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Mr. R

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Front line HTH expert

 

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COH #16 Valkyrie
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
28 CON 36 15-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
21 COM 6 13-
8+7 PD 3 Total: 8/15 PD (4/11 rPD)
8+7 ED 2 Total: 8/15 ED (4/11 rED)
6 SPD 26 Phases: 2, 4, 6, 8, 10, 12
16 REC 10
56 END 0
42 STUN 0 Total Characteristic Cost: 169
Movement: Running: 14"/28"
Leaping: 13"/52"
Swimming: 2"/4"
Cost Powers END
4 Damage Resistance (4 PD/4 ED)

14 Knockback Resistance -7"

39 Healing BODY 1d6, Can Heal Limbs, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (79 Active Points); Always On (-½), Self Only (-½)
13 Healing BODY 2d6 (20 Active Points); Self Only (-½) 2
13 Aid Stun 3d6 (30 Active Points); Self Only (-½), Only Restores to Starting Values (-½), Linked (Healing; -¼)
17 Armor (7 PD/7 ED) (21 Active Points); Limited Power Power loses about a fourth of its effectiveness (Lets in at least 1 body; -¼)

33 Multipower, 67-point reserve, (67 Active Points); OAF (-1)
2u 1) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Hand-To-Hand Attack (-½)
2u 2) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3
4u 3) Hand-To-Hand Attack +6d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (67 Active Points); Hand-To-Hand Attack (-½) 7
1u 4) +4 with DCV (20 Active Points); Costs Endurance (-½) 2
3u 5) Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points)
3u 6) Killing Attack - Hand-To-Hand 2d6 (3 ½d6 w/STR) (30 Active Points) 3
7u 7) Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (67 Active Points) 7

16 Multipower, 16-point reserve
1u 1) Leaping +8" (13" forward, 6 ½" upward) (x4 Noncombat) (13 Active Points) 1
2u 2) Running +8" (14" total) (16 Active Points) 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
14 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License
Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Navigation 12-

Total Powers & Skill Cost: 225
Total Cost: 393
300+ Disadvantages
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Crey 8- (As Pow; NCI; Harshly Punish)
15 Hunted: Nemesis 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Personality confusion (Common; Strong)
33 Experience Points
Total Disadvantage Points: 393
Earned Experience: 0
Spent Experience: 33
Unspent Experience: 0

Background/History: https://paragonwiki.com/wiki/Valkyrie_(Hero)

Personality/Motivation: A mixture of warrior maiden and Justice seeking innocent! She's what she is by accident, and though she doesn't mind, they still were wrong.

Quote: 

Powers/Tactics: A front line fighter. She trusts in her fantastic recovery abilities to see her through a fight and hopes to take them out faster than they can hurt her.

Campaign Use: Hero with the mindset of a viking warrior. Also has ties to archeology still. Old stuff that they need to identify.... she's their girl!

Appearance: 
 

 

I thought that maybe she should be a brick/tank, but really the scrapper build suits her. She's a front line fighter regardless, finding the biggest baddie on the other side and making a bee-line. Unless ordered by Ms Liberty that is. 

Powerwise, she's Thor with a dose of Wolverine. Powerful attacks with great staying power. Hurting her is not the problem, keeping her down is!

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Team damage sponge

 

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COH #17 Infernal
Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
18 DEX 24 13- OCV: 6/DCV: 6
28 CON 36 15-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
10 COM 0 11-
15+15 PD 9 Total: 15/30 PD (15/30 rPD)
15+15 ED 9 Total: 15/30 ED (15/30 rED)
4 SPD 12 Phases: 3, 6, 9, 12
12 REC 0
56 END 0
44 STUN 0 Total Characteristic Cost: 140
Movement: Running: 6"/12"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
15 Damage Resistance (15 PD/15 ED)

12 Knockback Resistance -6"

18 Elemental Control, 36-point powers
19 1) Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1
45 2) Energy Blast 4d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Penetrating (+½), Continuous (+1), Area Of Effect (6" Radius; +1), Selective (+¼) (85 Active Points); No Range (-½) 4

50 Multipower, 100-point reserve, (100 Active Points); all slots OAF (-1)
2u 1) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
2u 2) Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)
2u 3) Hand-To-Hand Attack +4d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 4
2u 4) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (45 Active Points); OAF (-1) 4
1u 5) Hand-To-Hand Attack +4d6, Double Knockback (+¾) (35 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 3
2u 6) Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Double Knockback (+¾) (35 Active Points); OAF (-1) 3

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
2 Reputation (A small to medium sized group) 11-, +2/+2d6
17 Fringe Benefit: Federal/National Police Powers, International Driver's License, International Police Powers, Local Police Powers, Passport, Private Investigator License, Security Clearance

Talents
15 Beast Speech

Skills
3 Animal Handler 13-
3 Interrogation 13-
2 KS 11-
2 KS 11-
3 Tactics 11-
3 Teamwork 13-
24 +3 with All Combat

Total Powers & Skill Cost: 256
Total Cost: 396
300+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Circle of Thorns 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Hatred of Evil (Common; Strong)
15 Physical Limitation: Unfamiliar with earth culture (Frequently; Greatly Impairing)
15 Enraged: In combat (Uncommon), go 11-, recover 11-
11 Experience Points
Total Disadvantage Points: 396
Earned Experience: 0
Spent Experience: 11
Unspent Experience: 0

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

Personality/Motivation: Hatred of Evil, from overt like Circle of Thorns, to more hidden like Crey!

Quote: 

Powers/Tactics: A flaming guy with a big ax. Find the biggest, baddest opponent and start hitting. He's smart enough to set up opponents for his allies though!

Campaign Use: From a world where evil is winning, he's a testament to what happens if good men do nothing!
 

 

 

 

So in addition to being a damage sponge, he's one of the real heavy hitters of the team.

Power wise, he was a bit hard as I did not want to make his strength TOO high, but enough to justify his brick role on the team. The fire shield makes it so he hurts you just being near you. For this reason I find that a double team with Valkyrie is a last resort, as he will be hurting her as well, but the extra damage may make it worthwhile!

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SO as with the Freedom Phalanx some team tactics are in order.

As they lack the RAW power of the the FP, they rely on fast overwhelming attacks. 

Infernal and Valkyrie take point and each find a dance partner. Ms Liberty, Mynx will triple team with Valkyrie, each doing a hit and run while Valkyrie keeps him occupied.

Meanwhile Swan, Luminary and Aurora Borealis will fly high and provide air support, especially to Infernal.

Malaise will sow confusion behind the scenes, using Illusions and holds. As well he and Swan will drain Str and Dex from any opponent Infernal is fighting.

If things go south, they will break into three supporting squads

#1 Infernal, Ms. Liberty and Swan 

#2 Aurora Borealis, Luminary and Valkyrie 

#3 Mynx and Malaise

So that is it for the Heroes.

But be afraid, as I will soon post the evils of ARACHNOS! (MWAHHHAAHAHAHAHAHAHAH!)

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SO I converted some of the Arachnos Villains into hero terms. For an overview of the group see here:
https://paragonwiki.com/wiki/Arachnos

I did not do all, but rather will be presenting them as two teams, sort of like the Viper 4th Viper Force teams

So Arachnos Strike team #1

Lord Recluse
Mako
Black Scorpion
Scirocco
Ghost Widow

Team #2 
Arbiter Sands (Protoge of Lord Recluse)
Barracuda (Protege of Mako)
Silver Mantis (Protege of Black Scorpion)
Ice Mistial (Protege of Scirocco)
Wretch (Devoted follower of Ghost Widow)

Yes I know these teams are smaller than the hero versions, but bear in mind they will usually have the support of a number of armed to the teeth agents. They are never alone!

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So first up the 12 legged freak himself

 

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COH #18 Lord Recluse

Val Char Cost Roll Notes
65 STR 55 22- Lift 204.8tons; 13d6 [6]
20 DEX 30 13- OCV: 7/DCV: 7
30 CON 40 15-
20 BODY 20 13-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
25 PRE 15 14- PRE Attack: 5d6
4 COM -3 10-

30 PD 17 Total: 30 PD (30 rPD)
30 ED 24 Total: 30 ED (30 rED)
6 SPD 30 Phases: 2, 4, 6, 8, 10, 12
19 REC 0
60 END 0
68 STUN 0 Total Characteristic Cost: 246

Movement: Running: 6"/12"
Leaping: 33"/132"
Swimming: 2"/4"

Cost Powers END
30 Damage Resistance (30 PD/30 ED)

16 Reduced Endurance (½ END; +¼) for up to 65 Active Points of Str (16 Active Points)

5 Extra Limbs (8)

30 Leaping +20" (33" forward, 16 ½" upward) (Accurate, x4 Noncombat) 3

5 Infrared Perception (Sight Group)
5 Nightvision

100 Multipower, 100-point reserve
7u 1) Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3
10u 2) Energy Blast 10d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (100 Active Points) 3

Perks
34 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Diplomatic Immunity, Head of State, International Driver's License, Local Police Powers, Organized crime group overall leader, Passport, Security Clearance
6 Reputation (A large group) 11-, +3/+3d6
10 Favor
11 Money: Filthy Rich
80 Follower
6 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

Skills
3 Bribery 14-
3 Bureaucratics 14-
3 Concealment 13-
3 Criminology 13-
3 Cryptography 13-
3 Forgery 13-
3 High Society 14-
3 Interrogation 14-
3 Oratory 14-
3 Streetwise 14-
32 +4 with All Combat

Total Powers & Skill Cost: 417
Total Cost: 663

200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Enraged: In combat (Uncommon), go 14-, recover 14-
10 Hunted: Statesman 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
25 Psychological Limitation: Overconfident (Very Common; Total)
20 Psychological Limitation: Must be in charge (Very Common; Strong)
348 Experience Points

Total Disadvantage Points: 663
Earned Experience: 0
Spent Experience: 348
Unspent Experience: 0

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

Personality/Motivation: A social Darwinist. He believes that the strong survive and take what they want from others. And he thinks he is the strongest and therefore can take what he wants from all others. 

Quote: 

Powers/Tactics: They call him a summoner, but in reality he is a brick with a lot of followers. Agents, armoured agents and super-vehicles should be around him at all times. Add his high strength and the guns set up in his extra arms and you get a dangerous opponent either in HTH or at range!

Campaign Use: Leader of a villainous organization. Enough said!

Appearance: 

 

 

One of the Big Bads in the game. He hits hard and getting to him is a chore in and of itself. Add his four underlings and you have major problems for what ever group you have. 

Power wise I made him a brick with some ranged blasters and a number of minions. If you think he should have more go for it. 

Tactics, always have some agents nearby to help swamp the opposition. Unless you have total superiority, retreat to attack later. He's not adverse to saving his own skin at the expense of an agent.

When he's with all four underlings he'll wait till the opponent is wounded before delivering the last blow. He doesn't so much lead his team as unleash them and hope they take out their objectives (If not they are weak and may have to be replaced, HMMMM possible story arc)

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A resident pit bull
 

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COH #19 Black Scorpion

Val Char Cost Roll Notes
10 STR 0 21- Lift 102.4tons; 12d6
18 DEX 24 13- OCV: 6/DCV: 6
10 CON 0 15-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
4 COM -3 10-

12 PD 0 Total: 28 PD (28 rPD)
6 ED 0 Total: 28 ED (28 rED)
4 SPD 12 Phases: 3, 6, 9, 12
18 REC 0
56 END 0
59 STUN 0 Total Characteristic Cost: 53

Movement: Running: 6"/12"
Leaping: 12"/24"
Swimming: 2"/4"

Cost Powers END
40 +50 STR, Reduced Endurance (½ END; +¼) (64 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 2
17 +18 CON (36 Active Points); OIF (-½) (Modifiers affect Base Characteristic)
13 +16 PD (16 Active Points); IIF (-¼)
15 +22 ED (22 Active Points); OIF (-½)

19 Damage Resistance (28 PD/28 ED) (28 Active Points); OIF (-½)

5 Tail: Extra Limb (1)

67 Multipower, 100-point reserve, (100 Active Points); all slots OIF (-½)
4u 1) Energy Blast 12d6 (60 Active Points); OIF (-½) 6
5u 2) Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½), OIF (-½) 10
5u 3) Energy Blast 10d6, Explosion (+½) (75 Active Points); OIF (-½) 7
3u 4) Entangle 6d6, 3 DEF (45 Active Points); OIF (-½) 4
4u 5) Entangle 4d6, 2 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-½) 6

7 Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1
11 Healing BODY 2d6 (20 Active Points); Self Only (-½), IIF (-¼) 2
13 Aid Stun 3d6 (30 Active Points); Self Only (-½), Only Restores to Starting Values (-½), IIF (-¼)


Perks
14 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, International Driver's License, Local Police Powers, Mid- to high-level organized crime leader, Passport, Security Clearance
10 Money: Wealthy
8 Reputation (A large group) 11-, +4/+4d6
6 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

Skills
3 Bureaucratics 13-
3 Demolitions 11-
3 Electronics 11-
3 Mechanics 11-
3 Gambling 11-
3 Interrogation 13-
3 Streetwise 13-
3 Survival 11-
3 Tactics 11-
8 +1 with All Combat
10 +2 with HTH Combat

Total Powers & Skill Cost: 311
Total Cost: 364

200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: Berserk In combat (Uncommon), go 14-, recover 14-
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
20 Psychological Limitation: Bully (Very Common; Strong)
5 Rivalry: Professional, Other members of Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
64 Experience Points

Total Disadvantage Points: 364
Earned Experience: 0
Spent Experience: 64
Unspent Experience: 0

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

Personality/Motivation: He likes to fight. Also he is in love with technology, even if he is not terribly knowledgeable about it. He is in charge of the technical division because he wants the best new toys for himself first. 

Quote: 

Powers/Tactics: Find the biggest opponent and attack. If he can attack multiple people at once he'll do it to spread the misery! Also people forget the blaster attachments, so he can surprise opponents by striking at range before he charges in!

Campaign Use: One of Lord Recluse's most loyal subjects, his removal would greatly hurt the organization. There are rumours that if he's gone many of the scientist for Arachnos would leave. 

Appearance: 

 

 

 

SO a very straight forward build. It is armour and so can be removed or de-activated. Thus he's cheap, but it belies the raw power he has as a result.

Power wise, he's in that long line of bricks with some ranged attacks. In Hero the closest is Anklasauros with less ranged and more HTH.

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He tries to be subtle but......
 

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COH #20 Captain Mako

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
30 DEX 60 15- OCV: 10/DCV: 10
18 CON 16 13-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 ½d6
2 COM -4 9-

7 PD 2 Total: 7 PD (6 rPD)
7 ED 3 Total: 7 ED (6 rED)
7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12
9 REC 0
36 END 0
37 STUN 0 Total Characteristic Cost: 155

Movement: Running: 11"/22"
Leaping: 15"/60"
Swimming: 12"/24"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)
12 Knockback Resistance -6"
10 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)

25 Invisibility to Sight and Hearing Groups 2

15 Multipower, 15-point reserve
1u 1) Running +5" (11" total) (10 Active Points) 1
1u 2) Leaping +10" (15" forward, 7 ½" upward) (x4 Noncombat) (15 Active Points) 1
1u 3) Swimming +10" (12" total) (10 Active Points) 1
1u 4) 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+1 w/STR) (25 Active Points); Reduced Penetration (-¼) 2
4u 5) Killing Attack - Hand-To-Hand 1 ½d6 (2d6+1 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
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
2 Reputation (A small to medium sized group) 11-, +2/+2d6
11 Money: Filthy Rich

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

Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Bribery 13-
3 Climbing 15-
3 Concealment 12-
3 Lockpicking 15-
3 Navigation 12-
3 Interrogation 13-
3 Security Systems 12-
3 Streetwise 13-
3 Stealth 15-
3 Shadowing 12-
3 Survival 12-

Total Powers & Skill Cost: 285
Total Cost: 440

200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: Berserk In combat (Uncommon), go 11-, recover 11-
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Psychological Limitation: Glorifies violence (Uncommon; Moderate)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Casual Killer (Common; Strong)
140 Experience Points

Total Disadvantage Points: 440
Earned Experience: 0
Spent Experience: 140
Unspent Experience: 0

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

Personality/Motivation: Greed and a desire to do what he wants. Lord Recluse gives him fairly free reign so he can keep this unrepentant killer on speed dial.

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Powers/Tactics: A talented HTH master with great stealth abilities, though he rarely uses them as he prefers to be fairly public in his executions. But he is not stupid and will go stealth to gain an advantage or to escape!

Campaign Use: The opponent PC will love to put down. Even the most bloodthirsty PCs should be repulsed by him. He is what they could become if they don't moderate their ways!

Appearance: 

 

 

 

So he's the HTH monster to Black Scorpion's all out assault. He may team with BScorp. but more likely find his own dance partner and try to disembowel them. He's not subtle at all.

Power wise he's Mynx with a few embellishments. I actually think I gave him too much DCV as the scrapper should be better in an open fight. But that is an easy fix.

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Just who is he working for?

 

 

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COH #22 Scirocco

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
23 CON 26 14-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
14 COM 2 12-

8+18 PD 4 Total: 8/26 PD (8/26 rPD)
8+18 ED 3 Total: 8/26 ED (8/26 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
9 REC 0
46 END 0
37 STUN 0 Total Characteristic Cost: 130

Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 4"/8"
Swimming: 2"/4"

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


60 Call the Lightning: Multipower, 60-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
6u 3) Short Circuit: Drain END 2d6+1, Personal Immunity (+¼), Area Of Effect Nonselective (12" Radius; +1 ¼) (57 Active Points) 6
4u 4) Tesla Cage: Entangle 6d6, 3 DEF (45 Active Points) 4
6u 5) Ball Lightning: Energy Blast 8d6, Explosion (+½) (60 Active Points) 6

25 Winds and Rain: Elemental Control, 50-point powers
26 1) The Winds and Lightning Protect Me: Force Field (18 PD/18 ED/5 Flash Defense: Sight Group), Reduced Endurance (½ END; +¼) (51 Active Points) 2
31 2) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
62 3) Windstorm: Change Environment 8" radius, -2 to Hearing Group PER Rolls, -2 to Sight Group PER Rolls, -2 Characteristic Roll and all Skill Rolls based on Characteristic, -2 OCV, -6" of any one mode of Movement, Multiple Combat Effects, Personal Immunity (+¼) (87 Active Points) 9
Notes: Stat is Dex

27 Mists and Fog: Change Environment 2" radius, -5 to Sight Group PER Rolls, Personal Immunity (+¼) (27 Active Points) 3

40 Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½)
1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 3
3u 2) Hand-To-Hand Attack +6d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½) (52 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 5
4u 3) Energy Blast 8d6, Does x1 ½ Knockback (+½) (60 Active Points); OIF (-½) 6


Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Concealment 12-
2 Archeology: KS 11-
3 Lockpicking 14-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 13-
10 +2 with Ranged Combat

Total Powers & Skill Cost: 393
Total Cost: 523

200+ Disadvantages
5 Distinctive Features: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Corrupted by power (Common; Strong)
10 Reputation: Evil legacy, 11-
263 Experience Points

Total Disadvantage Points: 523
Earned Experience: 0
Spent Experience: 263
Unspent Experience: 0

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

Personality/Motivation: He's under a curse to do evil and so has joined an evil agency to try and rise through the ranks and then betray it to good? He's a long term planner and will have contingencies to his plot. Of Lord Recluse's minions he's the most dangerous as he will do short term pain to get long term gain. Also he's in a tentative alliance with Ghost Widow, which makes the pairing VERY dangerous!

Quote: 

Powers/Tactics: He prefers ranged tactics, but will use his sword in HTH if he must. I will drop a Windstorm first as it will hinder his opponents, then a selection of lightning blasts!

Campaign Use: Is he serious about his redemption? He could be the weakest link in Arachnos's grand plan. 

Appearance: 

 

 

The one to watch. Of all the minions he actually is one of the more interesting. In a FTF conversations with him would be like talking to Deep Throat (Watergate) or Garak (DS9).

Power wise he's a reverse of one of my COH heroes Lord Cumulus, a Storm/Lightning Defender. I just messed with the powers a bit, and added some sword attacks. He's versatile, but it does make him expensive!

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She's loyal, but not that loyal

 

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COH #27 Ghost Widow

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
20 DEX 30 13- OCV: 7/DCV: 7
30 CON 40 15-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
18 EGO 16 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
18 COM 4 13-

8+18 PD 6 Total: 8/26 PD (8/26 rPD)
8+18 ED 2 Total: 8/26 ED (8/26 rED)
4 SPD 10 Phases: 3, 6, 9, 12
8 REC 0
60 END 0
35 STUN 0 Total Characteristic Cost: 133

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

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

13 Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
30 Healing BODY 1d6, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Self Only (-½), Resurrection Only (-½)

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

100 Multipower, 100-point reserve
6u 1) Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)
5u 2) Energy Blast 11d6 (55 Active Points) 5
5u 3) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
5u 4) Entangle 5d6, 3 DEF, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
5u 5) (Total: 81 Active Cost, 54 Real Cost) Hand-To-Hand Attack +7d6, Reduced Endurance (½ END; +¼) (44 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 29) plus Entangle 4d6, 2 DEF, Reduced Endurance (½ END; +¼) (37 Active Points); No Range (-½) (Real Cost: 25) 2
6u 6) Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 2

45 Energy Blast 6d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (67 Active Points); Linked (Entangle; Lesser Power can only be used when character uses greater Power at full value; -½) 3
Notes: Linked to MP slot #6

Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Skills
3 Bugging 12-
3 Concealment 12-
3 Cryptography 12-
3 High Society 13-
3 Interrogation 13-
2 KS 11-
2 KS 11-
3 Paramedics 12-
3 Persuasion 13-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
15 +3 with Ranged Combat

Total Powers & Skill Cost: 378
Total Cost: 511

200+ Disadvantages
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Reputation: , 14-
20 Psychological Limitation: Overconfident (Very Common; Strong)
15 Psychological Limitation: Loyal to Arachnos (Uncommon; Total)
216 Experience Points

Total Disadvantage Points: 511
Earned Experience: 0
Spent Experience: 216
Unspent Experience: 0

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

Personality/Motivation: She isn't so much a ghost as a revenant. She dies, she come back, over and over again. Lord Recluse thinks he's loyal to him, but in reality it is to Arachnos, the organization. If he was doing something detrimental to the survival to Arachnos, then she will turn on him. As well, she desires peace, an end to her existence. As a result she is looking into ways to end her existence. This makes her fatalistic and angry. If she suffers, so will others. I big plot is her partnership with Scirocco to actually get out of Arachnos. If either succeed, this will almost cripple the organization.

Quote: 

Powers/Tactics: She's a Dominator, so a suite of holds and a set of reasonably powerful blasts. She's probably the most tactically aware of the four, using her powers to set up opponents for her allies. Her and Scirocco make a deadly team, much more so than Mako and Black Scorpion.

Campaign Use: Another weak link in the Arachnos chain of command. Find a way to finally settle her soul could be a long term story arc.

Appearance: 
 

 

 

I can see why this NPC was so liked by many players. She's has such an interesting backstory. There are tonnes of plot hooks with her. Add an alliance with Scirocco and a pro-active group can hurt Arachnos real bad. In fact this would be a perfect arc for the Vindicators.

Power wise she's not as holdy as a Controller, or as blasty as a Blaster, but somewhere in the middle. This gives her some versatility, which makes her expensive.
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So now the B-team, led by one of the most interesting villains in COH

 

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COH #21 Arbiter Sands

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 13-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
18 COM 4 13-

8+8 PD 4 Total: 8/16 PD (8/16 rPD)
8+8 ED 4 Total: 8/16 ED (8/16 rED)
4 SPD 10 Phases: 3, 6, 9, 12
8 REC 0
40 END 0
35 STUN 0 Total Characteristic Cost: 116

Movement: Running: 6"/12"
Flight: 15"/30"
Leaping: 4"/8"
Swimming: 2"/4"

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

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)
17 Invisibility to Sight and Hearing Groups (25 Active Points); OIF (-½) 2
3 Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)

35 Find Weakness 12- with All Attacks

30 Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

67 Multipower, 100-point reserve, (100 Active Points); all slots OIF (-½)
5u 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)
5u 2) Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3
5u 3) Energy Blast 10d6, Explosion (+½) (75 Active Points); OIF (-½) 7
5u 4) Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½), OIF (-½) 10
3u 5) Entangle 6d6, 3 DEF (45 Active Points); OIF (-½) 4
4u 6) Entangle 4d6, 2 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-½) 6
2u 7) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½), OIF (-½)
2u 8) Hand-To-Hand Attack +6d6, Does x1 ½ Knockback (+½) (45 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 4


84 Summon 2 255-point Drones, Weak-Willed -4 on EGO Rolls (+½) (84 Active Points) 8


Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
5 Favor
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Skills
3 Acrobatics 13-
3 Breakfall 13-
3 Bribery 13-
3 Bugging 13-
3 Bureaucratics 13-
3 Climbing 13-
3 Conversation 13-
3 Deduction 13-
3 Disguise 13-
3 Interrogation 13-
2 KS 11-
2 KS 11-
1 Language (basic conversation)
1 Language (basic conversation)
3 Navigation 13-
3 Security Systems 13-
3 Streetwise 13-
16 +2 with All Combat

Total Powers & Skill Cost: 387
Total Cost: 503

200+ Disadvantages
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
20 Psychological Limitation: In love with own cleverness (Very Common; Strong)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
253 Experience Points

Total Disadvantage Points: 503
Earned Experience: 0
Spent Experience: 253
Unspent Experience: 0

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

Personality/Motivation: Loyal to Arachnos. He's not a misguided fool. He is a smart, resourceful agent, who has worked his way up the ranks. Everyone knows he's unconventional, but he gets results. Add that he's a cultured, well educated person and you get a very dangerous leader. 

Quote: 

Powers/Tactics: As a leader, he'll stay at the back and lead his troops. His ranged attacks will support his allies, but if someone is foolish enough to attack HTH, will find his rod of office makes a very effective mace. 

Campaign Use: The competent villain leader that you can respect, even if you have to fight him. 

Appearance: 

 

 

 

I loved this guy. For me the defining moment for him is the Statesman TF where he complains he can't finish his tea. Then he attacks. 

Power wise he's a Wolf Spider with the Mace, Sight Sheild and body armour. If that were all, he has two drones with him that will attack any opponents he designates, adding to his fire support. As a result, he's expensive.

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His Drones!

 

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COH #21a Drones

Val Char Cost Roll Notes
0 STR -10 9- Lift 25.0kg; 0d6
20 DEX 30 13- OCV: 7/DCV: 7
10 CON 0 11-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
0 EGO 0 9- ECV: 0
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-

8+8 PD 8 Total: 8/16 PD (8/16 rPD)
7+8 ED 5 Total: 7/15 ED (7/16 rED)
4 SPD 10 Phases: 3, 6, 9, 12
2 REC 0
20 END 0
40 STUN 25 Total Characteristic Cost: 68

Movement: Running: 6"/12"
Flight: 15"/30"
Swimming: 2"/4"

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


24 Armor (8 PD/8 ED)

15 Automaton (Cannot Be Stunned)

45 Flight 15", Reduced Endurance (0 END; +½) (45 Active Points)

80 Multipower, 80-point reserve
7u 1) Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points)
8u 2) Energy Blast 8d6, Explosion (+½), Reduced Endurance (0 END; +½) (80 Active Points)

Total Powers & Skill Cost: 187
Total Cost: 255

200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: Totally Loyal to Arbiter Sands (Infrequently; Fully Impairing)
15 Experience Points

Total Disadvantage Points: 255
Earned Experience: 0
Spent Experience: 15
Unspent Experience: 0

Background/History: 

Personality/Motivation: 

Quote: 

Powers/Tactics: 

Campaign Use: 

Appearance: 

 

 

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Just don't call her a cold fish
 

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COH #26 Barracuda

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11-

6+18 PD 3 Total: 6/24 PD (6/24 rPD)
6+18 ED 1 Total: 6/24 ED (6/24 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
8 REC 0
50 END 0
31 STUN 0 Total Characteristic Cost: 134

Movement: Running: 13"/52"
Leaping: 13"/26"
Swimming: 12"/96"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)

10 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)

20 Multipower, 20-point reserve
1u 1) Leaping +10" (13" forward, 6 ½" upward) (10 Active Points) 1
2u 2) Running +7" (13" total), x4 Non Combat (19 Active Points) 2
2u 3) Swimming +10" (12" total) (x8 Non Combat) (20 Active Points) 2


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) Energy Blast 8d6, Double Knockback (+¾) (70 Active Points) 7
7u 2) Ego Attack 6d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3
5u 3) Ego Attack 4d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
5u 4) Energy Blast 6d6, Personal Immunity (+¼), Explosion (+½), Double Knockback (+¾) (75 Active Points); No Range (-½) 7
7u 5) Drain SPD 5d6, Ranged (+½) (75 Active Points) 7
6u 6) (Total: 60 Active Cost, 60 Real Cost) Drain STUN 2d6 (Real Cost: 20) plus Aid Stun 2d6, Area Of Effect (2" Radius; +1) (40 Active Points) (Real Cost: 40) 2

Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Talents
15 Beast Speech

Skills
3 Breakfall 14-
3 Deduction 13-
3 Forgery 13-
3 Interrogation 13-
2 KS 11-
2 KS 11-
3 Navigation 13-
3 Security Systems 13-
3 Stealth 14-
3 Streetwise 13-
10 +2 with Ranged Combat

Total Powers & Skill Cost: 314
Total Cost: 448

200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Greedy (Common; Strong)
15 Enraged: In combat (Uncommon), go 11-, recover 11-
163 Experience Points

Total Disadvantage Points: 448
Earned Experience: 0
Spent Experience: 163
Unspent Experience: 0

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

Personality/Motivation: Greed and an unknown compulsion that keeps her diving around the Rogue Isles looking for something. And it will be all hers. She has no allies, just temporary associates. Even Mako should be careful around her, for as long as their goals match, she will be loyal. FOR AS LONG.......

Quote: 

Powers/Tactics: She has gained great psychic abilities as well as some powers that reflect the COLD deeps of the ocean. Alone she will snipe at range, and drain the speed from her enemies. In a group, it is very mush the same, but the Drain/Heal will come into effect as a way to hurt enemies and add her teammates.

Campaign Use: Secrets man was NOT meant to know. What is she looking for and what will it mean for the Rogue Isles when she finds it? This could be a long story arc where the team will have to work with Arachnos to take out Super-Barracuda and her minions. Or do they let her run rampant to take out Arachnos when they are weak? What if she wins? 

Appearance: 

 

 

So the Powers are OK, but the hooks she provides are nasty. 

I may have gotten some of it wrong, but mostly I focused on Psychic and Cold powers. Add more at your choice.

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She's as cold (cold) as (as) ice (ice)

 

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COH #24 Ice Mistral

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
24 DEX 42 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 ½d6
16 COM 3 12-

5+18 PD 3 Total: 5/23 PD (5/23 rPD)
5+18 ED 1 Total: 5/23 ED (5/23 rED)
5 SPD 16 Phases: 3, 5, 8, 10, 12
6 REC 0
40 END 0
25 STUN 0 Total Characteristic Cost: 102

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

Cost Powers END
5 Damage Resistance (5 PD/5 ED)


80 Multipower, 80-point reserve
6u 1) Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2
6u 2) Energy Blast 12d6 (60 Active Points) 6
6u 3) Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points) 2
8u 4) Energy Blast 9d6, Indirect (Same origin, always fired away from attacker; +¼), Explosion (+½) (79 Active Points) 8
5u 5) Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8

25 Winds and Rain: Elemental Control, 50-point powers
26 1) The Winds and Lightning Protect Me: Force Field (18 PD/18 ED/5 Flash Defense: Sight Group), Reduced Endurance (½ END; +¼) (51 Active Points) 2
31 2) Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
62 3) Windstorm: Change Environment 8" radius, -2 to Hearing Group PER Rolls, -2 to Sight Group PER Rolls, -2 Characteristic Roll and all Skill Rolls based on Characteristic, -2 OCV, -6" of any one mode of Movement, Multiple Combat Effects, Personal Immunity (+¼) (87 Active Points) 9
Notes: Stat is Dex

Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Skills
3 Acrobatics 14-
2 KS 11-
2 KS 11-
3 Streetwise 13-
3 Stealth 14-
3 Breakfall 14-
10 +2 with Ranged Combat

Total Powers & Skill Cost: 316
Total Cost: 418

200+ Disadvantages
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Power hungry (Common; Strong)
173 Experience Points

Total Disadvantage Points: 418
Earned Experience: 0
Spent Experience: 173
Unspent Experience: 0

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

Personality/Motivation: She's self absorbed and filled with a quiet rage. The fact that she has a whole Monastic set of super monks after her has driven her to Scirocco! Here she can do what she wants with now one to control her (well except the upper circle who can all kick her rear)

Quote: 

Powers/Tactics: An Ice blast / Storm she has a number of attacks and a nasty ice block (entangle) For groups she will drop the Ice Rain or Frost Cone. Also she will stay airborne as much as possible. In a group, the Ice Block will take center stage as a means of setting up opponents to be concentrated on.

Campaign Use: She's a

Appearance: bit of a Wild Card. She's devoted to Scirocco as long as he can protect her. Otherwise she is gone. This could lead to another villain group luring her away with a better offer, especially if Scirocco is eliminated or compromised (IE freed from his curse)

 

 

So she's a bit of a cypher. I had to extrapolate a bit on her background. I like that she is an unknown quantity. This adds to the idea that Arachnos is NOT monolithic, and has factions than can be played against each other!

Power wise, a Ice / Storm Corrupter (reverse defender). So a suite of traditional ice attacks with the Storm abilities that I gave to Scirocco. She's cheap, but her powers all work well together.

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Another stone (or is it steel) cold killer
 

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COH #25 Silver Mantis

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
12 COM 1 11-

15 PD 11 Total: 15 PD (15 rPD)
15 ED 10 Total: 15 ED (15 rED)
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
9 REC 0
50 END 0
36 STUN 0 Total Characteristic Cost: 142

Movement: Running: 11"/22"
Leaping: 16"/64"
Swimming: 2"/4"

Cost Powers END
15 Damage Resistance (15 PD/15 ED)
12 Knockback Resistance -6"


25 Invisibility to Sight and Hearing Groups 2

17 Multipower, 17-point reserve
1u 1) Running +5" (11" total) (10 Active Points) 1
2u 2) Leaping +12" (16" forward, 8" 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)

70 Multipower, 70-point reserve
2u 1) Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-½) 1
3u 2) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½) 4
5u 3) Hand-To-Hand Attack +7d6, Personal Immunity (+¼), Area Of Effect (2" radius; +¾) (70 Active Points); Hand-To-Hand Attack (-½) 7
4u 4) Energy Blast 10d6 (50 Active Points); Limited Range (-¼) 5

49 Drain STUN 1 ½d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (49 Active Points)

Perks
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Electronics 12-
3 Mechanics 12-
3 Shadowing 12-
3 Stealth 14-

Total Powers & Skill Cost: 275
Total Cost: 417

200+ Disadvantages
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Arachnos Inner Circle, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Sociopath (Common; Strong)
152 Experience Points

Total Disadvantage Points: 417
Earned Experience: 0
Spent Experience: 152
Unspent Experience: 0

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

Personality/Motivation: She is fascinated with adding to her metallic additions. This is her major goal in life. Her alliance with Arachnos is just a marriage of convenience. If a better prospect from another source came up, then she may decide to change sides. Arachnos losing Black Scorpion would certainly make her question her alliance. Other wise she is a stone cold killer whose obcession has made her totally lose her moral compass.

Quote: 

Powers/Tactics: She can for the metal on her into blades that she can hurl or send out in a burst around her, or even cause to swirls around in a cloud around her. As well the metal forms an armour that protects her from harm!

Campaign Use: All enemies need one member that PC will have no problems squashing. Here she is. Her totally bent morality means she is capable of anything that will horrify the PCs. Be careful with this as too much will take your campaign to a very dark place. 

Appearance:

 

 

So the lady makes for the villain the players will want to take out. This suites Arbiter Sands as if all concentrate on her, then that leaves the rest of his team free to attack. 

Power wise she's a spines stalker, and unlike Mako will certainly make more use of her stealth abilities. This is the reason she his hard to capture. She will slip away if ordered, or if it looks like she will lose.

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He's the simplest and most interesting of the team

 

 

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COH #23 Wretch

Val Char Cost Roll Notes
60 STR 50 21- Lift 102.4tons; 12d6 [6]
18 DEX 24 13- OCV: 6/DCV: 6
30 CON 40 15-
20 BODY 20 13-
8 INT -2 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11-

28 PD 16 Total: 28 PD (25 rPD)
28 ED 22 Total: 28 ED (25 rED)
4 SPD 12 Phases: 3, 6, 9, 12
20 REC 4
60 END 0
65 STUN 0 Total Characteristic Cost: 195

Movement: Running: 15"/30"
Leaping: 22"/88"
Swimming: 2"/4"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)

16 Knockback Resistance -8"

25 Multipower, 25-point reserve
2u 1) Leaping +10" (22" forward, 11" upward) (Accurate, x4 Non Combat) (20 Active Points) 2
2u 2) Running +9" (15" total), Reduced Endurance (½ END; +¼) (25 Active Points) 1

30 Healing BODY 1d6, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Self Only (-½), Resurrection 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
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Mid- to high-level organized crime leader
8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 12-
11 Money: Filthy Rich

Talents
3 Bump Of Direction

Skills
3 Navigation 11-
3 Shadowing 11-
3 Stealth 13-
3 Streetwise 13-
3 Teamwork 13-
15 +3 with HTH Combat

Total Powers & Skill Cost: 250
Total Cost: 445

200+ Disadvantages
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: Berserk In combat (Uncommon), go 11-, recover 14-
10 Hunted: Freedom Phalanx 8- (As Pow; Harshly Punish)
15 Hunted: Longbow 8- (As Pow; NCI; Harshly Punish)
15 Physical Limitation: Cannot resist orders from Ghost Widow (All the Time; Slightly Impairing)
15 Psychological Limitation: SImplistic world view (Uncommon; Total)
155 Experience Points

Total Disadvantage Points: 445
Earned Experience: 0
Spent Experience: 155
Unspent Experience: 0

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

Personality/Motivation: He's a revenant, an undead being that will return again and again until it's focus is dealt with. In his case, it is to protect Ghost Widow. Until she truly dies, he will keep coming back. So he has been told to follow Arbiter Sands. Unless Sands gives him a conflicting order, her will follow, as it is what Ghost widow wants.

Quote: 

Powers/Tactics: He's a brick. No subtlety, just get in and hurt the enemy. 

Campaign Use: He's the sympathetic side to the enemy. His state should have the PC's wanting to end his suffering. The fact that it will end Ghost widow as well is a bonus. For Sands, he's two things. One: an uncorruptible team mate. Wretch will be loyal to Sands, which means anyone wanting to hurt him may have to go through Wretch first. Two: A sacrificial lamb. Sands is not afraid to bug out and leave Wretch behind. He'll probably die before being captured and re-awaken in the Rogue Isles!

Appearance: 
 

 

 

He's got the most interesting backstory, which means plot hooks. 

Power wise, he's the team strong man. Find the biggest opponent, and take him out.

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So again some team tactics.

First, assume that there will be agents about. Sands can request them any time he wants. And Sands is a good tactician and will use his agents effectively.

Sands himself will be at the back directing the agents and firing blasts towards his enemies. His drones will support him, firing at usually the same targets.

Wretch and Silver Mantis will take point. A combo attack from them can be devastating. 

If ordered Silver Mantis will sneak to the rear of the enemy and strike when Sands deem the moment right.

Ice Mistral and Barracuda will hang back. Both are ranged specialist and prefer to be there. 

Sands is the lynch pin. The effectiveness of the other four should be a lot less if he is taken out.

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  • 2 weeks later...

SO I have decided to have a little more fun with this thread. So using the power sets as inspirations, I will make five PCs from each of the following Achtypes:

Blaster
Defender
Dominator
Scrapper
Tanker

Note these will not be exact versions by any means, but just as a means to get some creative juices flowing and see what I can come up with!

So stay tuned!

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So my first inspiration
 

 

Quote

COH #28 Agent A

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
13 BODY 6 12-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
14 COM 2 12-

8+6 PD 4 Total: 8/14 PD (8/14 rPD)
8+6 ED 4 Total: 8/14 ED (8/14 rED)
4 SPD 12 Phases: 3, 6, 9, 12
8 REC 0
40 END 0
33 STUN 0 Total Characteristic Cost: 98

Movement: Running: 6"/12"
Flight: 15"/60"
Leaping: 4"/8"
Swimming: 2"/4"

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

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
7 Clinging (normal STR) (10 Active Points); OIF (-½)
10 High Range Radio Perception (Radio Group) (12 Active Points); IIF (-¼)
3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)
3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

23 Flight 15", x4 Noncombat, 1 Continuing Charge lasting 6 Hours (+0) (35 Active Points); OIF (-½) [1 cc]

35 Multi pistol: Multipower, 70-point reserve, (70 Active Points); all slots OAF (-1)
3u 1) Pyro rounds: Energy Blast 9d6, Autofire (3 shots; +¼), 32 Charges (+¼) (67 Active Points); OAF (-1) [32]
2u 2) Poison round: Energy Blast 5d6, 16 Charges (+0), No Normal Defense ([Standard]; Life Support breathing; +1) (50 Active Points); OAF (-1) [16]
3u 3) Kinetic rounds: Energy Blast 7d6, 16 Charges (+0), Double Knockback (+¾) (61 Active Points); OAF (-1) [16]
2u 4) Cryo rounds: Entangle 5d6, 5 DEF, 16 Charges (+0) (50 Active Points); OAF (-1) [16]

5 Defensive Block +1 +3 Block, Abort
3 Defensive Throw +1 +1 Block, Target Falls
4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Escape +0 +0 45 STR vs. Grabs
4 Martial Strike +0 +2 8d6 Strike
5 Offensive Strike -2 +1 10d6 Strike
3 Takedown +1 +1 6d6 Strike; Target Falls
8 +2 HTH Damage Class(es)

Perks
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
5 Favor
11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Concealed Weapon Permit (where appropriate), International Driver's License, Passport, Security Clearance, Weapon Permit (where appropriate)
5 Money: Well Off

Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 13-
3 Bugging 12-
3 Climbing 13-
3 Concealment 12-
5 Cramming 
5 Cramming 
3 Criminology 12-
3 Deduction 12-
3 Demolitions 12-
3 Electronics 12-
3 Gambling 12-
3 High Society 12-
3 KS 12-
3 KS 12-
3 KS 12-
1 Language (imitate dialects; literate) (6 Active Points)
6 Language (imitate dialects; literate)
6 Language (imitate dialects; literate)
3 Lockpicking 13-
3 Navigation 12-
3 Paramedics 12-
3 Parachuting 13-
3 Security Systems 12-
3 Seduction 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 12-
3 Tactics 12-
3 Tracking 12-
20 +2 Overall

Total Powers & Skill Cost: 304
Total Cost: 402

200+ Disadvantages
5 Distinctive Features: Facial scars (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Desire for justice (Common; Strong)
15 Psychological Limitation: World weary (Common; Strong)
152 Experience Points

Total Disadvantage Points: 402
Earned Experience: 0
Spent Experience: 152
Unspent Experience: 0

Background/History: Armande Alexander. Spanish mother, English father. Raised in England but at a young age started travelling in Europe. At an early age his sense of fair play manifested itself in attempts to fix events where certain people were taken advantage of, by either governments or individuals who had power and believed it entitled them to doing what they want. Soon he was being courted by certain people in (insert Until like group) to become an agent. He took to it quickly and soon became a well regarded agent. 

That was years ago and the fight is starting to weigh on Armande. But his desire for Justice keeps him motivated. And recently he was approached for a special unit in (Insert) called Team Alphabet. Each agent would have a letter for their code name, given some state of the art equipment and allowed to follow their own leads and sources, coming together for larger threats. So Armande, Code Name: Agent A, is now travelling the world, looking for people to help, and offering his services if needed. 

Personality/Motivation: Agent A is a mixture of a sincere desire for justice and a weariness of a person who has been in the battle a long time. But he is an experienced agent with a number of skills accumulated over a long career. 

Quote: Are we really going to do this? Oh well?

Powers/Tactics: As an agent with years of training and experience. Out of combat he will investigate to the best of his ability, and talk to his connections and sources. In combat he prefers to fight at range. His pistol is a state of the art with multiple loads for various contingencies. As well he is a talented HTH fighter who is not afraid to tangle with an opponent. Many a villain has been surprised by his leg sweep that he used to set up for an ally. 

Campaign Use: A combo ranged and HTH fighter with a number of skills.

Appearance: A combo of british and spanish features. He wears a black and red costume reminiscent of those worn by (Until) with a bulky black pistol. As well he has a small back jetpack. 

 

 

 

So this is based on a Pistol- Martial Arts blaster. I started with the idea of a talented agent, basically on detached assignment. He still has access to the agency and a small pool of equipment. This includes his jet pack, vision goggles, basic armour, and his pistol. The pistol has multiple loads including a multi fire setting, fire rounds for those who are resistant to physical attacks, cryo rounds to take opponent out non violently and impact rounds to knock them off their feet, usually to set up for an ally. As well he has good HTH abilities.

So he's a bit expensive, even with the discount on equipment, but a skill monkey is expensive. As well, if you think some skills are too low, go ahead and improve them!

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Classic blaster. Can't go wrong with a classic
 

Quote

COH #29 Arc

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
23 CON 26 14-
10 BODY 0 11-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-

5+18 PD 2 Total: 5/23 PD (5/23 rPD)
5+18 ED 0 Total: 5/23 ED (5/23 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
8 REC 0
46 END 0
30 STUN 0 Total Characteristic Cost: 102

Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
5 Damage Resistance (5 PD/5 ED)

25 Elemental Control, 50-point powers
31 1) Lightning Riding: Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2
29 2) Shock Field: Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)
25 3) Shock Wall: Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

50 Power sink: Absorption 5d6 (energy, Multipower and Lightning blast), Absorption As A Defense (x2) (50 Active Points)

50 Multipower, 50-point reserve
5u 1) Lightning Blast: Energy Blast 10d6 (50 Active Points) 5
5u 2) Lightning Flash: Sight Group Flash 10d6 (50 Active Points) 5
2u 3) Lightning fist: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3

Perks
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
2 Favor
5 Fringe Benefit: International Driver's License, License to practice a profession, Local Police Powers, Passport
3 Money: Well Off

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

Skills
3 Bureaucratics 12-
3 Conversation 12-
3 KS: Metallurgy 12-
3 KS: Food 12-
3 Power: Electricity 12-
3 Science Skill: Electrical engineering 12-
3 Science Skill 12-
3 Trading 12-
6 +2 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost: 281
Total Cost: 383

200+ Disadvantages
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
10 Psychological Limitation: Unsure of self (Common; Moderate)
15 Psychological Limitation: Fear of fire (Common; Strong)
10 Vulnerability: 1 ½ x STUN fire (Common)
10 Vulnerability: 1 ½ x BODY fire (Common)
10 Vulnerability: 1 ½ x Effect fire (Common)
113 Experience Points

Total Disadvantage Points: 383
Earned Experience: 0
Spent Experience: 113
Unspent Experience: 0

Background/History: Gabhasti Khatri is an expert in electrical engineering and metallurgy, looking at making easy to use superconductors. As such he was in the US looking at American developments in the field. One promising venue was using a new experimental composite alloy. But a prejudiced “America First” technician sabotaged a demonstration he was in, severely injuring him as parts of the exploding alloy lacerated him and placed him in the hospital. It took months of effort and recuperation before he was able to go back to work. Then he noted the changes. The alloy was working with his own electrical field to amplify it. He was a living super conductor. Even as he resisted the urges, he was dragged into participating in various adventures. Now he has joined the (Until type supergroup) so he can use his abilities to help others, and have access to cutting edge research.


Personality/Motivation: A sincere desire to help others. He still is unsure of his abilities, and has a major fear of fire, but on the whole is fairly stable and personable.

Quote: 

Powers/Tactics: Classic flying blaster. Get airborne, start firing at the opponent. His power sink allows him to go up against energy wielders as he can shake off their attacks and amplify his abilities.

Campaign Use: Blaster scientist. Also he is from India, so this could lead to an adventure in his homeland involving hi tech villainy.

Appearance: A high caste Indian gentleman, black hair and dark brown eyes, about 80 kg and 170 cm. His costume is blue and white.
 

 

 

So an electric/electric blaster with flight. I decided to make him an energy absorber for use against opposing energy users. All in all he is a pretty straight up build with a lot of room for improvement!

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Powers of darkness and NOT a goth. Impossible!

 

Quote

COH #31 Obsidian

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
10 BODY 0 11-
15 INT 5 12- PER Roll 12-
20 EGO 20 13- ECV: 7
13 PRE 3 15- PRE Attack: 5 ½d6
20 COM 5 13-

6+18 PD 3 Total: 6/24 PD (6/24 rPD)
6+18 ED 2 Total: 6/24 ED (6/24 rED)
5 SPD 22 Phases: 3, 5, 8, 10, 12
8 REC 2
40 END 0
30 STUN 2 Total Characteristic Cost: 113

Movement: Running: 6"/12"
Flight: 10"/40"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)

12 Elemental Control, 24-point powers
13 1) Dark Levitation: Flight 10", x4 Noncombat (25 Active Points) 2
33 2) Dark Shield: Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2
19 3) Dark Light: Change Environment 4" radius, -3 to Sight Group PER Rolls, Reduced Endurance (½ END; +¼), Personal Immunity (+¼) (31 Active Points) 1

100 Multipower, 100-point reserve
8m 1) Black Tendril: Ego Attack 5d6 (50 Active Points); Visible (-¼) 5
9m 2) Dark Wave: Ego Attack 3d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1), Selective (+¼) (75 Active Points); No Range (-½), Visible (-¼) 7
14m 3) Solid Darkness: Energy Blast 8d6, Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-¼) (70 Active Points) 7
10m 4) Dark Hand: Telekinesis (40 STR) (60 Active Points); Affects Whole Object (-¼) 6
4m 5) Dark claws: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3
1m 6) Presence of the Night: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Offence only, only when Dark Light is on; -1)

Perks
5 Favor
5 Money: Well Off
9 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Membership, Passport

Skills
3 Acting 15-
3 Climbing 13-
3 Forgery 12-
3 Gambling 12-
3 Lockpicking 13-
3 Paramedics 12-
15 +3 with DCV

Total Powers & Skill Cost: 281
Total Cost: 394

200+ Disadvantages
25 Enraged: Berserk Attacked by a light based power (Common), go 11-, recover 14-
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
10 Vulnerability: 1 ½ x STUN Light (Common)
10 Vulnerability: 1 ½ x Effect Light (Common)
15 Psychological Limitation: Curious (Common; Strong)
119 Experience Points

Total Disadvantage Points: 394
Earned Experience: 0
Spent Experience: 119
Unspent Experience: 0

Background/History: Penelope Ogilvie is your quintessential english young lady. She went to public school, got good grades and looked ready to head into the family business. Which was not very legal. Problem was she hated the life. Her family had become wealthy enough that they could go legitimate. But they were enamoured of the life-style. Then came the Event, when (insert villain) tried to bring an eternal night to the nearby city as a stepping stone to more power. Unfortunately he over extended himself and when the device stopped working he was defeated. But it had an effect on Penelope. Latent powers of darkness and the mind awakened in her. Now she had the power to step away from her family and use her powers to help people that take from them. Only her brother, now a member of (insert evil villain agency) disagreed, and hunts her to try and bring her back into the fold. He doesn’t realise it is a lost cause. Obsidian likes he new life>

Personality/Motivation: Penelope is a curious young lady who wants to make up for all her family’s crimes. That her powers allow her to sneak around effectively, and she has a skill set for getting into places and areas, and she makes for an effective starting investigator. She realises she needs more skills and is working on trying to find someone to train her!

Quote: If I’m careful, they’ll never notice me.

Powers/Tactics: Obsidian’s powers are a combination of mental powers and darkness. She has a dark shield that gives her protection and allows her to levitate. It also can be extended to darken an area with extra shadows to make it harder to see her (think a dark fog effect). Her other abilities are mental attack that have a visible dark manifestation. Her favourite is the Presence of the Night as it can scare opponents away if she does it right. But she’s not afraid of lashing out with what she thinks will work best.

Campaign Use: A young hero with ties to a criminal life she is trying to leave behind. I am sure you can think of something.

Appearance: Pale peaches and cream complexion and blonde hair, she is 165 cm and 68 KG. Her costume consists of a pair of leggings (dark grey) and a loose top (same) with a dark hood under which she hides her hair. 

 

 

So this was darkness and mental manipulation. So I melded them together. Her mental powers have a visible dark manifestation, and the one physical power she has uses her OECV to target (they get to use regular DCV to defend). Add a couple of creative utility powers and I think she's pretty competent.

Personality wise I went the NON goth route. I am so tired of darkness based characters being made Emo's. PLEASE NO! So I went the opposite. Perky blond. Then it was a matter of thinking of a backstory that justified the skills and her reasons to use them.

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An archer with a difference
 

 

Quote

COH #30 Pinpoint

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 ½d6
14 COM 2 12-

5+7 PD 2 Total: 5/12 PD (5/12 rPD)
5+7 ED 1 Total: 5/12 ED (5/12 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
8 REC 2
40 END 0
30 STUN 2 Total Characteristic Cost: 108

Movement: Running: 6"/12"
Gliding: 10"/40"
Leaping: 13"/26"
Swimming: 2"/4"

Cost Powers END
5 Damage Resistance (5 PD/5 ED)

7 Jump Boots: Leaping +10" (13" forward, 6 ½" upward) (10 Active Points); OIF (-½) 1
10 Glider Wings: Gliding 10", x4 Noncombat (15 Active Points); OIF (-½)
20 Stealth shield: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]
5 Polarised Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)

14 Armor (7 PD/7 ED) (21 Active Points); OIF (-½)

10 Targeting module: +3 with Ranged Combat (15 Active Points); OIF (-½)

53 Bow: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-½)
4u 1) Basic arrow: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2
4u 2) Fist full of arrows: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½), OIF (-½) 8
4u 3) Stunning arrow: Energy Blast 6d6, No Normal Defense ([Standard]; Con Roll; +1) (60 Active Points); OIF (-½) 6
4u 4) Blast arrow: Energy Blast 8d6, Explosion (+½) (60 Active Points); OIF (-½) 6
4u 5) Thunder arrow: Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); No Range (-½), OIF (-½) 8


30 Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
2u 1) Web grenade: Entangle 5d6, 3 DEF (40 Active Points); OAF (-1), 12 Charges (-¼) [12]
3u 2) Smoke grenade: Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Turn each (+¼), Personal Immunity (+¼) (60 Active Points); OAF (-1) [12 cc]
3u 3) Gas grenade: Energy Blast 4d6, Area Of Effect (4" Radius; +1), No Normal Defense ([Standard]; +1) (60 Active Points); OAF (-1), 12 Charges (-¼) [12]
33 Fist loads: Hand-To-Hand Attack +5d6, No Normal Defense ([Standard]; +1) (50 Active Points); Hand-To-Hand Attack (-½) 5

Perks
9 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, International Driver's License, Local Police Powers, Passport, Security Clearance
5 Money: Well Off
6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-

Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Deduction 11-
3 Forensic Medicine 11-
2 KS 11-
2 KS 11-
3 Paramedics 11-
3 Tactics 11-

Total Powers & Skill Cost: 269
Total Cost: 377

200+ Disadvantages
10 Psychological Limitation: Over confident (Common; Moderate)
15 Psychological Limitation: Fear of heights (Common; Strong)
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
137 Experience Points

Total Disadvantage Points: 377
Earned Experience: 0
Spent Experience: 137
Unspent Experience: 0

Background/History: Bataar Luk is you average Mongolian teenager, who liked the traditional archery of his people. He practiced a lot. But at a competition he totally destroyed the target. It was found that he was a mutant, with energy projection capabilities. But he as a crutch, it seems to only be able to focus this energy in the form of arrows from a bow. So he was given training to improve his abilities and he has decided to use his abilities to help protect his people. 

Personality/Motivation: Pinpoint is very confident in his ability and training. Almost fool hardy. But he wishes to learn the skills necessary to be not only a protector but also a problem solver, starting with crimes, but later diplomacy and conflict resolution.

Quote: Yes, I can hit it!

Powers/Tactics: Pinpoint is an archer type character, but his arrows are formed of energy. He knows that his arrows can not solve all situations, so he also has a selection of grenades also to help set up his enemies. Though he has glider wings, his fear of heights keep him from getting too high, so they are used more to get around effectively!

Campaign Use: A archer type with a slightly different background!

Appearance: 

 

 

So this was a Archer/ gadget blaster. I found that this build was very interesting as the gadgets gave me a bunch of ideas for other tools/ devices and tricks. He does come across like a super agent type, but given the tools this is almost a given. I decided to make the archery a mutant power using Sundance from the Algernon Files as an inspiration.

And I made him Mongolian because I could. 

Power wise, he's a classic blaster. Sit at range and pepper your opponent. Use the grenades to set them up.

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A liquid defender....

 

 

Quote

COH #32  Fathom

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

26 DEX 48 14- OCV:  9/DCV:  9

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

 

20 PD 18 Total:  20 PD (20 rPD)

21 ED 17 Total:  21 ED (20 rED)

6 SPD 24 Phases:  2, 4, 6, 8, 10, 12

8 REC 4

40 END 0

30 STUN 5 Total Characteristic Cost:  150

 

Movement: Running: 15"/60"

Leaping: 12"/48"

Swimming: 14"/56"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

17 Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

25 Clear Water:  Invisibility to Sight Group , Reduced Endurance (½ END; +¼) (25 Active Points) 1

 

30 Multipower, 30-point reserve

2u 1)  Swimming +12" (14" total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (21 Active Points) 1

2u 2)  Leaping +10" (12" forward, 6" upward) (Accurate, x4 Noncombat), Reduced Endurance (½ END; +¼) (25 Active Points) 1

3u 3)  Running +9" (15" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (29 Active Points) 1

 

100 Multipower, 100-point reserve

6u 1)  Water Blast:  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)

6u 2)  Water Cannon:  Energy Blast 12d6 (60 Active Points) 6

5u 3)  Wide Hose:  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8

5u 4)  Whirlpool:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½) (70 Active Points); No Range (-½) 7

5u 5)  Eye Wash:  Sight Group Flash 8d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

Perks

5 Favor

5 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Local Police Powers, Passport

5 Money:  Well Off

 

Skills

3 High Society 13-

3 Oratory 13-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 14-

 

Total Powers & Skill Cost:  256

Total Cost:  406

 

200+ Disadvantages

15 Hunted:  8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Fear of Cold (Common; Strong)

10 Psychological Limitation:  Hates Polluters (Common; Moderate)

10 Vulnerability:  1 ½ x STUN Cold (Common)

10 Vulnerability:  1 ½ x BODY Cold (Common)

10 Vulnerability:  1 ½ x Effect Cold (Common)

136 Experience Points

 

Total Disadvantage Points:  406

Earned Experience:  0

Spent Experience:  136

Unspent Experience:  0

 

Background/History:  Fathom’s background is not well known.  Many feel she is the victim of some magic ritual, or of some scientific experiment.  She has some memories , especially of fighting against polluters of air and water.  And of the cold.  So cold.  Some feel she was an activist, who got on the bad side of some environmental polluters possibly in the North.  Regardless, she is now revived and making her way in the world.  She continues her fight, but now she has better tools.  Many try to stop her, but her new abilities allow her to defend herself much better.

 

Personality/Motivation:  As a being of mostly water, she feels that the pollution of water is almost a direct attack on her.  She does not go out of her way to target them, but it does affect her choices when it does come up.  Also she has a justifiable fear of cold, as it seems to affect her more deeply!

 

Quote:  

 

Powers/Tactics:  A highly agile being who is hard to hit, much less hurt, Fathom is not afraid to get into the middle of a fight, trusting her abilities to protector.  She prefers her Water Blast, but will go to her Cannon if needed.  An Eye Wash to blind an opponent paired with a Clear Water (invisible) allows some possible positioning.  And if needed some AE abilities can handle groups of opponents!

 

Campaign Use:  If there is an EVIL CORPORATION in your campaign, that could be involved in pollution, then here is a good link!

 

Appearance:  At 170 cms and 70 KG, she presents a striking figure.  She has blue eyes and blue hair so dark it resembles black.  Her costume is a green one piece that covers her upper arms and legs!



 

 

 

So she's a water blaster.  I know it wasn't in the live game, but was slatted for a future release.  And Cold for a secondary gave me the idea for a cold water based blaster.  Rather than a FF I gave her more intrinsic defenses.  And water always seemed to be a type to flow around attacks.  Otherwise it was make a traditional blaster.  

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Momma will take you out.

 

Quote

COH #33 Wind Storm

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
21 DEX 33 13- OCV: 7/DCV: 7
25 CON 30 14-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
18 PRE 8 13- PRE Attack: 3 ½d6
16 COM 3 12-

6+6 PD 2 Total: 6/12 PD (6/12 rPD)
6+6 ED 1 Total: 6/12 ED (6/12 rED)
7 SPD 39 Phases: 2, 4, 6, 7, 9, 11, 12
15 REC 12
50 END 0
38 STUN 0 Total Characteristic Cost: 151

Movement: Running: 25"/100"
Leaping: 9"/18"
Swimming: 2"/4"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)

12 Super Regen: Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a third of its effectiveness (Will let one body through regardless of attack; -½)
15 I can Take it!: Physical Damage Reduction, Resistant, 25%
15 I can Take it!: Energy Damage Reduction, Resistant, 25%

28 (Total: 50 Active Cost, 28 Real Cost) Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½) (Real Cost: 13) plus Aid Stun 2d6, Persistent (+½) (30 Active Points); Self Only (-½), Only Restores to Starting Values (-½) (Real Cost: 15)
10 Power Defense (10 points)

10 Martial Strike: Find Weakness 11- with Single Attack

54 Multipower, 54-point reserve
2m 1) Leaping +5" (9" forward, 4 ½" upward) (Accurate) (10 Active Points) 1
11m 2) Running +19" (25" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (54 Active Points) 2


4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 8d6 Strike
3 Martial Throw +0 +1 6d6 +v/5, Target Falls
5 Offensive Strike -2 +1 10d6 Strike
3 Takedown +1 +1 6d6 Strike; Target Falls
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
8 +2 HTH Damage Class(es)

Perks
5 Favor
5 Money: Well Off
7 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, International Driver's License, License to practice a profession, Local Police Powers, Passport

Talents
5 Rapid Healing

Skills
3 Deduction 12-
3 Bureaucratics 13-
3 Oratory 13-
3 Paramedics 12-
5 Cramming 
5 Cramming 
10 +2 with HTH Combat

Total Powers & Skill Cost: 253
Total Cost: 404

200+ Disadvantages
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Impatient (Very Common; Moderate)
15 Psychological Limitation: Claustrophobic (Common; Strong)
159 Experience Points

Total Disadvantage Points: 404
Earned Experience: 0
Spent Experience: 159
Unspent Experience: 0

Background/History: Hailing from a small town in southern Mexico, Violeta Medina was a middle aged mother of five who was struggling to make ends meet. Then the (Insert Villainous agency) came to her small town and started taking people to work on some sort of dangerous dig. Two of her sons were taken and Violeta started raising a stink to the government to do something. But before they could take action, Violeta was taken and made an example of. But somehow the death that she was supposed to get did not claim her, but instead she gained great speed and recovery abilities. By now the government was taking action, and she used her abilities to aid them in taking down the dig. The changes though were permanent. Her family accepted her, but the town was suspicious of her new abilities and prefered she move. So Violeta left her only home and joined a local team for extra training. The english translation of her name is Wind Storm.

Personality/Motivation: A o has gained superpowers. She will protect people as that is what mothers do. 

Quote: 

Powers/Tactics: A speedster with HTH combat training, she uses hit and runs. Though she can do a stand up fight, she is also a practical lady and will fight dirty to win!

Campaign Use: An older lady, she has the perspective of an older person and mother.

Appearance: A beautiful spanish lady with long black hair with grey highlights (she earned every grey hair), she dresses in leggings and tight top over which she wears a more traditional top and skirt combo. Her hair is tied in a bun out of practicality.

 

 

 

So many heroes are teenagers / mid twenties types, unless brilliant scientist, then they may get to thirty. So what if a fifty year old mother got the powers. So I went with this idea. Personally I'd love to play a concept like this. 

Power wise this is a Martial Art / Super Regen scrapper with super speed. She's a true hit and run type, both from powers and from inclination.

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