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Character Archetypes


penemue

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I have been kicking this idea around for some time. I really like how the Mutants and Masterminds books have a ton of archetypes that can let a player grab one quick and start right into the adventure. With that inspiration and keeping in mind that my starting players are at 250 points, here is the first in a bunch of Character Archetypes. With a bit of tweaking they could easily be templates for quick villain write ups.

 

Masked Avenger

 

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-

13 BODY 6 12-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 13- PRE Attack: 4d6

10 COM 0 11-

 

10+10 PD 8 Total: 10/20 PD (0/10 rPD)

10+10 ED 8 Total: 10/20 ED (0/10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 0

40 END 0

33 STUN 0 Total Characteristic Cost: 117

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Swinging: 10"/20"

 

Cost Powers END

10 Arsenal : Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), 4 Recoverable Charges (-½)

1u 1) Bolas: Entangle 4d6, 4 DEF (40 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼)

1u 2) Smoke Bombs: Sight Group Flash 5d6, Explosion (+½), Nonselective Target (-¼), Personal Immunity (+¼), Indirect (Same origin, always fired away from attacker; +¼) (44 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼)

1u 3) Boomerang: Energy Blast 10d6 (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), Range Based On Strength (-¼), Real Weapon (-¼)

1u 4) Gas Pellets: Energy Blast 4d6, Indirect (Same origin, always fired away from attacker; +¼), No Normal Defense ([standard]; Self-contained Breathing; +1) (45 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), Range Based On Strength (-¼)

15 Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Activation Roll 14- (-½)

3 Intimidating Costume: +5 PRE (5 Active Points); OIF (-½)

3 Swing Line : Swinging 10" (10 Active Points); OAF (-1), Only On Appropriate Terrain Needs Buildings/Objects to swing from (-1), Requires A DEX Roll (-¾) 1

22 "Utility Belt" : Variable Power Pool, 20 base + 10 control cost, (30 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), 4 Charges (-1), Requires An Inventor Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1)

4 +1 HTH Damage Class(es)

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Offensive Strike -2 +1 9d6 Strike

5 Offensive Trip +1 -1 Strike +v/5, Target Falls

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

4 Basic Shot +0 +0 Strike, +2 DC

 

Perks

5 Contact (Contact has extremely useful Skills or resources) 11-

3 Database Access: Computer Link

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Climbing 13-

3 Criminology 13-

3 Deduction 13-

3 Fast Draw 13-

2 CK: Home City 11-

3 Lockpicking 13-

3 Paramedics 13-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

3 Inventor 13-

 

Total Powers & Skill Cost: 135

Total Cost: 252

 

150+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation: Secret ID (Frequently; Major)

25 Hunted: Rogues Gallery 11- (Mo Pow; NCI; Harshly Punish)

20 Psychological Limitation: Protects Innocents (Common; Total)

20 Psychological Limitation: Code vs Killing (Common; Total)

2 Experience Points

 

Total Disadvantage Points: 252

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Re: Character Archetypes

 

And my take on the Paragon:

Paragon 250

 

Val Char Cost Roll Notes

30 STR 20 21- Lift 102.4tons; 12d6 [6]

17 DEX 21 12- OCV: 6/DCV: 6

20 CON 20 13-

18 BODY 16 13-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

10+10 PD 4 Total: 10/20 PD (10/20 rPD)

10+10 ED 6 Total: 10/20 ED (10/20 rED)

2 SPD 0 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

43 STUN 0 Total Characteristic Cost: 92

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

15 Paragon Powers: Elemental Control, 30-point powers

10 1) Super Strength: +30 STR (30 Active Points); No Figured Characteristics (-½) 3

15 2) Speedy: +2 SPD (20 Active Points)

15 3) "Look it's a bird...": Flight 15" (30 Active Points) 3

15 4) Bullets Bounce Off Me! : Armor (10 PD/10 ED) (30 Active Points)

15 5) Self Sufficient : Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points)

10 Invulnerable : Damage Resistance (10 PD/10 ED)

28 Paragon Power Stunts: Variable Power Pool, 20 base + 10 control cost, (30 Active Points); all slots Concentration (½ DCV; -¼)

4 Charge +0 -2 14d6 +v/5 Strike, FMove

5 Passing Disarm -1 -1 Disarm, 70 STR to Disarm; FMove

5 Offensive Strike -2 +1 16d6 Strike

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

10 +1 Overall

6 +2 with any Strike

2 PS: Career 11-

 

Total Powers & Skill Cost: 158

Total Cost: 250

 

150+ Disadvantages

10 Vulnerability: 2 x BODY (Uncommon)

10 Vulnerability: 2 x STUN (Uncommon)

25 Hunted: 11- (Mo Pow; NCI; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

20 Psychological Limitation: Must Protect Innocents (Common; Total)

15 Social Limitation: Secret ID (Frequently; Major)

 

Total Disadvantage Points: 250

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Re: Character Archetypes

 

Here is the Dark Avenger... kind of a Shadow with guns. Dark Avenger

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

15 CON 10 12-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

40 PRE 10 17- PRE Attack: 8d6

10 COM 0 11-

 

8/18 PD 5 Total: 8/18 PD (0/10 rPD)

8/18 ED 5 Total: 8/18 ED (0/10 rED)

5 SPD 30 Phases: 3, 5, 8, 10, 12

6 REC 0

30 END 0

31 STUN 0 Total Characteristic Cost: 120

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 12"/12"

 

Cost Powers END

20 Blazing Guns of Justice: Multipower, 60-point reserve, (60 Active Points); all slots OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2)

2u 1) Sure Shot: Killing Attack - Ranged 2d6, No Range Modifier (+1/2), Armor Piercing (+1/2) (60 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6

2u 2) Hail of Gunfire: Killing Attack - Ranged 2d6-1, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6

2u 3) Rapid Fire: Killing Attack - Ranged 3d6-1, Autofire (5 shots; +1/2) (60 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6

20 "I am the night": Multipower, 30-point reserve, (30 Active Points); all slots Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4)

2u 1) Shadow Walk: Teleportation 12", Position Shift (29 Active Points); no Noncombat movement (-1/4), Requires Man-Sized Shadows To Use (-1/4), Visible (Whiff of brimstone...; -1/4) 3

1u 2) Intimidating Presence: +20 PRE (20 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4)

2u 3) Creature of the Night: Invisibility to Sight and Hearing Groups and Normal Touch (28 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3

2u 4) Night's Cloak: Force Field (10 PD/10 ED) (Protect Carried Items) (30 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3

1u 5) Fists of Justice: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3

1u 6) Choke Hold: Hand-To-Hand Attack +3d6, No Normal Defense ([standard]; +1) (30 Active Points); Hand-To-Hand Attack (-1/2), Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3

4 Basic Shot +0 +0 Strike, +2 DC

5 Offensive Ranged Disarm +1 -1 Disarm, +2 DC to Disarm

4 Offensive Shot -1 -1 Strike, +4 DC

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

 

Perks

3 Anonymity

 

Talents

4 Lightning Reflexes: +4 DEX to act first with Gunfire

 

Skills

10 +2 with Ranged Combat

3 Acrobatics 13-

2 CK: Home City 11-

3 Bureaucratics 17-

3 Criminology 12-

3 Deduction 12-

3 Interrogation 17-

3 Lockpicking 13-

3 Persuasion 17-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 17-

2 PS: Profession 11-

 

Total Powers & Skill Cost: 130

Total Cost: 250

 

150+ Disadvantages

20 Normal Characteristic Maxima

25 Hunted: Rogue's Gallery 11- (Mo Pow; NCI; Harshly Punish)

15 Social Limitation: Secret ID (Frequently; Major)

20 Psychological Limitation: Obsessed with Vengence (Common; Total)

20 Psychological Limitation: Must protect the innocent (Common; Total)

 

Total Disadvantage Points: 100

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