Screenshots/Bios for my Superhero D&D Campaign.
Such an awesome idea. I must try it

I started a set of rules for this, got some defenders and strikers up to 3rd level for a write up:
I'm sure formatting is going out the window here.
I'm sure formatting is going out the window here.
Quote:
Battloid Power Source: Technology. Battloids are the products of highly advanced technology. Whether theyre highly advanced suits of armor worn by modern day warriors, or the creations of the new partner to magics might, science, they are mighty soldiers in the battles against evil. Role: Defender. Battloids are strong and powerful weapons in combat and are incredibly difficult to bring down. Key Abilities: Strength, Constitution, Intelligence Armor Proficiencies: None Weapon Proficiencies: Unarmed, All Simple Melee, All Martial Melee, All Simple Firearms, All Martial Firearms Bonus to Defense: +2 to Fortitude Hit Points at 1st Level: 15 + Constitution score Hit Points per Level: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Choose 4 trained skills from the following list: Class Skills: Athletics (Str), Endurance (Con), History (Int), Insight (Wis), Intimidation (Cha), Perception (Wis), Science (Int) Build Options: Powered Suit, Robotics Class Traits: Armored Body, Targeting Laser, Format Traits: Armored Body: The Battloid has +7 AC and -1 Speed. You cannot wear any armor. They are considered heavy armor. Unarmed Weapon damage increases to 1d6. Targeting Laser: Targeting Laser Your mounted laser makes sure your enemies behave as you want them to. At Will * Technology Minor Action Close Burst 5 Target: One Creature in Burst You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While marked, the target takes a -2 to hit for any attack that doesnt include you as a target. Also, it takes fire damage equal to 3 + your Intelligence modifier the first time it makes an attack that doesnt include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level. On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you cant use the targeting laser on your next turn. You can use Targeting Laser once per round. Format: Battloids come in two formats: robot warriors and manned power suits. Powered Armor: The Powered Armor Battloid gains Lightning Resistance 5 + ½ Level. They also have the following Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, Hard Suit. In addition, they gain access to the Power: Remove Armor. Remove Armor Encounter * Technology, Identity Full Round Action Personal Effect: Your highly advanced combat armor is concealed in an easily portable package while you appear as a completely normal human being to all observers. While this power is active, all Battloid powers and class traits are considered gone. This means the Powered Armor battloid can wear other armors and use them, but lose their electrical resistance, natural armor bonus, targeting laser and normal powers. In addition, if youve taken damage since the last time you put the armor on, then you gain the effects of a healing surge when you take it off as you readjust shifted pieces. Robotics: The Robotics Battloid are immune to Disease and Poison effects and when rolling for stabilization, take the best of 10 or their roll. Battloid Developments Level 1 At Will Battloid Developments Hydraulic Thrust With the power of your mechanized servos you throw the opponent back. At Will * Technology Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 1[W] + Strength modifier and the target is pushed 1 square. Increase damage to 2[W] + Strength modifier at 21st Level Powered Strike Your strike lands with the added force of a surrounding nimbus of energy. At Will * Technology/ Cold, Fire, Force, Lightning or Thunder Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this as a power. Deal 1[W] + Intelligence damage of that type to the target. Increase damage to 2d8 + Intelligence damage at 21st level. Power Surge With a quick jury-rig and improvisation, you produce a surge of power to strike out at range. At Will * Technology/ Cold, Fire, Force, Lightning or Thunder Standard Action Ranged 5 Target: One Creature Attack: Intelligence vs Reflex Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this as a power. Deal 1d6 + Intelligence damage of that type to the target. Increase damage to 2d6 + Intelligence damage at 21st level. Debilitating Shock This blow deals a disturbing electrical shock that inhibits an opponents actions. At Will * Technology, Lightning Standard Action Melee Weapon Target: One Creature Attack: Strength vs Fortitude Hit: 1[W] + Intelligence Lightning damage and target receives a -2 to attacks until the end of your next turn. Increase damage to 2[W] + Intelligence damage at 21st level Level 1 Encounter Battloid Developments Iron Warrior As red dots point out your enemies, a shard of cold fear enters their hearts Encounter * Technology, Fear Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage. The target and all enemies adjacent to it are marked until the end of your next turn. Powered Armor: Marked targets take a -2 to attacks, in addition to the penalty applied by the marking, until the end of your next turn unless immune to fear. Double Thrust With a flurry of motion you strike out at two opponents and toss them back away. Encounter * Technology Standard Action Melee Unarmed Target: Two Creatures Attack: Strength vs AC one attack per target Hit: 1[W] + Strength modifier damage and each target hit is pushed 1 square. Robotics: Push the target a number a squares equal to 1 + your Strength modifier. Targeted Blast With a brief examination of the situation, you strike out at every target in front of you. Encounter * Technology Standard Action Close Blast 3 Target: Each enemy in Blast Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier damage. Inbuilt Taser A powerful and focused shock leaves the target nearly helpless. Encounter * Technology, Lightning Standard Action Melee Target: One Creature Attack: Intelligence vs Fortitude Hit: 2[W] + Intelligence Lightning damage and target is dazed until the end of your next turn. Level 1 Daily Battloid Developments Wall of Iron You take a stand and wait for the enemies to approach. Daily * Technology, Zone Standard Action Close Burst 1 Effect: Until the end of your next turn, all enemies that begin their turn or enter the effected area suffer a Strength vs AC attack dealing 1[W] +Strength modifier damage and are pushed 1 square. Special: Starting this Development does not provoke opportunity attacks. Main Gun Expecting this to be a dangerous fight, you poor your batteries into a powerful blast to open the fight. Daily * Technology/Ballistic, Cold, Fire, Force, Lightning or Thunder Standard Action Ranged 10 Target: One Creature Attack: Intelligence vs Reflex Hit: Choose Cold, Fire, Force, Lightning or Thunder when you select this as a power. Deal 3d6 + Intelligence modifier of the chosen damage and apply the following effect based on energy type. Ballistic: Cannot shift (save ends) Cold: Slowed (save ends) Fire: Ongoing 5 fire damage (save ends) Force: Push Intelligence modifier squares Lightning: Dazed (save ends) Thunder: Knocked prone and stunned until end of your next turn. Miss: Half damage. Rocketed Charge Firing up the artificial muscles in your legs you launch forward into a powerful attack, calculating attack trajectories as you pass other targets. Daily * Technology, Fear Standard Action Melee Special: Move up to your speed in a straight line before you attack. Requirement: Must follow the requirements for a charge. Target: One Creature Attack: Strength vs AC Hit: 3[W] + Strength damage and all enemies adjacent to your path of movement are marked until the end of your next turn. Level 2 Utility Battloid Developments Sensor Suite Youve upgraded your system sensors to account for more situations. At Will * Technology Free Action Personal Trigger: You make a Perception check. Effect: You possess Low Light Vision and +2 Perception Force Shield For short periods of time, a field of force surrounds you and shields you from harm. Daily * Technology, Force Minor Action Personal Effect: Until the end of your next turn, you gain +2 AC until the end of your next turn. Emergency Repair System For true emergencies, the battloid can trigger its systems to begin immediate self- repair. Daily * Technology, Healing Minor Action Personal Effect: You gain 2 + Constitution modifier regeneration while bloodied. Hydraulic Strength Your artificial makeup magnifies your proportional strength. Encounter * Technology Minor Action Personal Effect: Multiply your maximum carry, lift and drag weights by your Constitution modifier until the end of your next turn. Cyborg Power Source: Technology. Cyborgs are masterpieces of technological development, merging the strengths of both body and machine into one exceptional whole. Role: Striker. Cyborgs lack the resilience of full out Battloids and the versatility of the gadgeteers and geniuses, but they still carry a variety of weapons and abilities that make them capable warriors. Key Abilities: Dexterity, Wisdom, Strength Armor Proficiencies: Cloth, Concealed, Tactical Weapon Proficiencies: Unarmed, All Simple Melee, All Simple Firearms, All Martial Firearms Bonus to Defense: +1 to Fortitude, +1 Reflex Hit Points at First Level: 12 + Constitution score Hit Points per Level: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Choose 4 from the following list of skills. Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidation (Cha), Perception (Wis), Science (Int), Stealth (Dex), Thievery (Int) Build Options: Overt Cyborg, Covert Cyborg Class Traits: Combat Analysis, Design, Prime Shot Traits: Combat Analysis: Once per round as a minor action, you can analyze the physical structure of the nearest enemy. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage on after all the attacks are rolled. In addition, various the target you are currently analyzing, all your powers are considered high-crit attacks. The Combat Analysis effect remains active until the end of the encounter, until the target is defeated, or until you designate a different target as your quarry. You can analyze only one enemy at a time as it is an ongoing process. Level Combat Analysis Extra Damage 1st 10th +1d6 11th 20th +2d6 21st 30th +3d6 Design: Choose whether your cybernetics are hidden or obvious. Overt Cybernetics: You gain +2 AC and Fortitude due to the reinforcing external metal. Overt Cybermetics have Built-In Weapon as an automatic At-Will power. Covert Cybernetics: You gain +2 to Initiative and Reflex due to reaction enhancements. Covert Cybernetics have Martial Wiring as an automatic at will power. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. Cyborg Developments Level 1 At Will Cyborg Developments Built-in Weapon Most overt fighting cyborgs have at least one weapon built into their bodies somewhere. At Will * Technology / Ballistic, Cold, Fire, Force, Lightning or Thunder Standard Action Ranged 10 Target: One Creature Attack: Dexterity vs AC Hit: 1d8 + Dexterity damage of the appropriate type. Increase to 2d8 + Dexterity damage at 21st level Special: Can be used as a basic ranged attack and counts as a ranged weapon for any other Cyborg Developments use. Warning Shot You strike a minimal blow warning your target that you have him covered. At Will * Technology Weapon Standard Action Ranged Weapon Target: One Creature Attack: Dexterity vs AC Hit: Dexterity modifier damage. If the target makes an attack before the end of your next turn, you make a second basic ranged attack as an Immediate Interrupt. Increase to 2[W] + Dexterity modifier damage at 21st level. Martial Wiring Many covert cyborgs have built-in knives or reinforced bones to aid in melee combat. At Will * Technology Standard Action Melee Unarmed Target: One Creature Attack: Strength vs AC Covert: Dexterity vs AC Hit: 1d8 + Strength modifier damage. Increase to 2d8 + Strength modifier damage at 21st level. Covert: 1d8 + Dexterity modifier damage. Increase to 2d8 + Dexterity modifier damage at 21st level. Special: This can be used as a basic melee attack and counts as a melee weapon for the use of other Cyborg developments. Targeting Lock Taking your time, you only fire when your targeting software confirms the shot. At Will * Technology Weapon Standard Action Ranged or Melee Weapon Target: One Creature Attack: Dexterity + 2 vs Reflex (Ranged) Strength + 2 vs Reflex (Melee) Hit: 1[W] damage. Increase to 2[W] damage at 21st level. Level 1 Encounter Cyborg Developments Tactical Warning An internal warning alerts you that someone is in firing position on you. Encounter * Technology Weapon Immediate Reaction Ranged Weapon Trigger: An enemy makes a ranged attack against you. Effect: Shift a number of squares equal to your Dexterity modifier and make a Basic Ranged Attack against the enemy that fired on you. Wounding Shot A well-placed blow weakens the enemy for a brief time. Encounter * Technology Weapon Standard Action Ranged or Melee Weapon Target: One Creature Attack: Dexterity vs Reflex (Covert/Overt Ranged) Strength vs Reflex (Overt Melee) Hit: 2[W] + Dexterity damage (Covert/Overt Ranged) 2[W] + Strength modifier damage (Overt Melee) and the target is weakened until the end of your next turn. If target was affected by Combat Analysis, they also take bonus damage equal to your Wisdom modifier. Sedative Grip As you clinch your hand around the target, you inject him with a sedative. Encounter * Technology Poison Reliable Standard Action Melee Unarmed Target: One Creature Attack: Dexterity vs AC Covert Cybernetics: The Attack is Dexterity vs Will instead. Hit: 1d6 + Dexterity modifier poison damage and the target is slowed until the end of your next turn. Focused Shot Calculating the best possible shot, you strike out against your target. Encounter * Technology Weapon Standard Action Ranged Weapon Target: One Creature Attack: Dexterity vs AC Hit: 2[W] + Dexterity damage of the appropriate type. Overt Cybernetics: Target is also knocked prone. Level 1 Daily Cyborg Developments Supporting Fire From your position, you unleash a flurry of shots to protect your allies. Daily * Technology Weapon Zone Minor Action Burst 3 at Range 10 Target: One Ally Requirement: Must be able to make a basic ranged attack. Effect: Until the end of your next turn, whenever an enemy in the effected zone attacks an ally or moves into the zone, make a basic ranged attack as an immediate interrupt. Strike the Weak Point You make harsh and cruel shot against the weakest spot your internal systems can find on your enemy. Daily * Technology Weapon Standard Action Melee or Ranged Weapon Requirement: Target must currently be under analysis. Target: Dexterity + Wisdom vs Reflex (Covert/Overt Ranged) Strength + Wisdom vs Reflex (Overt Melee) Hit: 3[W] + Dexterity modifier + Wisdom modifier damage. (Covert/Overt Ranged) 3[W] + Strength modifier + Wisdom modifier damage (Overt Melee) Concussive Blow With a heavy blow you send your opponent reeling. Daily * Technology Standard Action Melee Weapon Target: Strength vs AC Covert: Dexterity vs AC Hit: 3[W] + Strength modifier damage and the opponent is dazed until the end of your next turn. Covert: 3[W] + Dexterity modifier damage and the opponent is dazed until the end of your next turn. Level 2 Utility Cyborg Developments Computer Interface You are exceptionally fast when dealing with computers. Encounter * Technology Minor Action Personal Effect: Make a Science or Thievery check related to computers as part of this action regardless of whether it would be standard or move action normally. Surprising Strength People are constantly surprised with how strong you appear to be. At Will * Technology Immediate Interrupt Personal Trigger: Fail an Athletics or Strength check Effect: +4 to the total of your roll. Downloaded Moves Martial arts is easy when all you have to do is download a catalog of Bruce Lees writings. Encounter * Technology Minor Action Personal Effect: Until the end of your next turn, add your Wisdom bonus to any melee attack you make. Unconscious Senses Your eyes and ears never completely shut off without being damaged. At Will * Technology Free Action Personal Trigger: You are asleep or unconscious. Effect: Passive Perception continues even while asleep or unconscious. Gadgeteer Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Saboteur Assault Drones Control Genius Technological Leader Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Scientist Int Doctor Wis Daredevil Power Source: Natural. Daredevils get their power from skill and sheer stubborn willfulness. They seem to keep going regardless of all the problems they have. Role: Defender. Somehow, someway, daredevils always find themselves responsible for protecting others. Willing or not, they eventually step up to the position of protecting others. Key Abilities: Strength, Constitution, Dexterity, Wisdom Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, All Shields Weapon Proficiencies: Unarmed, Simple Melee, Simple Firearms, Martial Firearms Bonus to Defense: +2 Will Hit Points at First Level: 15 + Constitution score Hit Points per Level: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Choose 3 of the following skills Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Streetwise (Cha) Build Options: Lucky Stiff, Tough Guy Class Traits: Combat Challenge, Combat Superiority, Daredevil Weapon Talent Traits: Combat Challenge: In combat its dangerous to ignore a daredevil as just a normal guy. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesnt include you as a target. A creature can be subject to one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it may use them to resume moving. Daredevil Weapon Talent: No matter how careful they are about loading their guns, in the end, daredevils always seem to end up brawling against their enemies in the most dire situations. They gain +1 to hit and +2 to damage with unarmed attacks. Daredevil Exploits Level 1 At Will Daredevil Exploits Combo You strike out at one target and catch another on the return. At Will * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage to target. Also deal Strength modifier damage to a second target adjacent to the first. Increase to 2[W] + Strength modifier damage at 21st level. Well-Placed Jab You trade impact for accuracy to keep some of the heat on the enemy. At Will * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength + 2 vs AC Hit: 1[W] damage. Defensive Strike A quick shot sets you up to avoid the next attacks from your opponent. At Will * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs Reflex Hit: Strength modifier damage and you gain +1 to all defenses until the end of your next turn. Shove Aside You shoulder your opponent aside and put yourself in his position. At Will * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs Reflex Hit: 1[W] + Strength modifier damage. Target is pushed 1 square, you may shift into the square they just left. Increase to 2[W] + Strength modifier damage at 21st level. Level 1 Encounter Daredevil Exploits Low Blow It isnt exactly the nicest thing to do in a fight, but it works. Encounter * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength damage and target is slowed and cant shift until the end of your next turn. Covering Blow Sometimes its necessary to forcefully pull people out of their self-made messes. Encounter * Natural Weapon Standard Action Melee Weapon Target: One Creature Hit: 2[W] + Strength damage and an ally adjacent to either you or the target may shift 2 squares. Snap Shot With a quick motion you make a swift attack against an enemy. Encounter * Natural Weapon Immediate Reaction Melee or Ranged Weapon Trigger: An enemy breaks cover (ranged) or provokes an opportunity attack (melee) Requirement: Must be unarmed or have a free hand. Target: One Creature Attack: Strength vs AC (melee) Dexterity vs AC (ranged) Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) Special: The ranged attack version of this does not provoke Opportunity attacks. Two-Fisted Fighter You push through one opponent to get to the next. Encounter * Natural Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage and you may shift 1 square. Make a secondary attack. Secondary Target: One creature other than the primary target. Secondary Attack: Strength vs AC Hit: 1[W] + Strength modifier damage. Level 1 Daily Daredevil Exploits Comeback Strike Apparently, they think you felt that last hit. Daily * Natural Reliable Weapon Healing Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage and you may spend a healing surge. Brutal Blow Sometimes you can just feel the frustration behind a hit. Daily *Natural Reliable Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 3[W] + Strength modifier damage. Its You or Me There are some people that just rub you the wrong way. Daily * Natural Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage and you gain a power bonus of +2 to attack and +4 to damage against that target until the end of the encounter. Miss: You gain a power bonus of +1 to attack and +2 to damage against that target until the end of the encounter. Level 2 Utility Daredevil Exploits Terminally Stubborn Some people just dont know when to quit. Daily * Natural Healing Minor Action Personal Requirement: You must be bloodied and have already expended your Second Wind. Effect: Gain the effects of Second Wind. Not That Way! Sometimes the squishies need a little redirecting. Encounter * Natural Move Action Melee 1 Target: One Willing Ally Effect: Slide adjacent ally 2 squares to a square that is adjacent to you. No Opening A stumble and a bit of lucky timing saves you from giving your opponent an advantage. Encounter * Natural Immediate Interrupt Personal Trigger: An enemy attacks you and has combat advantage over you. Effect: You cancel the combat advantage you were about to grant to the attack. Unstoppable You just keep going and going. Daily * Natural Healing Minor Action Personal Effect: You gain temporary hit points equal to 2d6 + Constitution modifier. Captain Natural Leader Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Inspiring Cha Tactical Int Agent Power Source: Natural. Agents have trained for years to reach the point of skill and strength they have. Agents are a mix of weapon experts and master spies. Role: Striker. Agents know how best to hit where it hurts and are exceptional at appearing in surprising places. Key Abilities: Dexterity, Wisdom, Charisma Armor Proficiencies: Cloth, Concealed, Tactical Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple Ranged, All Martial Ranged, Shuriken, All Simple Firearms, All Martial Firearms Bonus to Defense: +2 to Reflex Hit Points at First Level: 12 + Constitution Score Hit Points per Level: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Stealth and choose four of the following: Class Skills:Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Build Options: Weapons Expert, Spy Master Class Traits: First Strike, Sneak Attack, Agent Weapon Talent Traits First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, light hand gun, unarmed, hand crossbow or sling groups, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1st 10th +2d6 11th 20th +3d6 21st 30th +5d6 Agent Weapon Talent: Choose either melee or ranged, gain a +1 to hit with that type of weapon. Agent Exploits Level 1 At Will Daredevil Exploits Level 1 Encounter Daredevil Exploits Level 1 Daily Daredevil Exploits Level 2 Utility Daredevil Exploits Brawler Power Source: Innate. The brawlers power doesnt come from natural skill, technological mastery or mystical power. Their power comes from raw, inhuman strength, resilience and fury. Role: Defender. Brawlers tend to drive themselves headlong into crowds of foes, producing a wake that more vulnerable allies can safely follow behind. Key Abilities: Strength, Constitution, Charisma Armor Proficiencies: None Weapon Proficiencies: Unarmed, Club Bonus to Defense: +2 Fortitude Hit Points at First Level: 15 + Constitution Score Hit Points per Level: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Choose 3 of the following skills. Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Nature (Int), Streetwise (Cha) Build Options: Brute, Brick Class Traits: Brawler Weapon Talent, Fearful Presence, Focus Monstrous Strength Traits: Brawler Weapon Talent: Brawlers are exceptional skilled at turning their surroundings into weapon. They gain a +2 to hit with Improvised Weapons. In addition, they may use any item up to their carry weight as a one-handed improvised weapon and any weapon up to their lift weight as a two-handed improvised weapon. Fearsome Presence: Brawlers are indescribably frightening. Whenever you attack an opponent, whether the attack hits or misses, you can mark that opponent. The mark lasts until the end of your next turn. While a target is marked, it cannot shift and takes a -2 penalty to attacks that do not include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark already in place. Focus: Brawlers are usually destructive brutes or resilient bricks. Brute: Unarmed damage increases to 1d8 and AC bonus is +6, speed -1. They are considered to be wearing heavy armor. Brick: Unarmed damage increases to 1d6 and AC bonus is +8, speed -2. They are considered to be wearing heavy armor. Ride the Anger: All Brawlers have access to this very dangerous Daily power. Ride the Anger They shouldnt have made you angry. Daily * Innate Minor Action Personal Requirement: You must be bloodied. Effect: If you have been attacked or otherwise affected by hostile powers since your last round, then you gain a +1 to attack and damage. This bonus accumulates over each round as long as you are attacked. If, for any reason, you are no longer bloodied at any time after activating this power, then the effect ends and cannot be regained until you next have access to this power. While Ride the Anger is active, then you have -1 to all defenses. Brick: Ride the Anger lasts until you are at Bloodied + Constitution modifier hit points. Brute: You can start Ride the Anger at Bloodied + Constitution modifier hit points. Brawler Mutations Level 1 At Will Brawler Mutations Sweeping Blow Sweeping your arms aside you smack multiple opponents. At Will * Innate Standard Action Melee Target: A number of Adjacent enemies equal to your Constitution modifier. Attack: Strength vs AC Hit: Strength modifier damage. Increase to 1d6 + Strength modifier damage at 21st level. Hard Strike Even a glancing blow is painful. At Will * Innate Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage. Increase to 2[W] + Strength modifier damage at 21st level. Miss: Strength modifier damage. Bolstering Fury With every hit you land, your confidence and fury grow. At Will * Innate Weapon Healing Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage. Gain Temporary HP equal to your Charisma modifier. Increase to 2[W] + Strength modifier damage at 21st level. Ferocious Grab With a swift gesture you wrap your hands around your target. At Will * Innate Standard Action Melee Target: One Creature Attack: Strength vs Reflex Hit: Strength modifier damage and target is grabbed. Increase to 2d6 + Strength modifier damage at 21st level. Level 1 Encounter Brawler Mutations Stunning Smash With a heavy blow you rattle your opponents brain around in its skull. Encounter * Innate Melee Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage and target is dazed until the end of your next turn. Brick: Target is stunned until the end of your next turn. Fearsome Roar A battle cry or bestial growl sends chills through all your enemies. Encounter * Innate Fear Standard Action Close Burst 1 Special: This action does not provoke attacks of opportunity. Target: All enemies in burst. Attack: Charisma vs Will Hit: Target is -2 to attacks in addition to penalties from being marked, if the Brawler chooses to mark them. Fling Foe You take a grabbed foe and fling outward away from you. Encounter * Innate Standard Action Melee Requirement: You must already have target grabbed. Target: Creature Grabbed Attack: Strength vs Reflex Hit: Slide target up to a number of squares in a straight line equal to your Strength modifier, stopping at the first enemy-occupied square. Target takes 1d8 + Strength modifier damage and is knocked prone. Make secondary attack. Secondary Target: Enemy in square you throw opponent. Secondary Attack: Strength vs AC Secondary Hit: 1d8 + Strength modifier damage and is knocked prone. Miss: Slide target a number of squares equal to your Strength modifier, he lands on his feet. Heavy Handed Brawlers are infamous for striking horrendously hard. Encounter * Innate Weapon Brute: Add Reliable to keywords Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage. Level 1 Daily Brawler Mutations Dodge This! You cant dodge this. Daily * Innate Weapon Requirement: Improvised weapon at least one square in size. Standard Action Melee Weapon Target: One Creature Attack: Strength vs Fortitude Hit: [W] + Strength modifier damage and target is Immobilized (save ends) and knocked prone. You are disarmed of the weapon. Miss: Half damage target is knocked prone. You are disarmed of the weapon. Monstrous Blow You lash out with terrible strength. Daily * Innate Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 3[W] + Strength modifier damage and target is stunned. Shockwave A shockwave radiates out from the impact with your opponent Daily * Innate Weapon Standard Action Close Burst 1 Requirement: You must be unarmed to use this power. Target: All creatures in burst Attack: Strength vs Reflex Hit: 2[W] + Strength modifier damage and target is knocked prone. All targets are marked. Level 2 Utility Brawler Mutations Wall Breaker Brawlers cause massive drops in property value. Encounter * Innate Minor Personal Effect: Until the end of your next turn, add your Strength Score + ½ your level to any Strength check meant to break an object. Combat Furor You thrive on the chaos of battle. Daily * Innate Healing Minor Personal Prerequisite: Bolstering Fury Effect: Until the end of the encounter, any temporary Hit Points you gain from Bolstering Fury are permanent Hit Points until you hit your maximum hit points. Fling Ally Your massive strength can be used to move your friends around as well as your enemies, whether they want you to or not. Encounter * Innate Move Action Melee Target: One adjacent ally Effect: Slide the target a number of squares equal to your Strength modifier, your ally does not provoke attacks of Opportunity for this movement. Easy Strength You make feats of strength look easy. Encounter * Innate Minor Action Personal Effect: Make an Athletics or Strength check as part of this action, even if it would normally be a Standard Action. Traveler Innate Striker Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Fly Leap Run Teleport Projector Innate Striker Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Aura Blasts Elementalist Innate Controller Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Destroyer Shaper Mentalist Innate Leader Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Warrior Guide Avatar Mystic Leader Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: Battle Devoted Champion Power Source: Mystic. Champions have been chosen by mystical forces to act as a defender and enforcer for their goals. They are empowered by those forces in ways that are ethereal in source, but very real in effect. Role: Defender. Champions, whether of fear or hope, exist to stand firm against the enemies of their mission. Sometimes they have sought out this destiny, other times it has been thrust on them, but all are driven to complete it. Key Abilities: Strength, Wisdom, Charisma Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Plate, All Shields Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple Ranged, All Martial Ranged Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will Hit Points at First Level: 15 + Constitution Score Hit Points per Level: 6 Healing Surges per Day: 10 + Constitution Modifier Trained Skills: Religion or Arcana. Add any 3 of the following skills. Class Skills ![]() Insight (Wis), Intimidate (Cha) Build Options: Enforcer, Protector Class Traits: Weapon of Power, Mystic Challenge, Lay on Hands Traits: Weapon of Power: All champions are equipped with a signature magic weapon, the discovery of which imbued them with their purpose and power. Each weapon is unique in appearance and capability as determined by the powers chosen by the champion. At character creation, the champion chooses a weapon and a damage type that applies to their weapon. This choice cant be retrained. Any power with the keyword Icon requires this weapon to use. All Weapons gain a bonus to Attack and Damage and Critical Damage based on the characters level. The critical damage is of the type chosen by the player. Attack/Damage Critical Level 1st 5th +1 +1d8 Level 6th 10th +2 +2d8 Level 11th 15th +3 +3d8 Level 16th 20th +4 +4d8 Level 21st 25th +5 +5d8 Level 26th 30th +6 +6d8 Weapons: If stats are not mentioned, they are 1d8 damage and +2 proficiency bonus. Heavy Blade 1d10 damage, Proficiency bonus increased to +3 Light Blade and Shield 1d6 damage, +3 prof bonus, +2 AC/Refl Mace and Shield 1d8 damage, +1AC/Reflex Hammer range 5/10 returning Axe High Crit, 1d10 damage Spear and Helmet Reach, +1 AC (-1 to hit rabbits j/k) Staff +1 AC/Reflex Unarmed 1d6 damage, Proficiency bonus increased to +3, cant be removed from you Energy Types: Necrotic or Radiant. This damage can take many forms, including lightning bolts, black mists, icy chills, fire and so on, but regardless of the appearance the damage is either Necrotic or Radiant. Lay on Hands: Champions can heal the injuries of their comrades with but a single mystic touch. Lay on Hands Your mystic touch eases your allys wounds. At Will * Mystic Healing Minor Action Melee touch Special: You can use this a number of times per day equal to your Wisdom modifier, but only once per round. Target: One Creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. Mystic Challenge: Mystic Challenge Powerful energies strike down those youve marked. At Will * Mystic Minor Action Close Burst 5 Target: One Creature in Burst You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While marked, the target takes a -2 to hit for any attack that doesnt include you as a target. Also, it takes damage of a type appropriate to your weapon equal to 3 + your Charisma modifier the first time it makes an attack that doesnt include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level. On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you cant use the targeting laser on your next turn. You can use Mystic Challenge once per round. Champion Invocations Level 1 At Will Champion Invocations Valiant Strike The impossible odds facing you only fuel your excellence. At Will * Mystic Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC (+1 for every adjacent opponent) Hit: 1[W] + Strength modifier damage. Fated Strike The blow was not driven by luck, but by fate. At Will * Mystic Icon Free Action Melee Weapon Trigger: You strike a critical blow with your Weapon of Power. Effect: You make a secondary attack. Secondary Target: All enemies adjacent to target. Secondary Attack: Charisma vs Reflex Secondary Hit: Charisma modifier damage of the appropriate energy type. Opening Strike Every strike you make leaves the opponent open to another. At Will * Mystic Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage. You grant an ally with 5 squares of the target a +2 to attack until the end of your next turn. Stepping Strike Your strike opens up an opportunity for you to change position. At Will * Mystic Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs Reflex Hit: Strength modifier damage. Effect: Shift 1 square. Level 1 Encounter Champion Invocations Fearsome Smite When you strike, the force of your blow causes your foe to shudder and second guess his tactics. Encounter * Mystic Icon Standard Action Melee Weapon Target One Creature Attack: Charisma vs AC Hit: 2[W] + Charisma modifier damage of the appropriate energy type damage. Target takes a penalty on attacks rolls equal to your Wisdom modifier. Necrotic: Make Secondary Attack Secondary Target: All enemies adjacent to target. Secondary Attack: Charisma vs Will Secondary Hit: Target suffers a -2 penalty to attacks until the end of your next turn. Shielding Smite A translucent golden shield forms around a nearby ally as you strike. Encounter * Mystic Icon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs AC Hit: 2[W] + Charisma modifier damage of the appropriate energy type damage. Effect: One Ally within 5 squares of you gains a Power Bonus to AC equal to your Wisdom modifier until the end of your next turn. Radiant: All allies adjacent to the shielded ally gain a +1 Power bonus to AC until the end of your next turn. Leading Strike With a flurry of striking and footwork you can encourage an opponent to go where you want him. At Will * Mystic Weapon Standard Action Melee Weapon Target: One Creature Requirement: Target must be marked by you. Attack: Charisma vs Will Hit: 1[W] damage. Effect: Shift up to two squares after the attack and slide target two squares to be adjacent to you. Destined Smite Fate and destiny guide your hand in your mission. Encounter * Mystic Weapon Reliable Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 2[W] + Strength modifier damage. Level 1 Daily Champion Invocations Champions Oath As you strike, your power heals one of your allies. Daily * Mystic Icon Healing Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 3[W] + Strength modifier damage of the appropriate energy type damage and an ally within 5 squares may use a healing surge. Miss: An ally with 5 squares may use a healing surge. Delirium of Wrath You engulf your enemies in searing ribbons of energy. Daily * Mystic Icon Standard Action Ranged 5 Target: One Creature Attack: Charisma vs Reflex Hit: 3d8 + Charisma modifier damage of the appropriate energy type and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC. (save ends) Miss: Half damage and the target is dazed until the end of your next turn. On Pain of Death Your invocation wracks your foe with terrible pain whenever he makes an attack. Daily * Mystic Icon Standard Action Ranged 5 Target: One Creature Attack: Charisma vs Will Hit: 3d8 + Charisma modifier damage of the appropriate energy type. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends). Level 2 Utility Champion Invocations Astral Speech You speak with such compelling conviction that othesr find it difficult to refute your beliefs and claims. Daily * Mystic Minor Action Personal Effect: You gain a +4 to diplomacy rolls until the end of the encounter. Martyrs Blessing You step into an attack made against an adjacent ally. Daily * Mystic Immediate Interrupt Close Burst 1 Trigger: An adjacent ally is hit by a ranged or melee attack. Effect: You are hit by the attack instead. Protective Circle You trace a circle around you that expands swiftly to encompass allies in its shielding glow. Daily * Mystic Icon Zone Standard Action Close Burst 3 Effect: Creates a zone that until the end of the encounter, grants you and allies within it a +1 to AC Summon Icon With a magical word, you summon forth your magical weapon from where it has fallen. At Will * Mystic Standard Action Range 5 Requirement: Weapon must be within your line of sight. Effect: Your weapon returns to you. Mage Mystic Controller Power Source: Role: Key Abilities: Armor Proficiencies: Weapon Proficiencies: Bonus to Defense: Hit Points at First Level: Hit Points per Level: Healing Surges per Day: Trained Skills: Class Skills: Build Options: Class Traits: War Wizard Control Wizard Modern Armor AC Check Penalty Speed Weight Cost Cloth +0 0 0 4 1 Concealable +2 0 0 15 25 Tactical +3 -1 0 25 30 Battle 6 -1 -1 40 40 Riot 7 0 -1 45 45 Hard Suit 8 -2 -1 50 50 Unarmed Proficient Bonus +2 Damage 1d4 Group Unarmed Firearms Simple Handguns Light Pistol Proficient Bonus +2 Damage 1d4 Range 8/16 Clip Size 8+1 Load Minor Group Light Hand Gun Traits Off Hand, Jams Light Revolver Proficient Bonus +2 Damage 1d6 Range 6/12 Clip Size 6 Load Move Group Light Hand Gun Traits Off Hand Medium Pistol Proficient Bonus +2 Damage 1d6 Range 8/16 Clip Size 8+1 Load Minor Group Heavy Hand Gun Traits Off Hand, Jams Medium Revolver Proficient Bonus +2 Damage 1d8 Range 6/12 Clip Size 6 Load Move Group Heavy Hand Gun Traits Off Hand Simple Longarms Hunting Rifle Proficient Bonus +3 Damage 1d10 Range 15/30 Clip Size 4 Load Move Group Rifle Traits Two-Handed Shotgun Proficient Bonus +3 Damage 1d8 Range 5/10 Clip Size 5 Load Move Group Shotgun Traits Two-Handed, High Crit Military Handguns Heavy Pistol Proficient Bonus +2 Damage 1d8 Range 8/16 Clip Size 12+1 Load Minor Group Heavy Hand Gun Traits High Crit, Jams, Versatile* *Used two-handed grants a +1 to Attack instead of damage. Heavy Revolver Proficient Bonus +2 Damage 1d10 Range 6/12 Clip Size 6 Load Move Group Heavy Hand Gun Traits Off Hand Machine Pistol Proficient Bonus +2 Damage 1d6 Range 7/14 Clip Size 30+1 Load Minor Group Automatic Traits Off Hand, Jams Military Longarms Assault Rifle Proficient Bonus +3 Damage 1d8 Range 10/20 Clip Size 30+1 Load Minor Group Automatic Traits Two-Handed Jams Sniper Rifle Proficient Bonus +3 Damage 1d12 Range 20/40 Clip Size 6+1 Load Minor Group Automatic Traits Two-Handed, Jams Combat Shotgun Proficient Bonus +3 Damage 1d8 Range 7/14 Clip Size 10 Load Minor Group Shotgun Traits Two-Handed, High Crit |
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Howdy all.
Tonight I'm starting a new campaign with my pen and paper group. We're basically going to be doing a superhero setting using a modified set of the 4th edition rules. Because CoH has a ton of good ideas, I'm taking a LOT of inspiration from the game, as well as using the character creator to generate my NPCs, so I can show the party how they look.




There's only going to be two players, so I'm going to give them a choice of NPCs to follow them around as a helper. In the campaign setting heroes run a lot like they do in CoH; with cooperation and understanding from city officials. Vigilantes are less tolerated, and are often considered no better than criminals. (I'm leaving it up to the party to see which they become.)
Here's the four characters I'm giving them to pick from for their helper. I'd love to hear some thoughts from the CoH community!
Triceratops
Triceratops
This particularly large hero was born with bone ridges across his head and shoulders. As he aged this ridges grew into heavy plates and horns. The condition would have been fatal were it not for his naturally high strength and stamina. Now, Triceratops uses his protective bone structure to fight evil. His charge is devastating, his might is considerable, and he can take plenty of hits before going down.
Triceratops grew up on the bad side of town, and with his unique talents he soon fell into the criminal element. On his first job with a gang he was told to eliminate an innocent person, and found himself unable to do it. He turned on the gang and enrolled in a school for gifted superhumans the next day.
Triceratops firmly believes that the system works. He believes, despite his size, that might does not equal right, and that the helpless need to be protected. While he isnt the smartest cadet in the group, his potential and idealism make a promising combination.
Bullethole
A former police officer that was gunned down in the line of duty. The injuries he received were so severe that his body required extensive modification to even stay alive. An experiment in teleportation technology, Bulletholes blood is actually processed in a laboratory in Ohio. That blood is then immediately teleported into his bloodstream; which distributes it before re-teleporting it back. Internal devices maintain this process, and Bulletholes body is in a constant state of transit.
Bulletholes modifications give him the capability to teleport, as well as generate portals that matter can traverse through. Hes reckless with his usage of this power, but its hard to deny the results. His most devastating attack is to launch one of his portals at someone; and when it sticks to them like an adhesive, he actually emerges using their body as a conduit.
Bullethole was let down by heroes. Heroes failed to respond to his units call for assistance, and he suffered the consequences. While hes currently applying as a hero, the city has doubts that hell hold up to this promise. Middle aged, mutilated, and jaded, Bullethole fits the profile of a future Vigilante.
Working Class Hero
WCH used to be a miner in one of the quarries a few miles away from the city. A mine collapse made him realize that conditions for his fellow workers werent nearly good enough. With the loss of three good men on his conscience, he took a stand.
Called a terrorist by the wealthy of the city, WCHs knowledge of explosives served him well. None of the explosions that led to the companys downfall were fatal, but one of them trapped the companys board of investors underground for almost a day. When they were rescued by a dig team which WCH was a part of, they firmly decided that the companys safety codes werent up to snuff.
WCH believes that laws and regulations are only worth following if they have the peoples best interest at heart. While he has the potential to be a Vigilante, the miner seems too humanitarian to take that plunge. He will not; however, stand down when the innocent are being walked on, and if a hero was abusing their power, hed be the first to call them on it.
(WCH is an obvious Scrapyarders tribute, and a character I've played in CoH.)
Buffalo Nelly
Like dust in the wind, Buffalo Nelly rolls in with a moments notice. This cowgirl is fairly mysterious, and its difficult to place her origin by her vaguely Southern accent. She embraces the role of the cowgirl; however, and considers herself a modern day gunslinger.
Did she have much of a choice? Her power, which involves the manipulation of subtle wind currents, could only be described as tumbleweed control. Her control of it is limited at best, but the clouds of debris she can have swarm around her make for the perfect cover when she uses her six shooters. A crack shot with a unique power, Buffalo Nelly knows how to wrangle evildoin varmints.
Nelly believes in cowboy justice. She tends to act without giving it too much thought; and if she thinks someone is in the wrong shes usually the one to fire the first shot. She doesnt kill, but she can be somewhat rough and tumble with her methods, and enjoys nothing more than dragging an evildoer through the town by way of a lasso and horse.
So as you can see I'm trying to give them a variety of options to choose from, both in powers and personality. Today we're rolling our characters. Next week, the hero-ing begins!