You are on page 1of 14

The Symbiote [PL 6/169pp] Sidekick 34 [Flaw: Uncontrollable]

From a request to do Venom/Carnage builds. I started to read up on the Symbiote, and came to the realization that. The symbiote is going to be harder to work out then I first thought. At its simplest level, the symbiote could be considered just a Container of abilities if you wanted to go that route. However after reading what I have read, Im going to build the symbiote as a character in its own right (Sidekick). The stats listed below are for a Symbiote, before bonding with its first host. Abilities [6pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 6 (-2), Wisdom 6 (-2), Charisma 6 (-2) Saves [18pp]: Toughness +3, Fortitude 4 (+7), Reflexes 6 (+9), Willpower 8 (+6) Combat [12pp]: Base Attack +0 (+6 Melee), Base Defense +6 (+3 flatfooted, Initiative +3, Grapple +6, Knock Back -1 Skills [4pp]: Notice 8 (+6), Stealth 8 (+11) Feats [9pp]: Attack Focus (melee) 6, Improved Grab, Improved Grapple, Improved Pin Powers [128pp]: Telepathy 6 [Power Feats: 2 Alternate Power; Extra: Linked - Comprehend 1 (languages)] = 17pp The Alien Symbiotes are naturally telepathic. - AP: Psychic Scream Nauseate 4 [Extra: Area (Burst), Will Save] - AP: Mind Control 6 [Flaw: Limited (only to host)] - AP: Possession 6 [Flaw: Limited (only when the host is asleep)] Fluid Physiology 7 [Container; Power Feats: Innate] = 36pp A Symbiote is a black shapeless and fluid mass, that can alter its own size, and create weapons from its body to protect itself or the one that it bonds with. - Elongation 1 - Immunity 5 [Falling Damage] - Insubstantial 1 - Super Movement 2 [Swinging, Slithering] - Concealment 4 [Visual; Flaw: Blending] - Shape Shifting 2 Symbiosis 15 [Container] The Symbiotes main form of sustenance, is siphoning the adrenaline from a living beings body to sustain its own. It can do this as little as once per week, or as much as it once. If it wants to just kill its host. This means the average human could sustain a Symbiote for 2 weeks before dying. It can do this at will, but once it bonds with its host. It can control the hosts mind if necessary, while granting it extreme strength. - Adrenaline Drain Drain 5 [Strength; Power Feats: Slow Fade (7 -once per day); Extra: No save (+2)] - Super Strength 4 [Extras: Affects Others only] - Enhanced Constitution 5 [Extras: Affects Others Only] - Enhanced Feats: Quick Change 2 [Extras: Affects Others Only] - Mimic 8 [All target powers at once(3/rank); Extra: Affects Others (+1), Continuous, Stacking; Flaw: Permanent, Saving Throw] - Protection 3 [Extras: Affects Others Only] Drawbacks [8pp]: Mimic [can only replicate the powers of its first bonded host; then never changes], Vulnerable to Sonics [DC x 2 (Major), Common], Vulnerable to Fire [DC x 1.5 (Moderate), Common]] Building Notes: Sidekick? Yup a sidekick, at one half the cost. Meaning its under the control of the GM. 18pp for the enhanced strength, and the abilities of the first host it ever mimicked. Shape Shift: This is meant to simulate growth, shrinking, body weapons, or increasing its Elongation abilities.

Adrenaline Drain: This was a tough one to narrow down. At first i was just going to make this a 1 pt Strength Drain, but after reading about these suckers. They can kill a person in a matter of seconds. I thought Strength was the most likely affect, of an adrenaline drain. And a normal human it could kill in 2 rounds, or prolong it out if they wish. Mimic: I hope i did this right, it copies up to 40 pp's worth of powers. Which can stack with any of the powers it provides already. Not bad when you think about it. And it's set, the powers wont change. (the drawback) I wasn't sure if this power was limited by the PL of the character. Otherwise i'll need to fix that, drop it to a 6, and save 5pp's on my build.

Adamantium Lacing Template [18pp]:


Regeneration 6 [Disabled 6; Power Feat: Persistent] = 7 pp - Many subjects are genetically manipulated to have the Regeneration power if they dont already have it, so they can survive the Adamantium lacing procedure. The power listed above is just the minimum required level to survive the process (Since molten metal, is bound to be a disabling effect). Adamantium Lacing 2 [Container; PF: Innate] - The lacing process not only enhances the persons strength, but enhances his skeletal structure. Making him more resistant to damage, but more stable against attacks meant to rush or trip him. - Enhanced Strength +3 - Protection 3 [Extra: Impervious] - Immovability 1 Complications: Many with this process have the complication: Sleeper Agent. Many have had their memories wiped of the process, but those with the sleeper agent complication. Have entire new personalities, and are not aware they even have powers. And will activate with the right trigger.

Super Soldier Serum Template (type I)


Enhanced Strength +10 Enhanced Dexterity +10 Enhanced Constitution +10 Immunity 2 [Aging, Disease; Flaws: Limited (one half save)] Regeneration 6 [Bruised 1, Unconscious 1, Injured 1, Staggered 1, Disabled 2] Speed 1 Super Senses 1 [Extended Sight] Total Cost: 39pp

Super Soldier Serum Template (type II)


Enhanced Strength +5 Enhanced Dexterity +5 Enhanced Constitution +5 Enhanced Intelligence +5 Enhanced Wisdom +5 Enhanced Charisma +5 Immunity 2 [Aging, Disease; Flaws: Limited (one half save)] Quickness 1 Regeneration 6 [Bruised 1, Unconscious 1, Injured 1, Staggered 1, Disabled 2] Speed 1

Super Senses 2 [Extended Sight, Extended Hearing] Total Cost: 41 pp

Super Soldier Serum Template (type III)


Enhanced Strength +10 Super Strength 5 Enhanced Constitution +10 Growth 4 [Flaws: Permanent] Impervious Toughness 2

GHOST RIDER (PL 14/219pp)


Abilities [13pp]: Strength 11/24 (+0/+7), Dexterity 14/18 (+2/+4), Constitution 15/26 (+2/+8), Intelligence 10/12 (+0/+1), Wisdom 13/18 (+1/+4), Charisma 10/15 (+0/+2) Saves [12pp]: Toughness +2/+14, Fortitude 3 (+5/+13), Reflexes 6 (+8/+10), Willpower 3 (+4/+17) Combat [18pp]: Attack +5/+11 (+12 ranged; +13 with chain in melee, +14 with chain shuriken), Defense Bonus +4/+14 (+1/+4 flat), Initiative +2/+4, Grapple +3/+19, Knock Back -1/-6, Hero Points 1 Attack (dc): Unarmed +0/+7, Chain (+10 bludgeon), Shuriken (+10 piercing or +6 Autofire), Hell Fire Blast (+8 willpower damaging attack), Penance Stare [2 pt Will save drain + dc 21 sleeping stun] Skills [15pp]: Craft: Mechanical 4 (+4/+5), Drive: Motorcycle 13 (+15/+17), Gather Information 6 (+6/+8), Intimidation 10 (+10/+12), Knowledge: Arcane 4 (+4/+5), Knowledge: Business 1 (+4/+5), Knowledge: Streetwise 2 (+2/+3), Notice 8 (+9/+12), Search 8 (+8/+9), Survival 4 (+5/+8) Feats [11pp]: Attack Specialist (chain) 1, Attack Focus (Ranged) 1, Dodge Focus 2, Fearless, Improved Trip, Move by Action, Precise Shot, Startle, Track, Ultimate Skill (Driving) Powers [132pp]: Super Senses 4 [Detect Evil (Radius, Accurate)] Even in human form, the spirit of vengeance can detect the presence of evil. Spirit of Vengeance 26 [Container; Flaws: Drawback (Requires a dc 15 will save to revert)] Johnny can at will turn into the Spirit of Vengeance, however its much harder to come back from that transformation. Requiring a will save vs. a DC of 15, against Johnnys unmodified will save (not ghost riders). - Enhanced Save 10 [Willpower +10] - Enhanced Feats 3 [Dodge Focus 3] - Enhanced Combat 24 [Base Attack +6, Base Defense +6] - Enhanced Abilities 40 [+4 Dexterity, +13 Strength, +11 Constitution, +2 Intelligence, +5 Wisdom, +5 Charisma] - Super Strength 3 - Hell Fire Control 13 [PF: 3 Alternate Powers] -> Base: Blast 8 [Hellfire; PF: Affects Insubstantial, Extras: Alt. Save (will)] -> AP: Create Object 11 [Hellfire; Progression 4] -> AP: Penance Stare [Drain 2 (Will Save; Extra: No Save, Linked (Stun); Flaws: Limited [only works on criminals and evil]) + Stun 11 (Extra: Will Save, Sleep, Flaws: Limited [Only works on Criminals and evil])] -> AP: Super Movement 3 [Dimensional (Any dimension; Extra: Portal] - Insubstantial 1 - Protection 6 - Immunity 18 [Poisons, Fire Damage, Heat, Radiation, Magic Descriptor (Flaws: Limited [except powers that affect Insubstantial])] Devices [18pp]: Hell Fire Bike 1 [Hard to Remove; PF: Restricted 2 (Ghost Rider); Flaws: Limited (only in spirit of vengeance form)]

- Equipment [20ep]: Strength 20, Speed 5, Defense 10, Toughness 12, Size: Medium, Super Movement 3 (wall crawling 2, water walking 1) Chain 6 [Easy to Remove; PF: Restricted 2 (Ghost rider), Unbreakable; Flaws: Limited (Only in spirit of vengeance form)] - Enhanced Feat: Improved Grapple - Elongation 3 [Extras: Linked to Strike] (3pp) - Strike 3 [PF: Mighty, Improved Critical; Extras: Linked to Elongation] (5pp) - Shuriken Attack [Blast 10 (Piercing)] 21 - AP: Shuriken Attack [Blast 6(Extra: Autofire)] Complications: Enemy (Memphisto), Notoriety, Secret (identity)

Riddick, Richard B., Race: Human (Furyan), Concept: Criminal, Ex Military, Power Level: 8 (144pp),
Marital Status: Single, Place of Birth: Furya, Family: Unrevealed (massacred), Age: 29 , Height: 6'0", Weight: 215 lbs, Eyes: Silvery Shine, Hair: Brown, but prefers bald; Allegiances: Himself, Motivations: Survival, Goals: Unrevealed Abilities [36pp]: Strength 18 (+4), Dexterity 16 (+3), Constitution 20 (+5), Intelligence 12 (+1), Wisdom 18 (+4), Charisma 14(+2) Saves [13pp]: Toughness +5/+8 Defensive Roll, Fortitude +10, Reflexes +10, Willpower +7 Combat [24pp]: Base Attack +6 [+2 in dark environments], Base Defense +6 [+3 Flatfooted], Initiative +7, Grapple +11, Knockback -2/-4, Hero Points 1 Attack (dc): Punch (+5), Dagger (+6, +8 bonus on a sneak attack; 17-20 critical), Hand Gun (+4 damage) Skills [23pp]: Acrobatics 6 (+9), Concentration 5 (+9), Bluff 5 (+7), Climb 6 (+11), Drive 2 (+5), Gather Information 4 (+6), Handle Animals 4 (+6), Intimidate 10 (+12), Knowledge (Civics) 2 (+3), Knowledge (Life Sciences) 4 (+5), Knowledge (Streetwise) 6 (+7), Knowledge (Tactics) 3(+4), Medicine 1 (+5), Notice 8 (+10), Pilot 7 (+10), Search 7(+8), Stealth 7(+10), Survival 6 (+10), Swim 3 (+8) Feats [33pp]: All out Attack, Ambidexterity, Assessment, Benefit (Status-Wanted Criminal) 1, Defensive Roll 3, Die Hard, Elusive Target, Equipment 3, Favored Environment (Darkness) 2, Improved Disarm, Improved Grapple, Improved Initiative, Improved Pin, Instant Up, Power Attack, Prone Fighting, Renown 3, Sneak Attack 2, Startle, Takedown Attack, Taunt, Throwing Mastery 2, Uncanny Dodge 2 (Sight, Hearing) Powers [23pp]: Eyeshine [Super Sense 1 (Nightvision)] Furyan Abilities Power Suite [8 pp]: -Nerves of Steel [Enhanced Feats: Fearless ] -Predatory Kinship [Enhanced Feats: Animal Empathy & Enhanced Charisma 8 (Limited: Only with Predatory Animals)] -Furyan Physiology [Super Strength 1] Combat Training Power Suite[14pp]: -Knife Fighter [Enhanced Feats: Improved Critical 2 (knives), Split Attack (Knives)] --Riddick is a monster in melee when it comes to using knives. -The Sweet Spot [Penetrating Damage 7 (Flaws: Requires a melee weapon of some kind)] --Riddicks use of weaponry, allows him to penetrate armor's weakness or a persons body. Ie, death by tea cup. That sweet spot, or just using his knives to serious effect. The total here includes a normal dagger attack with a sneak attack. -Blind Fighting [Super Sense 4 (Blindsight-Vision)] --Riddick's advantage is combat in the dark, which he can use to devestating effect with his Eye Shine. Equipment [13]: Daggers [+1 Damage; 19-20 Critical], Hand Gun [Blast +4] Drawbacks [8pp]: Noticeable [Eyeshine], Vulnerable [light; Minor intensity (+1 DC), verycommon frequency], Weakness [Light sensitive; Moderate intensity, very common frequency] Complications: Wanted (Criminal), Enemies (Law Enforcement & Mercenaries) Quote:

CALIBRETTO (PL 10/246pp)


Concept: War Golem Abilities [15pp]: Strength 30 (+10), Dexterity 13 (+1), Constitution ~, Intelligence 16 (+3), Wisdom 16 (+3), Charisma 10 (+0) Saves [10pp]: Toughness +10 (6 impervious), Fortitude ~, Reflexes 5 (+6), Willpower 5 (+8) Combat [30pp]: Base Attack +10*, Base Defense +3* (+1 flat), Initiative +1, Grapple +25, Knock Back -10, Hero Points 1 Attack (Dc): Unarmed +10, Energy Cannon (+10 magical energy), Flame Thrower (+10 line strike), Chain Gun (+6 auto fire), Mini Gun (+5 , Autofire 2), Missile Launchers (+9, Split Attack, Extended Range), Skills [10pp]: Animal Handling 4 (+4), Craft: Structural 7 (+10), Intimidation 8 (+8), Notice 7 (+10), Profession: Farming 4 (+7), Search 7 (+10) Feats [16pp]: All out Attack, Appraise, Animal Empathy (Birds), Fearsome Presence 5, Improved Grapple, Improved Pin, Power Attack, Seize Initiative, Startle, Take Down Attack, Uncanny Dodge 2 (Vision, hearing)

Powers [168pp]: War Golem Physiology (117pp) - Density 5 [(+10 Strength, +2 Impervious Toughness, +1 Immovable, +1 Super Strength); Pf: Innate, Buoyant; Extra: Continuous, Flaws: Permanent] - Flight Booster Jets 5 - Growth 5 [(+10 strength, +2 Intimidation, -5 stealth, -1 combat); Pf: Innate, Extra: Duration (continuous), Flaws: Permanent] - Immunity 47 [Fortitude Effects, Psychic Powers, Mind Control, Critical Hits ; Pf: Innate] - Protection 8 [Extra: Impervious 4, Absorption (Energy Shunt Electricity only, with Impervious, +1 )] - Super Strength 4 [PF: Bracing] Sensors (13pp) - Super Senses 10 [Dark Vision, Detect Weakness, Tracking, Ladar] - Quickness 6 [Flaws: Mental Only ] War Golem Arsenal 10 [Array; PF: 4 Alternate Powers, Flaws: Limited (Cannot use extra effort, )] = 19pp - Base: Energy Cannon 10 [Blast ()] - AP: Flame Thrower 10 [Strike (Extra: Line)] - AP: Chain Gun [Blast 6 (Extra: Autofire 1] - AP: Mini Gun [Blast 5 (Extra: Autofire 2] - AP: Missile Launchers 9 [Blast (PF: Extended Range, Split Attack 1)] Drawbacks [3pp]: Temporary Disability [Electro Magnetic Pulses Stun and Paralyze Calibretto (Uncommon, Major)] Complications: Notoriety (War Golem) Builders Notes: When I saw Calibretto, I thought this character Rocks! His Attack and Defense Bonus, include his size modifier. I suppose the Absorption requires a little explanation. Normally absorption is a +3 Extra on Protection, what i did was apply a -3 flaw so it was limited to Electrical damage only then applied Impervious to the cost. Making it a +1 Extra. In turn he can turn around and use the Energy to create a Electrical Strike with a Radius Burst Extra. According to the source information i used for Calibretto, he can not increase the effects of his weapons through extra effort. I thought this would be a 1/2 flaw.

"Ok i'll admit it, I'm Bad. And you love it.

RED MONIKA (PL 7/140pp)


Concept: Human Bounty Hunter/Outlaw, Wealth Bonus: +13, Renown Bonus +10 Abilities [31pp]: Strength 15 (+2), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 14 (+2), Wisdom 13 (+1), Charisma 17 (+3) Saves [15pp]: Toughness +4/+7 with Defensive Roll, Fortitude 4 (+7), Reflexes 6 (+9), Willpower 5 (+6) Combat [24pp]: Base Attack +6 (+7 Ranged), Base Defense +7 (+3 flat), Initiative +3, Grapple +7, Knock Back -1/-2 with defensive roll, Hero Points 1 Attack (dc): Unarmed +2 (19-20 critical), Heavy Pistol +4 (19-20 critical), Dagger +3 (19-20 critical), Sword +5, 18-20 critical), Explosive Bomb +5, Smoke Bomb (dc 14 visual obscure), +2 sneak bonus (circumstantial) Skills [23pp]: Acrobatics 7 (+10), Bluff 6 (+9/+13 when Attractive), Climb 3 (+5), Craft: Chemical 4 (+6), Diplomacy 2 (+6), Disable Device 7 (+9), Drive 2 (+5), Gather Information 7 (+10), Intimidate 5 (+8), Knowledge: Streetwise 9 (+10), Notice 5 (+6), Pilot 2 (+3), Profession: Bounty Hunter 9 (+10), Ride 3 (+6), Search 4 (+6), Sense Motive 4 (+5), Stealth 6 (+9), Sleight of Hand 5 (+8), Survival 4 (+5), Swim 2 (+4) Feats [45pp]: Attractive, Attack Focus (ranged) 1, Benefit (Wealth) 1, Connected, Distract (Bluff), Defensive Attack, Defensive Roll 3, Dodge Focus 1, Equipment 10, Evade, Fearless, Improved Critical 3 (Swords, Unarmed, Heavy Pistol), Leadership, Power Attack, Minions 11 [2 Fanatic PL 5 Outlaws], Renown (Bounty Hunter & Outlaw) 1, Sneak Attack 2, Taunt, Team Work, Track, Uncanny Sense (hearing) Powers [2pp]: Voluptuous Enhanced Charisma 4 [Flaws: Limited (Only to Distract)] Equipment [30ep]: Heavy Pistol (+4 blast-ballistic) -AP: Dagger (Strike 1 - mighty, improved critical) -AP: Sword (Strike 3 - mighty, improved critical) Explosive Bomb (Blast 5 explosive) - AP: Smoke Bomb (Obscure 4-Visual) Leather Outfit (+1 toughness) Masterwork Picks 24 additional EPs worth of Equipment and vehicles depending on her mission. Complication: Reputation (outlaw & thief), Notoriety (Bounty Hunter) Builders Notes: Here is the Voluptuous Girl of Danger from Battle Chasers. The first note here is that these characters are larger than life, so they earn 20 pp/PL towards being built. With that out of the way, I feel it necessary to point out I wanted to Emphasis her Voluptuous nature as they do in the comic books. So.. She gains a +2 bonus to distraction attempts during combat, because of her.. Um.. Assets ;) . Red Is no one to laugh at, and is more than capable of handling herself in combat! Shes well versed in Swordsmanship,

Unarmed combat, and with guns. And shes the one who taught Garrison how to use a sword. Though she relies heavily on her ability to dodge out of the way to avoid damage.

Kitsune
The Servants of Inari., Power Level: 10 (248pp), Concept: Mischievious spirits of great wisdom, Description: A fox with as many as nine tails, and when the ninth tail has grown, they turn a whtie or gold color. And can assume the form of any person, reguardless of gender. Usually being fond of taking the form of a beautiful woman. Trade Offs:[/2] -2 Toughness, +2 Defense [b]Abilities [86pp]: Strength 16 (+3), Dexterity 26 (+8), Constitution 20 (+5), Intelligence 26 (+8), Wisdom 36 (+13), Charisma 22 (+6) Saves [15pp]: Toughness +5, Fortitude 8 (+13), Reflexes 7 (+15), Willpower 0 (+13/+18 Mental) Combat [38pp]: Base Attack +7 (+11 with magic), Base Defense +12 (+6 flatfooted), Initiative +13, Grapple, +7 Knockback -2 Attack (dc): Unarmed +3, Foxfire +6 (Fire cone), Posession (dc14), Drain (dc 20), Illusion (dc14, all senses), Skills [17pp]: Acrobatics 8 (+16), Climb 6 (+9), Bluff 12 (+18), Notice 8 (+21), Search 8 (+16), Sense Motive 12 (+25), Stealth 8 (+16), Survival 6 (+19) Feats [14pp]: Attack Specialist (Magic) 2, Benefit (Initiative uses Wisdom Bonus) 1, Eidetic Memory, Elusive Target, Jack of all Trades, Luck 2, Sneak Attack 3, Taunt, Track, Uncanny Dodge 1 (Hearing) Powers [99pp]: Fox Spirit Power Suite (47pp) - Immunity 10 [Aging, Life Support] - Impervious Toughness 5 - Mind Shield 5 - Morph 4 [Any humanoid; Power Feats: Quick change (2)] (10pp) - Speed 2 [Power feats: Leaping] (3pp) - Super Senses 14 [Hearing (Extended, Acute), Smell (extended, analytical), Night Vision, True Sight] Kitsune Magic 10 [Power Feats: Dynamic, Affects Insubstantial, 10 dynamic alternate powers] (32pp) A kitsune's magic is based on the number of tails that it has (starting with three powers), and gaining one additional power for each tail it has. This character is based on having all nine tails. It's said a kitsune grows one tail for every 1,000 years it has been alive. - Base (1st tail): Fox Fire [Blast (fire) 6; Power feats: Blast (lightning; Area [cone]) 10; Extras: Area (Cone)] - dAP: ESP 14 [Sight & Hearing; Power feats: Dimensional] - dAP: Insanity [Emotion Control 7 (Flaws: Despair Only; Extras: Linked to Confuse)] + Confuse 8 - dAP: Possession 4 [Extras: Continuous; Drawbacks: Noticeable (people a kitsune possess, gain some form of fox like quality)]

- dAP: Drain 10 [Any one trait, one at a time; Flaws: Limited (through sexual contact)] - dAP: Dream Travel 9[Power Feats: Sedation; Extra: Continuous] - dAP: Flight 10 - dAP: Invisibility (8pp) - dAP: Illusions 4[All Senses; Progression 4] - dAP: Spatial Control 9 [PF: Deflect, Dimensional Anchor] - dAP: Time Control 2 Drawbacks [1pp]: Noticeable 1 [When in a human form, their shadow looks like a fox; Or their tail remains , and must be hidden from view somehow] Complications: Fame; Fear or Hatred of Dogs, while in fox form.

"Got milk?"

She Hulk, aka Jennifer Walters


(public identity), Power Level 10 (155pp), Profession: Lawyer, Citizenship: USA, Place of Birth: Los Angeles, California, Known Relatives: John Jameson (husband), Morris Walters (father), Robert Bruce Banner (Cousin), Group Affiliations: Goodman, Liever, Kurtzberg & Holliway (employee of ), Avengers, Brides of Set, Fantastic Four, Fantastic Force, Heroes for Hire, Height: 5'10"/6'7" as she hulk, Weight: 140 lbs/650 lbs as she hulk, Eyes: Green,

Hair: Brown/Green as she hulk --------------------(Abilities before as Jen/After as She Hulk) Abilities [24pp]: Strength 11 (+0)/26 (+8) , Dexterity 14 (+2), Constitution 11 (+0)/21 (+5), Intelligence 16 (+3)/14 (+2), Wisdom 16 (+3)/14 (+2), Charisma 16 (+3)/14 (+2 Saves [9pp]: Toughness +0/+8 (Impervious), Fortitude 2 (+2/+9), Reflexes 4 (+6), Willpower 3 (+6/+5) Combat [16pp]: Base Attack +4 (+8 in melee), Base Defense +4 (+2 flatfooted), Initiative +2, Grapple +5/, Knockback 0/-14, Hero Points 1 Attack (dc): Unarmed (+1/+8 Penetrating) Effective strength: 56 normally (58,880 lbs Heavy-load), During Rage or Fear 66 (235,520 lbs -Heavy load) Skills [7pp]: Bluff 4 (+11/+15*) Diplomacy 4 (+11/+15*), Drive 3 (+4/+6), Intimidate 7 (+10/+9) Knowledge: Civics 7 (+10/+9), Pilot 4 (+6), Swim 3 (+1) Feats [12pp]: Attack Focus (melee) 4, Attractive, Benefit (Wealth 1), Boxing 6 [All out Attack, Defensive Attack, Ellusive Target, Improved Block, Power Attack, Take down Attack] Powers [85pp]: The fourth Wall Power Suite (1pp) -Enhanced Feat: Benefit (Knowledge for the Fourth Wall) Alternate Form "She Hulk" 15 [Container; Drawback: Noticeable (greenskin)] -Reduced Intelligence 2, Reduced Wisdom 2, Reduced Charisma 2 (-6) -Enhanced Feat: Attractive (1pp) -Density 5 [+10 Str, +3 Toughness, Immovable 1, Super Strength 1, Mass x 4; Power Feats: Bouyant; Extra: Continuous] (26pp) -Enhanced Constitution 10 [Extras: Impervious toughness 8] (18pp) -Enhanced Strength 5 [Extras: Penetrating Strike 8] (13pp) -Super Strength 4 [Extras: Immovable 5, Jumping 5] (18pp) -Boost 5 [Super Strength +4, Jumping +1, Extras: Total Fade; Flaws: Limited (only when angry or afraid)] Devices [4pp]: Gamma Charger 1 [Hard to Remove device] -Removes the Involuntary Transformation Drawback (1) -Quick Change 1 Equipment [Wealth Bonus +14]: ?? Drawbacks [2pp]: Involuntary Transformation, Normal Identity Complications: Responsibility (Work), Responsibility (Relationship), Fame, Ticklish * these are the totals with attractive added in. 1 . As a side note: She hulks bosom, is the largest in the marvel universe. According to Wikipedia Sources. >.> And i think most would agree the she-hulk is even hotter than she is as Jennifer. Thus 1 extra level of Attractive. 2. I really tried to keep she hulk at PL 10 (150 pp), why? Because i think most standard Marvel characters should fit rather easily into that little nitch. I wanted to cap her Toughness, and Damage at Pl 12 with tradeoffs. But it became to costly to do so. I was a little upset i couldn't get her supre strength or her jumping much higher than this. But Alas, sacrifices had to be made. Even at that level she can rip/destroy iron without even trying. So she's 5 points over, i think i got everything about right. The only thing i can think of is to lower Boost to 4, and knock off the leaping bonus. And reduce Super strength by 2 ranks. Effective Strength is 46 and 56 with boost. (14,720 lbs Heavy Load/58,880 lbs Heavy-load)

Im not sure its necessary or wise to give the Infinity gems stats. Because if anything was an X -Trait Device, these are them!

But Ill do my best here. The easy way of doing it is using the Variable Power Structure, to create a catchall. Device 28 [Easy to Loose] -Variable Power 20 [Multiple Powers based on the descriptor, up to 100 pps in affects. ] 7/rank And here are some sample powers, without using the variable power. UP, stands for powers that are in the Ultimate Powers book. Time Gem [Rank 16 easy device]: Time Control 20 -PF: Seize Initiative -AP: Healing, Temporal Fugue (up), Time stop (up), Deflect, Takeaway (see super speed; UP) -Extras: Perception Immunity 1 [Aging] Super Senses 1 [Temporal Awareness; Possibly includes Precognition and Post cognition] Displacement Super Movement 3 [Temporal] Space Gem [Rank 10 easy device]: Spatial Control 20 - AP: Blast, Deflect, Dimensional Anchor, Duplication, Elongation, Speed, Teleport Attack (Rank 13 ranged damaging teleport), Teleportal (teleport 10 with portal extra) Mind Gem [Rank 33 easy device] Telepathy 20 -Linked Powers: Comprehend 3 [Languages] -AP: Telelocation, Illusion 20 (Hallucination flaw), Paralyze (ranged shapeable area) -Extra: Sustained Duration Telekinesis 20 - PF: Precise, Subtle, Dynamic - DAP: Blast, Deflect, Flight, Force field, Internal Attack (ranged fortitude damage effect), Suffocate (ranged suffocate), - Extra: Damaging, Perception Super Senses 1 [ranged touch] Reality Gem [Rank 41 easy device] Illusion 20 [All senses] - PF: Progression 20, Subtle - Extra: Damaging, Duration (continuous +2), Power Gem [Rank 28 easy device]: Variable Power 20 [Multiple Powers] = 7pp - Can boost other powers, or duplicate any physical power. Soul Gem [Rank 50 easy device]: Super Movement 1 [Dimensional; Pocket Universe] Soul Manipulation 20 * - Base: Will based damaging attack - PF: Affects Insubstantial - AP: Animate Object, Drain (Wisdom), Mental Transformation - Extra: Perception Astral Projection 20 [Extra: Affects Others (+1)] Regeneration 10 [Resurrection; PF: Reincarnation ] Dimensional Pocket 15 [Progression 20] *Just made this up, the base attack is a damaging affect that is resisted with a Willpower save instead of Toughness. There are probably more affects than just this.

"Hey good looking, how about a little kiss?" Enchantress, Real Name: Amora, Power Level: 13 (296pp), Aliases: Christine Collins, Helen Eve, Amora Incantare, Amora Lorelei, Leena Mora, Valkyrie; Identity: Secret (Asguard), Public (Earth), Citizenship: Aguard (Criminal Record, pardoned), Place of Birth: Asguard, Known Relatives: Lorelei (Sister), Group Affiliation: Masters of Evil, Mandarin's Minions, Lady Liberators, Height: 6'3", Weight: 450 lbs, Eyes: Green, Hair: Blonde Abilities [42pp]: Strength 14 (+2), Dexterity 16 (+3), Constitution 18 (+4), Intelligence 18 (+4), Wisdom 22 (+6), Charisma 18/36 (+13) Saves [19pp]: Toughness +5 Impervious, Fortitude +10, Reflexes +7, Willpower +15 Combat [30pp]: Base Attack +7 [+13 with magic], Base Defense +13 [+4 flatfooted], Initiative +7, Grapple +9, Knockback -2 Attacks/Damage: Unarmed +2, Kiss of Enchantment (dc 23 mind control, and mental transform), Eldritch Bolts (dc 28 magical force), Illusions (dc 23 illusions), Transmute (dc 19 transform) Skills [27pp]: Bluff 10 (+23, +31 when attractive) ,Concentration 14 (+20), Craft (Chemical) 12(+16), Craft (Artistic) 12 (+16), Diplomacy 6 (+19, +27 when attractive), Gather Information 6 (+19), Intimidation 6 (+19), Languages 1 (Norse; English), Knowledge (Arcane) 18 (+22), Knowledge (Theology) 10 (+14), Perform (Dance) 1(+14), Sense Motive 4 (+10), Stealth 8 (+11) Feats [25pp]: Artificer, Attack Specialist (Magic) 3, Attractive 2, Benefit 1 (Status: Asgaurdian), Dodge Focus 5, Distract (Bluff), Fascinate (Bluff), Fearless, Improved Initiative, Inspre 2, Ritualist, Second Chance 2 (Emotion Control, Mind Control), Skill Mastery [Bluff, Gather Information, Knowledge (Arcane), Concentration], Quick Change 2, Taunt Powers [156pp]: Asguardian Template = 52pp -Density 2 -Immunity 3 [Aging, Disease, Poison] -Impervious Toughness 4

-Super Strength 8 -Enhanced Charisma 18 -Super Senses 5 [Magic Awareness (Extrended, Accurate, Acute)] Asguardian Magic 13 [Variable power; Any combination of traits of the Magic Descriptor up to 65 pp's; Power Feats: Affects Insubstantial] = 104pp Some examples of her spells are as follows: -Kiss of Enchantment 13 [Mind Control; Extras: Conscious, Extra: Linked (Transform 13; Mental; Personality; Extra: Continous), Flaws: Men Only, Flaw: Touch Range]= 46pp -Eldritch Bolts 13 [Blast (magical kinetic); Power Feats: Improved Critical 2, Split Attack 1, Extras: Penetrating] = 42 -Eldritch Shields 13 [Forcefield; Power Feats: Selective; Extra: Impervious] = 27pp -Illusions 13 [All Senses; Power Feat: Progression 5 (5 miles); Extra: Sustained; Flaws: Phantasms] = 57pp -Flight 5 [Flaws: Levitation]= 5pp -Teleport 10 [Power Feats: Cargo Progression 2 (500 lbs), Change Direction, Velocity, Easy, Turn About; Extra: Portal, Accurate; Flaws: Long Range]= 46pp -Super Movement 3 [Dimensional; Any dimension; Power Feats: Cargo Progression 2 (500 lbs); Extra: Portal ] = 14pp -Transmute Matter 9 [Transform; Anything into Anything; Extras: Continuous]=63 -Time Control 8 [Power Feats: Selective; Extras: Area (Bust)] =64 -Crystal Prison 13 [Dimensional Pocket; Power Feats: Progression 4 (Holding Space 1,000 lbs); Extra: Ranged, Alternate Save (willpower), Linked (regeneration 10; Recovery Bonus; Extra: Affects Others); Flaws: Medium (Crystals)]= 53pp Drawbacks [3pp]: Power Loss [Asgaurdian magic; cannot cast spells if she cannot speak or use her hands], Weakness [Asguardian magic looses 1 rank every day; Moderate, Very Common; Time Progression 4] Complications: Obsessed with Thor, Um (heh) Hedonist (pleasure seeker)

Now if the WitchBlade had a female aspect, instead of a male one. Id bet my body armor, would cover more skin. And I wouldnt have a metal g-string up my @$$.

WitchBlade II(PL 8/120pp)


Real Name: Danielle Baptiste, Place of Birth: New Orleans, Place of Residence: New York, Marital Status: Single, Family: (Father, policeman), (mother, Sarahs boss) Age: 23, Hair: Blonde, Eyes: Green Abilities [11pp]: Strength 10/12 (+1), Dexterity 14/16 (+3), Constitution 12/14 (+2), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 12 (+1) Saves [5pp]: Toughness +2/+8, Fortitude 1 (+2), Reflexes 2 (+7), Willpower 2 (+5) Combat [8pp]: Base Attack +5 (+8 in Melee), Base Defense +8 (+3 flatfooted), Initiative +3/+7, Grapple +9, Knock Back -1/-4, Hero points 1 Attack (dc): Unarmed +0/+1, Witch Blade [25pp to build weapons] Skills [6pp]: Acrobatics 3 (+5), Bluff 3 (+4), Diplomacy 5 (+6), Drive 2 (+4), Knowledge: Current Events 2 (+2), Notice 4 (+5), Perform: Dance 5 (+7) Feats [2pp]: Attractive, Elusive Target , [See WitchBlade for more] Devices [88pp]: The WitchBlade 21 [Hard; Power Feats: Restricted 2 (only women who are worthy), Subtle, Quick Change] The Witchblade is an intelligent, ancient, and conscious weapon with supernatural origins. It is one of thirteen artifacts of similar kind. It is the offspring of the universe's opposing aspects, the Darkness and the Angelus (the dark and the light). The Witchblade is a male aspect created to act as a balance, which must have a female as a host. The Witchblade was discovered in modern times in Greece by Kenneth Irons, but before he found it, it had many wielders. When not in use, it can look like an ornate, jewel encrusted, right-handed gauntlet. When wielded by an unworthy user, that person will lose their arm. It forms a symbiotic relationship with the host, who can hear the Witchblade. When used, it expands across the body of the wielder, shredding clothes and covering the body like an armor. The amount and coverage of the armor depends on the level of the threat. For example, when facing mortals, it will usually generate less armor than when facing a demon of hell. This armor can

produce extensions of itself that can form swords, other stabbing weapons, hooks, chains, shields, and wings, enabling the wielder to fly. It may also become temperamental if it chooses not to be used. When wielded, it can shoot energy blasts from the hand or sword, fire projectile darts, and whip-like grapples to attack or to climb. The Witchblade is also an excellent lock pick, and can heal wounds, even mortal ones. The Witchblade can re-animate the dead, empathically show the wielder scenes of great trauma, and allow the wielder to relive experiences from past wielders as dreams. The WitchBlade has now split into two parts following the events in the "First Born" crossover. One half belongs to Dani while Sara has reclaimed the other half. - Weapons Creation [Variable Power 5 (Multiple Powers)] - Mystical Powers [Animate Object 8 [Flaws: Limited (Corpses)] -- AP: Flight -- AP: Super Movement (Spider Climb) -- AP: Healing 4 [Power Feats: Persistent, Extra: Total, Action (Standard)] - Protection 6 - Super Senses 5 [Communicate (with the WitchBlade), Post Cognition (uncontrolled)] - Enhanced Skill 2 [Disable Device (Flaws: Limited to Unlocking)] = - Enhanced Combat [+3 base attack, +4 base defense] - Enhanced Feats [Attack Focus 3 (melee), Accurate Attack, Defensive Attack, Improved Block, Improved Disarm, Improved Initiative, Power Attack, Dodge Focus 2] - Symbiotic Relationship [Enhanced Strength +2, Dexterity +2, Constitution +2, +2 Reflexes, +2 Willpower] Equipment []: ? Drawbacks []: ? Complications: Responsibility (Ailing father), Wants a career as a dancer.

You might also like