though COH could not do a lot with it, it is a very cool concept. I'd be curious if anyone tried similar in their games! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 9, 2018 Author Report Share Posted January 9, 2018 Classic flying blaster Quote COH #11 Aurora BorealisVal Char Cost Roll Notes13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]20 DEX 30 13- OCV: 7/DCV: 723 CON 26 14-15 BODY 10 12-15 INT 5 12- PER Roll 12-20 EGO 20 13- ECV: 718 PRE 8 13- PRE Attack: 3 ½d618 COM 4 13-8+18 PD 5 Total: 8/26 PD (4/22 rPD)8+18 ED 3 Total: 8/26 ED (4/22 rED)4 SPD 10 Phases: 3, 6, 9, 128 REC 046 END 034 STUN 0 Total Characteristic Cost: 124Movement: Running: 6"/12"Flight: 20"/80"Leaping: 2"/4"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)22 Elemental Control, 44-point powers34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 223 2) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 240 3) Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 280 Multipower, 80-point reserve6u 1) Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)6u 2) Energy Blast 12d6 (60 Active Points) 65u 3) Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½) 76u 4) Energy Blast 8d6, Explosion (+½) (60 Active Points) 6Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-5 Money: Well Off21 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security ClearanceTalents22 Danger Sense (immediate vicinity, in combat, Function as a Sense) 12-Skills3 Conversation 13-3 Deduction 12-3 High Society 13-3 Persuasion 13-3 Science Skill: Psychology 12-10 +2 with Ranged CombatTotal Powers & Skill Cost: 306Total Cost: 430300+ Disadvantages15 Psychological Limitation: Altruistic (Common; Strong)15 Hunted: The Family 8- (As Pow; NCI; Harshly Punish)15 Hunted: The Tsoo 8- (As Pow; NCI; Harshly Punish)85 Experience PointsTotal Disadvantage Points: 430Earned Experience: 0Spent Experience: 85Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/Aurora_BorealisPersonality/Motivation: The best I could come up with was she is altruistic. I could also surmise that having Sister Psyche in your head all those years would rub off on you a bit.Quote: Powers/Tactics: Get up high and start blasting, using the force walls to aid allies or hinder enemies!Campaign Use: She really is a rookie hero in many ways. She’s only had a chance to go her own way after separating from Sister Psyche.Appearance: So a bit of a cypher really. But she does seem to be on the side of the angels. And certainly come out from Sister Psyche's shadow. I can see where she gets her more proactive stance.Power wise a classic flying blaster (defender) with a force wall that she can use like Sister Psyche. She doesn't have as much versatility, but she can certainly slug it out and protect her team mates! Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted January 9, 2018 Report Share Posted January 9, 2018 13 hours ago, Mr. R said: So Statesman's sidekick, who like Robin, is getting her own spot in the world! So a sidekick who has watered down powers of her mentor and so has learned to compensate to make the most of what she has. I like that she is a different take on MA. Her powers make her really a front line fighter. She's a scrapper, but should be played as a brick/tanker. As well she has a bunch of hooks and contacts. And she is proactive. We don't see that enough in comics, and though COH could not do a lot with it, it is a very cool concept. I'd be curious if anyone tried similar in their games! What was your thought process behind not including Excalibur in the build? Just eye candy? Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 9, 2018 Author Report Share Posted January 9, 2018 5 hours ago, cptpatriot said: What was your thought process behind not including Excalibur in the build? Just eye candy? That's the way they presented it. If it is not used then it is just a costume piece! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 10, 2018 Author Report Share Posted January 10, 2018 Citadel's female counterpart Quote COH #12 LuminaryVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]23 DEX 39 14- OCV: 8/DCV: 830 CON 40 15-13 BODY 6 12-20 INT 10 13- PER Roll 13-15 EGO 10 12- ECV: 515 PRE 5 12- PRE Attack: 3d618 COM 4 13-6+23 PD 2 Total: 6/29 PD (4/27 rPD)6+23 ED 0 Total: 6/29 ED (4/27 rED)4 SPD 7 Phases: 3, 6, 9, 1210 REC 060 END 038 STUN 0 Total Characteristic Cost: 133Movement: Running: 6"/12"Flight: 20"/80"Leaping: 4"/8"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)11 Life Support (Longevity: 200 Years; Self-Contained Breathing)16 Armor (8 PD/8 ED) (24 Active Points); Ablative BODY Only (-½)22 Elemental Control, 44-point powers34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 223 2) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)80 Multipower, 80-point reserve7u 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)7u 2) Energy Blast 15d6 (75 Active Points) 75u 3) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 87u 4) Energy Blast 10d6, Explosion (+½) (75 Active Points) 72u 5) Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)2u 6) Hand-To-Hand Attack +7 ½d6 (38 Active Points); Hand-To-Hand Attack (-½) 45u 7) Hand-To-Hand Attack +7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); Hand-To-Hand Attack (-½) 85 Nightvision10 Radio Perception/Transmission (Radio Group)5 Infrared Perception (Sight Group)5 Ultraviolet Perception (Sight Group)6 +4 versus Range Modifier for Sight GroupPerks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-5 Money: Well Off21 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance, Security ClearanceTalents3 Absolute Range Sense3 Absolute Time Sense3 Bump Of DirectionSkills3 Computer Programming 13-5 Cramming 5 Cramming 3 Cryptography 13-3 Electronics 13-3 Mechanics 13-3 Systems Operation 13-Total Powers & Skill Cost: 323Total Cost: 456300+ Disadvantages20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)15 Hunted: Freakshow 8- (As Pow; NCI; Harshly Punish)15 Hunted: Crey Corp 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Desire to be more human (Common; Strong)91 Experience PointsTotal Disadvantage Points: 456Earned Experience: 0Spent Experience: 91Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/LuminaryPersonality/Motivation: Another second generation hero. She's an updated version of an older Luminary, so she's got the legacy hero aspect. As well, like Citadel, she's a target for every tech based villain organization who'd like to dissect her to see what makes her tick. Finally, her more advanced circuits are developing a far more human personality than Citadel. Where could that take her?Quote: Powers/Tactics: Like Citadel, get up in the air and start blasting. Also like Citadel, anyone who thinks she is defenseless in HTH is in for a rude surprise!Campaign Use: See Citadel!Appearance: This build was so easy, cut and paste from Citadel. But it is a workable formula and she does give the team some needed ranged power. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 11, 2018 Author Report Share Posted January 11, 2018 (edited) Excuse me (SWIPE), Pardon me (CLAW), Coming through (SLASH) COH #13 MynxVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]30 DEX 60 15- OCV: 10/DCV: 1018 CON 16 13-15 BODY 10 12-13 INT 3 12- PER Roll 12-13 EGO 6 12- ECV: 415 PRE 5 12- PRE Attack: 3d616 COM 3 12-6 PD 2 Total: 6 PD (6 rPD)6 ED 2 Total: 6 ED (6 rED)7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 128 REC 036 END 034 STUN 0 Total Characteristic Cost: 147Movement: Running: 11"/22"Leaping: 14"/56"Swimming: 2"/4"Cost Powers END6 Damage Resistance (6 PD/6 ED)12 Knockback Resistance -6"15 Multipower, 15-point reserve1u 1) Running +5" (11" total) (10 Active Points) 11u 2) Leaping +10" (14" forward, 7" upward) (x4 Noncombat) (15 Active Points) 11u 3) Clinging (normal STR) (10 Active Points)56 Multipower, 56-point reserve3u 1) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½)4u 2) Hand-To-Hand Attack +5d6, Area Of Effect (3" Radius; +1), Selective (+¼) (56 Active Points); Hand-To-Hand Attack (-½) 63u 3) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½) 42u 4) Killing Attack - Hand-To-Hand 1 ½d6 (3d6 w/STR) (25 Active Points); Reduced Penetration (-¼) 24u 5) Killing Attack - Hand-To-Hand 1 ½d6 (2d6 w/STR), Area Of Effect (3" Radius; +1), Selective (+¼) (56 Active Points); Reduced Penetration (-¼) 617 +5 with DCV (25 Active Points); Costs Endurance (-½) 2Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-5 Money: Well Off18 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceTalents3 Ambidexterity (-2 Off Hand penalty)15 Beast Speech24 Combat Luck (12 PD/12 ED)5 Rapid HealingSkills3 Acrobatics 15-3 Breakfall 15-3 Climbing 15-2 KS 11-2 KS 11-3 Navigation 12-3 Paramedics 12-3 Shadowing 12-3 Stealth 15-3 Tracking 12-Total Powers & Skill Cost: 230Total Cost: 377300+ Disadvantages15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)15 Hunted: Crey Corp 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Overconfident (Common; Strong)10 Enraged: In combat (Uncommon), go 8-, recover 11-22 Experience PointsTotal Disadvantage Points: 377Earned Experience: 0Spent Experience: 22Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/MynxPersonality/Motivation:Revenge and a big dose of keeping it from happening to others!Quote: Powers/Tactics: Get close and slash with her claws. If enemy is numerous or looks competent, she'll up her DCV. At this point she is almost un-hittable.Campaign Use: What can happen to normal people if the heroes do nothing. Appearance: So she's the Wolverine / Timberwolf / (insert animal hero) clone. Get in, get snarling, make em hurt! She'd be especially good at the hit and run attack. With her movement and stealth, she can hit from different directions in rapid succession.Power wise, she is a cheap build but that is due to everything being so straightforward. She's what she says on the label. Edited January 11, 2018 by Mr. R Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 12, 2018 Author Report Share Posted January 12, 2018 You'll see what I want you to see COH #14 MalaiseVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 618 CON 16 13-13 BODY 6 12-15 INT 5 12- PER Roll 12-20 EGO 20 13- ECV: 715 PRE 5 12- PRE Attack: 3d616 COM 3 12-6+15 PD 4 Total: 6/21 PD (4/19 rPD)6+15 ED 2 Total: 6/21 ED (4/19 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 036 END 027 STUN 0 Total Characteristic Cost: 97Movement: Running: 20"/40"Leaping: 12"/48"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)10 Mental Defense (14 points total)38 Multipower, 38-point reserve4u 1) Running +14" (20" total), Reduced Endurance (½ END; +¼) (38 Active Points) 11u 2) Leaping +10" (12" forward, 6" upward) (x4 Noncombat) (15 Active Points) 122 Elemental Control, 44-point powers23 1) Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)30 2) Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (52 Active Points) 279 Multipower, 79-point reserve6u 1) Mental Illusions 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 28u 2) Mental Illusions 7d6, Area Of Effect (4" Radius; +1), Selective (+¼) (79 Active Points) 87u 3) Entangle 4d6, 2 DEF, Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points) 36u 4) Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points) 222 Elemental Control, 44-point powers23 1) Drain STR 3d6, Ranged (+½) (45 Active Points) 423 2) Drain SPD 3d6, Ranged (+½) (45 Active Points) 457 3) Change Environment 4" radius, -4" of any one mode of Movement, -4" of any one mode of Movement, -4" of any one mode of Movement, Multiple Combat Effects, Selective Target (+½) (79 Active Points) 8Perks6 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-5 Money: Well Off15 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator LicenseTalents5 Rapid HealingSkills3 Acting 12-3 Conversation 12-3 Gambling 12-3 Mimicry 12-3 Persuasion 12-3 Science Skill: Dimensional Engineering 12-Total Powers & Skill Cost: 412Total Cost: 509300+ Disadvantages15 Hunted: Malta 8- (As Pow; NCI; Harshly Punish)10 Hunted: Longbow 11- (As Pow; NCI; Watching)20 Psychological Limitation: Looking for redemption (Very Common; Strong)10 Reputation: Anti Hero, 11-10 Unluck: 2d6144 Experience PointsTotal Disadvantage Points: 509Earned Experience: 0Spent Experience: 144Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/MalaisePersonality/Motivation: So again, he's looking for redemption. Given his long period of making people angry at him, he has a list of enemies. He also has a looser view of what is allowable. Quote: Powers/Tactics: Go invisible, use his illusions to sow confusion and drain is enemies of energy. You never are sure where he is, or where he will attack from, and his movement capabilities make it so he attacks on his terms!Campaign Use: Take a walk on the wild side. He has links to the seamier side of the tracks.Appearance: Well as with the other controllers, he costs because he is versatile. Also he has a number of possible hooks from people he has made enemies of in his short life. Need a reason for the team being attacked and Malaise is probably involved somewhere! The line "Is there anybody NOT wanting to hurt you?" is made for this guy!Power wise, an illusion/kinetic controller, probably one of the most powerful in the book. He has leaping, running, a force field, invisibility, illusions, mind blast. Seriously his tool chest is massive. And then we get the kinetics. So, yeah, he's expensive. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted January 12, 2018 Author Report Share Posted January 12, 2018 Team mystic! COH #15 SwanVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 623 CON 26 14-13 BODY 6 12-15 INT 5 12- PER Roll 12-23 EGO 26 14- ECV: 815 PRE 5 12- PRE Attack: 3d620 COM 5 13-6+15 PD 4 Total: 6/21 PD (4/19 rPD)6+15 ED 1 Total: 6/21 ED (4/19 rED)4 SPD 12 Phases: 3, 6, 9, 127 REC 046 END 030 STUN 0 Total Characteristic Cost: 114Movement: Running: 6"/12"Flight: 15"/60"Leaping: 2"/4"Swimming: 2"/4"Cost Powers END4 Damage Resistance (4 PD/4 ED)18 Elemental Control, 36-point powers19 1) Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 126 2) Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points) 122 Elemental Control, 44-point powers23 1) Drain STR 3d6, Ranged (+½) (45 Active Points) 423 2) Drain SPD 3d6, Ranged (+½) (45 Active Points) 457 3) Change Environment 4" radius, -4" of any one mode of Movement, -4" of any one mode of Movement, -4" of any one mode of Movement, Multiple Combat Effects, Selective Target (+½) (79 Active Points) 862 Multipower, 62-point reserve6u 1) Energy Blast 7d6, Double Knockback (+¾) (61 Active Points) 66u 2) Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points) 24u 3) Ego Attack 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½) 64u 4) Energy Blast 5d6, Personal Immunity (+¼), Explosion (+½), Double Knockback (+¾) (62 Active Points); No Range (-½) 6Perks7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-5 Money: Well Off19 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security ClearanceSkills3 Acrobatics 13-3 Breakfall 13-3 Criminology 12-3 Deduction 12-3 Forensic Medicine 12-3 Paramedics 12-5 +1 with Ranged CombatTotal Powers & Skill Cost: 328Total Cost: 442300+ Disadvantages5 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)15 Hunted: Circle of Thorns 8- (As Pow; NCI; Harshly Punish)15 Hunted: 5th Column 8- (As Pow; NCI; Harshly Punish)15 Psychological Limitation: Searching for parents (Common; Strong)92 Experience PointsTotal Disadvantage Points: 442Earned Experience: 0Spent Experience: 92Unspent Experience: 0Background/History: https://paragonwiki.com/wiki/SwanPersonality/Motivation: Search for Family. And to get back at those who would use her gifts for harm!Quote: Powers/Tactics: Another flying blaster. Her psychic attacks are effective, and like Malaise she can mess with the effectiveness of her opponents. Since her powers mirror Malaise, she likes to double team with him is shutting bad guys down (a 6d6 SPD drain can really mess you up)Campaign Use: Mystic hero, with ties to a couple of good and bad and neutral groups.Appearance: She's Penelope Yin with less raw power and more tools. Power wise, like most defenders, her costs is in the versatility. Not as bad as a controller, but all the tools in the box means many ways to affect the area. Quote Link to comment Share on other sites More sharing options...
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