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Mr. R

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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_Heroes

It 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.

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So I will start with 
Freedom Phalanx https://paragonwiki.com/wiki/Freedom_Phalanx

This is a powerful team made up of 
Stateman: Leader, Brick

Sister Psyche: Deputy leader, Mentalist

Citadel: Android High Flying Blaster

Manticore: Infiltration, Detective Weapon Expert (Bow)

Numina: Ghost, Empathic abilities to help or hinder

Positron: Scientist, Engineer, Blaster

Penelope Yin: Rookie Hero, Psychic Powers

Synapse: Forensic Accountant, Speedster, Electrical Powers

Back Alley Brawler: Street Hero, Investigator

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So we start with Statesman
 

Quote

COH #1 Statesman

Val Char Cost Roll Notes
70 STR 60 23- Lift 409.6tons; 14d6 [7]
23 DEX 39 14- OCV: 8/DCV: 8
30 CON 40 15-
20 BODY 20 13-
13 INT 3 12- PER Roll 12-
15 EGO 10 12- ECV: 5
25 PRE 15 14- PRE Attack: 5d6
16 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, 12
20 REC 0
60 END 0
70 STUN 0 Total Characteristic Cost: 247

Movement: Running: 23"/46"
Flight: 30"/60"
Leaping: 14"/28"
Swimming: 2"/4"

Cost Powers END
30 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) 1
3u 2) Running +17" (23" total) (34 Active Points) 1
6u 3) Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points) 2

101 Multipower, 101-point reserve
6u 1) Energy Blast 12d6 (60 Active Points) 6
5u 2) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
7u 3) Energy Blast 11 ½d6, Personal Immunity (+¼), Explosion (+½) (101 Active Points); No Range (-½) 10

17 Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)

7 Mental Defense (10 points total)

Perks
7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
10 Favor
5 Money: Well Off
6 Reputation (A large group) 14-, +2/+2d6
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

Skills
3 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 Combat

Total Powers & Skill Cost: 407
Total Cost: 654

300+ Disadvantages
15 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 Points

Total Disadvantage Points: 654
Earned Experience: 0
Spent Experience: 269
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Statesman

Personality/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!

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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.

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Next up the 2IC, Sister Psyche
 

 

Quote

COH #2 Sister Psyche

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
23 CON 26 14-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
24 EGO 28 14- ECV: 8
18 PRE 8 13- PRE Attack: 3 ½d6
18 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, 12
7 REC 0
46 END 0
32 STUN 0 Total Characteristic Cost: 126

Movement: Running: 6"/12"
Flight: 18"/36"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
4 Damage Resistance (4 PD/4 ED)

1 Life Support (Longevity: 200 Years)

22 Elemental Control, 44-point powers
23 1) Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points) 2
23 2) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2
45 3) Telekinesis (35 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (78 Active Points); Affects Whole Object (-¼) 3
40 4) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
45 5) Force Wall (8 PD/8 ED) (Alterable Size), Reduced Endurance (0 END; +½) (67 Active Points)

82 Multipower, 82-point reserve
7u 1) Force Bolt, Energy Blast 8d6, Reduced Endurance (½ END; +¼), Does x1 ½ Knockback (+½) (70 Active Points) 3
6u 2) Dominate, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 2
7u 3) AE Dominate, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 7
5u 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) 8
2u 5) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 5
4u 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) 8
5u 7) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2

15 Mental Defense (20 points total)

Perks
6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-
5 Favor
5 Money: Well Off
18 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

Skills
3 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 Combat

Total Powers & Skill Cost: 421
Total Cost: 547

300+ Disadvantages
15 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 Points

Total Disadvantage Points: 547
Earned Experience: 0
Spent Experience: 187
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Sister_Psyche

Personality/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
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High flying blaster

 

Quote

COH #3 Citadel

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
30 CON 40 15-
13 BODY 6 12-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 ½d6
12 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, 12
11 REC 0
60 END 0
41 STUN 0 Total Characteristic Cost: 139

Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 5"/10"
Swimming: 2"/4"

Cost Powers END
4 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 powers
34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
23 2) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

80 Multipower, 80-point reserve
7u 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)
7u 2) Energy Blast 15d6 (75 Active Points) 7
5u 3) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
7u 4) Energy Blast 10d6, Explosion (+½) (75 Active Points) 7
2u 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) 4
5u 7) Hand-To-Hand Attack +7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); Hand-To-Hand Attack (-½) 8

5 Nightvision
10 Radio Perception/Transmission (Radio Group)
5 Infrared Perception (Sight Group)
5 Ultraviolet Perception (Sight Group)
6 +4 versus Range Modifier for Sight Group

Perks
7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
3 Favor
5 Money: Well Off
17 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance

Talents
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction

Skills
3 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 Combat

Total Powers & Skill Cost: 328
Total Cost: 467

300+ Disadvantages
15 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 Points

Total Disadvantage Points: 467
Earned Experience: 0
Spent Experience: 87
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Citadel

Personality/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.

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Team investigator and stealth operative

 

Quote

COH #4 Manticore

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
24 DEX 42 14- OCV: 8/DCV: 8
20 CON 20 13-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
13 PRE 3 12- PRE Attack: 2 ½d6
16 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, 12
7 REC 0
40 END 0
31 STUN 0 Total Characteristic Cost: 119

Movement: Running: 11"/22"
Leaping: 7"/14"
Swimming: 2"/4"
Swinging: 10"/20"

Cost Powers END
4 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) 1
4 Leaping +4" (7" forward, 3 ½" upward) 1
8 Swinging 10", Reduced Endurance (½ END; +¼) (12 Active Points); OIF (-½) 1

40 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) 2

4 Basic Shot +0 +0 Strike, +2 DC
5 Distance Shot +0 -2 Strike , +1 Segment
4 Offensive Shot -1 -1 Strike, +4 DC
4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm
4 Trip -1 -1 v/5, Target Falls
1 Weapon Element: Bows

5 Defensive Block +1 +3 Block, Abort
5 Defensive Strike +1 +3 3d6 Strike
4 Martial Strike +0 +2 5d6 Strike
4 Martial Block +2 +2 Block, Abort
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
1 Weapon Element: Default Element, Staffs

Perks
10 Money: Wealthy
7 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 Cover
1 False Identity
1 False Identity
5 Favor
22 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

Talents
18 Combat Luck (9 PD/9 ED)
15 Combat Sense 12-
5 Rapid Healing
2 Trackless Stride

Skills
3 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 Combat

Total Powers & Skill Cost: 310
Total Cost: 429

300+ Disadvantages
10 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 Points

Total Disadvantage Points: 429
Earned Experience: 0
Spent Experience: 79
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Manticore

Personality/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.

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A ghostly member
 

Quote

COH #5 Numina

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 13-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
20 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, 12
6 REC 0
36 END 0
29 STUN 0 Total Characteristic Cost: 115

Movement: Running: 6"/12"
Flight: 18"/72"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

14 Life Support (Eating: Character does not eat; Longevity: 200 Years; Self-Contained Breathing)

60 Multipower, 60-point reserve
6u 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) 2

80 Multipower, 80-point reserve
6u 1) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
6u 2) Domination, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 2
7u 3) AE Domination, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 7
2u 4) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 5
4u 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) 8
5u 6) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2
2u 7) Healing Touch, Healing BODY 2d6, Reduced Endurance (½ END; +¼) (25 Active Points) 1
2u 8) Second Wind, Aid Stun 3d6, Ranged (+½) (45 Active Points); Only Restores to Starting Values (-½), Costs Endurance (-½) 4
4u 9) AE Second Wind, Aid Stun 3d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); Costs Endurance (-½) 7
1u 10) Jumpstart, Aid Rec 2d6, Ranged (+½) (30 Active Points); Increased Endurance Cost (x4 END; -1 ½), Costs Endurance (-½) 12

15 Mental Defense (19 points total)

Perks
7 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 Favor
5 Money: Well Off
19 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 Clearance

Talents
5 Magesight
5 Rapid Healing

Skills
3 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 Combat

Total Powers & Skill Cost: 377
Total Cost: 492

200+ Disadvantages
20 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 Points

Total Disadvantage Points: 492
Earned Experience: 0
Spent Experience: 232
Unspent Experience: 0

Background/History: COH #5 Numina

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 13-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
20 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, 12
6 REC 0
36 END 0
29 STUN 0 Total Characteristic Cost: 115

Movement: Running: 6"/12"
Flight: 18"/72"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

14 Life Support (Eating: Character does not eat; Longevity: 200 Years; Self-Contained Breathing)

60 Multipower, 60-point reserve
6u 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) 2

80 Multipower, 80-point reserve
6u 1) Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
6u 2) Domination, Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 2
7u 3) AE Domination, Entangle 4 ½d6, 2 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) 7
2u 4) Confuse, Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause confusion; -1) 5
4u 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) 8
5u 6) Mind Blast, Ego Attack 4d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2
2u 7) Healing Touch, Healing BODY 2d6, Reduced Endurance (½ END; +¼) (25 Active Points) 1
2u 8) Second Wind, Aid Stun 3d6, Ranged (+½) (45 Active Points); Only Restores to Starting Values (-½), Costs Endurance (-½) 4
4u 9) AE Second Wind, Aid Stun 3d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); Costs Endurance (-½) 7
1u 10) Jumpstart, Aid Rec 2d6, Ranged (+½) (30 Active Points); Increased Endurance Cost (x4 END; -1 ½), Costs Endurance (-½) 12

15 Mental Defense (19 points total)

Perks
7 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 Favor
5 Money: Well Off
19 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 Clearance

Talents
5 Magesight
5 Rapid Healing

Skills
3 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 Combat

Total Powers & Skill Cost: 377
Total Cost: 492

200+ Disadvantages
20 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 Points

Total Disadvantage Points: 492
Earned Experience: 0
Spent Experience: 232
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Numina

Personality/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"

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Every team needs a new wet behind the ears person

 

Quote

COH #7 Penelope Yin

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
16 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, 12
7 REC 0
40 END 0
33 STUN 0 Total Characteristic Cost: 130

Movement: Running: 6"/12"
Flight: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Teleportation: 25"/100"

Cost Powers END
4 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) 1
4u 2) Teleportation 20", x4 Non Combat (45 Active Points) 2
1u 3) Teleportation 5", MegaScale (1" = 1 km; +¼) (12 Active Points) 1

22 Elemental Control, 44-point powers
23 1) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2
28 2) Telepathy 8d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2

80 Multipower, 80-point reserve
7u 1) TK Blast, , Energy Blast 8d6, Double Knockback (+¾) (70 Active Points) 7
7u 2) Mind Blast,Ego Attack 6d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3
5u 3) Psychic Tornado, Ego Attack 4d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
5u 4) TK Area Burst, Energy Blast 6d6, Personal Immunity (+¼), Explosion (+½), Double Knockback (+¾) (75 Active Points); No Range (-½) 7
3u 5) TK Punch, Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); Hand-To-Hand Attack (-½) 5

Perks
7 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 Favor
5 Money: Well Off
17 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance

Skills
3 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 Combat

Total Powers & Skill Cost: 343
Total Cost: 473

300+ Disadvantages
20 Hunted: Clockwork King 8- (Mo Pow; NCI; Capture)
20 Psychological Limitation: Naive (Very Common; Strong)
133 Experience Points

Total Disadvantage Points: 473
Earned Experience: 0
Spent Experience: 133
Unspent Experience: 0

Background/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.

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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.

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A speedster with extras

 

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COH #8 Synapse

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
30 DEX 60 15- OCV: 10/DCV: 10
20 CON 20 13-
15 BODY 10 12-
20 INT 10 13- PER Roll 13-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
14 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, 12
12 REC 10
40 END 0
33 STUN 0 Total Characteristic Cost: 167

Movement: Running: 34"/68"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
4 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) 2
1u 2) Running +4" (34" total), MegaScale (1" = 1 km; +¼) (10 Active Points) 1

30 Force Field (12 PD/12 ED), Reduced Endurance (½ END; +¼) (30 Active Points) 1

100 Multipower, 100-point reserve
6u 1) Charged Bolt, Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2
6u 2) Lightning Bolt, Energy Blast 12d6 (60 Active Points) 6
5u 3) Ball Lightning, Energy Blast 9d6, Personal Immunity (+¼), Explosion (+½) (79 Active Points); No Range (-½) 8
5u 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) 10
4u 5) Tesla Cage, Entangle 6d6, 3 DEF (45 Active Points) 4
2u 6) Havok Punch, Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-½) 1
7u 7) Short Circuit, Drain END 3d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1), Selective (+¼) (75 Active Points) 7

Perks
7 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 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
18 Combat Luck (9 PD/9 ED)
5 Rapid Healing

Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Computer Programming 13-
3 Paramedics 13-
5 KS 15-
3 Tactics 13-

Total Powers & Skill Cost: 320
Total Cost: 487

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: Hates Crey (Common; Strong)
15 Psychological Limitation: Inattentive (Common; Strong)
127 Experience Points

Total Disadvantage Points: 487
Earned Experience: 0
Spent Experience: 127
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Synapse

Personality/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.

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The street wise member of the team

 

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COH #9 Back Alley Brawler

Val Char Cost Roll Notes
60 STR 50 21- Lift 102.4tons; 12d6 [6]
18 DEX 24 13- OCV: 6/DCV: 6
28 CON 36 15-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
18 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, 12
18 REC 0
56 END 0
59 STUN 0 Total Characteristic Cost: 190

Movement: Running: 15"/30"
Leaping: 12"/24"
Swimming: 2"/4"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)
16 Knockback Resistance -8"

25 Running +9" (15" total), Reduced Endurance (½ END; +¼) (25 Active Points) 1

13 Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½)

76 Multipower, 76-point reserve
7u 1) Area Of Effect (up to 24" Line; +1), Selective (+¼) for up to 60 Active Points of Str (75 Active Points) 7
3u 2) Does x1 ½ Knockback (+½) for up to 60 Active Points of Str (30 Active Points) 3
1u 3) Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

Perks
7 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 Favor
5 Money: Well Off
19 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 Clearance

Skills
3 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 Combat

Total Powers & Skill Cost: 243
Total Cost: 433

300+ Disadvantages
15 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 Points

Total Disadvantage Points: 433
Earned Experience: 0
Spent Experience: 88
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Back_Alley_Brawler

Personality/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!

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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.

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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/Vindicators

Made up of:

Ms Liberty - Leader, scrapper

Aurora Borealis - Deputy leader, blaster

Luminary - Citadel clone, blaster

Infernal - Demon hunting ax wielder, Brick

Swan - Force field support, mystic blaster

Malaise - Anti hero, Illusionist and spacial controller

Valkyrie - Warrior woman, HtH expert

Mynx - 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!

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So Statesman's sidekick, who like Robin, is getting her own spot in the world!

Quote

COH #10 Ms. Liberty
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
20 CON 20 13-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
20 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, 12
9 REC 0
40 END 0
38 STUN 0 Total Characteristic Cost: 166
Movement: Running: 11"/22"
Leaping: 17"/68"
Swimming: 2"/4"
Cost Powers END
15 Damage Resistance (15 PD/15 ED)
12 Knockback Resistance -6"

17 Multipower, 17-point reserve
1u 1) Running +5" (11" total) (10 Active Points) 1
2u 2) Leaping +12" (17" forward, 8 ½" upward) (x4 Noncombat) (17 Active Points) 2

13 Healing BODY 1d6, Can Heal Limbs, Reduced Endurance (½ END; +¼) (19 Active Points); Self Only (-½) 1
9 Aid Stun 2d6 (20 Active Points); Self Only (-½), Only Restores to Starting Values (-½), Linked (Healing; -¼)

56 Multipower, 56-point reserve
2u 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) 8
4u 2) Hand-To-Hand Attack +5d6, Area Of Effect (3" Radius; +1), Selective (+¼) (56 Active Points); Hand-To-Hand Attack (-½) 6
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
3 Martial Grab -1 -1 Grab Two Limbs, 45 STR for holding on
4 Martial Strike +0 +2 9d6 Strike
3 Martial Throw +0 +1 7d6 +v/5, Target Falls
5 Offensive Strike -2 +1 11d6 Strike
3 Takedown +1 +1 7d6 Strike; Target Falls
8 +2 HTH Damage Class(es)
Perks
7 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 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
12 Combat Luck (6 PD/6 ED)
Skills
3 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 Combat
Total Powers & Skill Cost: 277
Total Cost: 443
300+ Disadvantages
15 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 Points
Total Disadvantage Points: 443
Earned Experience: 0
Spent Experience: 98
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Ms._Liberty

Personality/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!

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Classic flying blaster

 

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COH #11 Aurora Borealis
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
23 CON 26 14-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
20 EGO 20 13- ECV: 7
18 PRE 8 13- PRE Attack: 3 ½d6
18 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, 12
8 REC 0
46 END 0
34 STUN 0 Total Characteristic Cost: 124
Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers END
4 Damage Resistance (4 PD/4 ED)


22 Elemental Control, 44-point powers
34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
23 2) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2
40 3) Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2


80 Multipower, 80-point reserve
6u 1) Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)
6u 2) Energy Blast 12d6 (60 Active Points) 6
5u 3) Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½) 7
6u 4) Energy Blast 8d6, Explosion (+½) (60 Active Points) 6
Perks
7 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 Off
21 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 Clearance
Talents
22 Danger Sense (immediate vicinity, in combat, Function as a Sense) 12-
Skills
3 Conversation 13-
3 Deduction 12-
3 High Society 13-
3 Persuasion 13-
3 Science Skill: Psychology 12-
10 +2 with Ranged Combat
Total Powers & Skill Cost: 306
Total Cost: 430
300+ Disadvantages
15 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 Points
Total Disadvantage Points: 430
Earned Experience: 0
Spent Experience: 85
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Aurora_Borealis

Personality/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!

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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?

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Citadel's female counterpart

 

Quote

COH #12 Luminary
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
30 CON 40 15-
13 BODY 6 12-
20 INT 10 13- PER Roll 13-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
18 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, 12
10 REC 0
60 END 0
38 STUN 0 Total Characteristic Cost: 133
Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 4"/8"
Swimming: 2"/4"
Cost Powers END
4 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 powers
34 1) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
23 2) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

80 Multipower, 80-point reserve
7u 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)
7u 2) Energy Blast 15d6 (75 Active Points) 7
5u 3) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
7u 4) Energy Blast 10d6, Explosion (+½) (75 Active Points) 7
2u 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) 4
5u 7) Hand-To-Hand Attack +7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); Hand-To-Hand Attack (-½) 8

5 Nightvision
10 Radio Perception/Transmission (Radio Group)
5 Infrared Perception (Sight Group)
5 Ultraviolet Perception (Sight Group)
6 +4 versus Range Modifier for Sight Group

Perks
7 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 Off
21 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 Clearance

Talents
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction

Skills
3 Computer Programming 13-
5 Cramming 
5 Cramming 
3 Cryptography 13-
3 Electronics 13-
3 Mechanics 13-
3 Systems Operation 13-
Total Powers & Skill Cost: 323
Total Cost: 456

300+ Disadvantages
20 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 Points
Total Disadvantage Points: 456
Earned Experience: 0
Spent Experience: 91
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Luminary

Personality/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.

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Excuse me (SWIPE), Pardon me (CLAW), Coming through (SLASH)

 

COH #13 Mynx
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
30 DEX 60 15- OCV: 10/DCV: 10
18 CON 16 13-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
16 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, 12
8 REC 0
36 END 0
34 STUN 0 Total Characteristic Cost: 147
Movement: Running: 11"/22"
Leaping: 14"/56"
Swimming: 2"/4"
Cost Powers END
6 Damage Resistance (6 PD/6 ED)
12 Knockback Resistance -6"

15 Multipower, 15-point reserve
1u 1) Running +5" (11" total) (10 Active Points) 1
1u 2) Leaping +10" (14" forward, 7" upward) (x4 Noncombat) (15 Active Points) 1
1u 3) Clinging (normal STR) (10 Active Points)

56 Multipower, 56-point reserve
3u 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) 6
3u 3) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½) 4
2u 4) Killing Attack - Hand-To-Hand 1 ½d6 (3d6 w/STR) (25 Active Points); Reduced Penetration (-¼) 2
4u 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) 6

17 +5 with DCV (25 Active Points); Costs Endurance (-½) 2

Perks
7 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 Off
18 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

Talents
3 Ambidexterity (-2 Off Hand penalty)
15 Beast Speech
24 Combat Luck (12 PD/12 ED)
5 Rapid Healing

Skills
3 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: 230
Total Cost: 377

300+ Disadvantages
15 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 Points
Total Disadvantage Points: 377
Earned Experience: 0
Spent Experience: 22
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Mynx

Personality/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 by Mr. R
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You'll see what I want you to see
 

 

COH #14 Malaise
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
13 BODY 6 12-
15 INT 5 12- PER Roll 12-
20 EGO 20 13- ECV: 7
15 PRE 5 12- PRE Attack: 3d6
16 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, 12
6 REC 0
36 END 0
27 STUN 0 Total Characteristic Cost: 97
Movement: Running: 20"/40"
Leaping: 12"/48"
Swimming: 2"/4"
Cost Powers END
4 Damage Resistance (4 PD/4 ED)

10 Mental Defense (14 points total)

38 Multipower, 38-point reserve
4u 1) Running +14" (20" total), Reduced Endurance (½ END; +¼) (38 Active Points) 1
1u 2) Leaping +10" (12" forward, 6" upward) (x4 Noncombat) (15 Active Points) 1

22 Elemental Control, 44-point powers
23 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) 2

79 Multipower, 79-point reserve
6u 1) Mental Illusions 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
8u 2) Mental Illusions 7d6, Area Of Effect (4" Radius; +1), Selective (+¼) (79 Active Points) 8
7u 3) Entangle 4d6, 2 DEF, Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points) 3
6u 4) Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

22 Elemental Control, 44-point powers
23 1) Drain STR 3d6, Ranged (+½) (45 Active Points) 4
23 2) Drain SPD 3d6, Ranged (+½) (45 Active Points) 4
57 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) 8

Perks
6 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 Off
15 Fringe Benefit: Basic 8- Contact, Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License

Talents
5 Rapid Healing

Skills
3 Acting 12-
3 Conversation 12-
3 Gambling 12-
3 Mimicry 12-
3 Persuasion 12-
3 Science Skill: Dimensional Engineering 12-

Total Powers & Skill Cost: 412
Total Cost: 509

300+ Disadvantages
15 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: 2d6
144 Experience Points
Total Disadvantage Points: 509
Earned Experience: 0
Spent Experience: 144
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Malaise

Personality/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.

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Team mystic!
 

 

COH #15 Swan
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
23 CON 26 14-
13 BODY 6 12-
15 INT 5 12- PER Roll 12-
23 EGO 26 14- ECV: 8
15 PRE 5 12- PRE Attack: 3d6
20 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, 12
7 REC 0
46 END 0
30 STUN 0 Total Characteristic Cost: 114
Movement: Running: 6"/12"
Flight: 15"/60"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers END
4 Damage Resistance (4 PD/4 ED)

18 Elemental Control, 36-point powers
19 1) Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1
26 2) Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points) 1

22 Elemental Control, 44-point powers
23 1) Drain STR 3d6, Ranged (+½) (45 Active Points) 4
23 2) Drain SPD 3d6, Ranged (+½) (45 Active Points) 4
57 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) 8

62 Multipower, 62-point reserve
6u 1) Energy Blast 7d6, Double Knockback (+¾) (61 Active Points) 6
6u 2) Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
4u 3) Ego Attack 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½) 6
4u 4) Energy Blast 5d6, Personal Immunity (+¼), Explosion (+½), Double Knockback (+¾) (62 Active Points); No Range (-½) 6
Perks
7 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 Off
19 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 Clearance
Skills
3 Acrobatics 13-
3 Breakfall 13-
3 Criminology 12-
3 Deduction 12-
3 Forensic Medicine 12-
3 Paramedics 12-
5 +1 with Ranged Combat
Total Powers & Skill Cost: 328
Total Cost: 442
300+ Disadvantages
5 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 Points
Total Disadvantage Points: 442
Earned Experience: 0
Spent Experience: 92
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Swan

Personality/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.

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