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View Full Version : Character: Project 275 Power Armor Hero: Warbird for review



JmOz
Apr 20th, '08, 09:23 AM
No I had not forgoten about this project, but I got stuck on the metamorph, then I realised the character I had called my Power Armor Character (Tar) was actualy a metamorph in many ways, so I decided to make a new PA character.

So here is Warbird, the background is fairly simple, Former military turned civilian Test Pilot for the goverment, is currently testing the WARBIRD armor (Acroynm needed) in the field for SAT or PRIMUS. The idea behind the armor is kind of an American Rocket Red Brigade, so it is being tested vs SUper villains in campeign city, especialy vs Viper

WARBIRD

Player:

Val Char Cost
15/25 STR 5
21 DEX 33
20 CON 20
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1

5/15 PD 2
5/15 ED 1
4 SPD 9
7 REC 0
40 END 0
30 STUN 0

6" RUN 0
2" SWIM 0
3"/5" LEAP 0
Characteristics Cost: 85

Cost Power
WARIRD ARMOR, all slots OIF (-1/2)
20 1) Armor (10 PD/10 ED) (30 Active Points)
7 2) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
27 3) Flight 10", Variable Advantage (+1/4 Advantages; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points)
6 4) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
3 5) IR Perception (Sight Group) (5 Active Points)
3 6) Sight Group Flash Defense (5 points) (5 Active Points)
10 7) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
13 8) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points)
6 9) +3 with Navigation, System Ops, Cryptography (9 Active Points)
3 10) Duel Weapon System: Rapid Attack (Ranged) (5 Active Points); Only with Weapon System MP, Maximum of 2 attacks (-1/4)

40 Weapon System: Multipower, 60-point reserve, Private Adder, (60 Active Points); all slots OIF (-1/2)
4u 1) Blasters: EB 8d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
2u 2) Gyrojet Missiles: RKA 4d6 (vs. PD) (60 Active Points); 4 Charges (-1)
2u 3) Micro Bombs: RKA 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 4 Charges (-1)
2u 4) Electroflash Microbombs: Sight and Radio Groups Flash 7d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1)
2u 5) Stealth Mode: Invisibility to Radio Group, Infrared Perception and Ultraviolet Perception , Reduced Endurance (0 END; +1/2) (30 Active Points)

Powers Cost: 150


Cost Skill
1 Acting 8-
1 CK: Homeland 8-
1 Climbing 8-
1 Combat Driving 8-
3 Combat Piloting 13-
1 Concealment 8-
1 Conversation 8-
1 Deduction 8-
1 Electronics 8-
3 KS: Aircraft (INT-based) 12-
3 KS: Common Knowledge (INT-based) 12-
4 Language: English (idiomatic)
2 PS: Military Officer 11-
1 Mechanics 8-
3 Navigation 12-
3 PS: Test Pilot (INT-based) 12-
1 Paramedics 8-
1 Persuasion 8-
1 Shadowing 8-
1 Stealth 8-
3 Systems Operation 12-
2 TF: Common Motorized Ground Vehicles, Aircraft
1 Teamwork 8-
Skills Cost: 40



Total Character Cost: 275

Pts. Disadvantage
15 Soc. Lim.: Secret ID (Frequently, Major)
15 Soc. Lim.: Subject to orders (Frequently, Major)
20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)
10 Psych. Lim.: Patriotic (Common, Moderate)
15 Psych. Lim.: Thrillseeker (Common, Strong)
5 Rivalry: Professional (Other Pilots; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Vulnerability: 2 x STUN Electricity while in Suit (Uncommon)
10 Vulnerability: 2 x BODY Electricity while in Suit (Uncommon)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

bubba smith
Apr 20th, '08, 10:12 AM
interesting

braincraft
Apr 20th, '08, 12:39 PM
I like it. Short, sweet, simple.

JmOz
Apr 20th, '08, 09:44 PM
Any ideas? I am thinking that I want him a little bit quicker (Probably a couple points of dex, maybe 1 more speed), also Thinking he should have a SS in avionic Engineering, probably as a fam...

Doomed Prophet
Apr 20th, '08, 09:49 PM
Weapon, Aerial: Bio-Integrated Response Device....
How's that for an acronym?

JmOz
Apr 21st, '08, 05:02 PM
Well I had to get myself a bit dirty in the "power Gaming Mud Pool"

I had forgotten the team package, and like I said I wanted WARBIRD to be a bit faster, I also really liked the idea that s/he was better in vehicles than on land, so did a funny little thing, I think I saw in TUV of limiting Dex/Speed to when using a vehicle, including his armor, I reduced it to a -1/4 lim instead of a -1/2 as the commmonality of being in armor, I further limited it to air vehicles only, but still allowing it for the armor.

I also limited the armor to a fuel requirement, again per TuV, gave it a -1/4 again. This is a minor limitation that I can see whole stories based around, I figure it will come up everyonce in a while but for the whole session.

Well Here it is

WARBIRD

Player:

Val Char Cost
20/40 STR 5
13/23 DEX 9
20 CON 20
10 BODY 0
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1

5/15 PD 2
5/15 ED 1
3/5 SPD 7
7 REC 0
40 END 0
30 STUN 2

6" RUN 0
2" SWIM 0
4"/8" LEAP 0
Characteristics Cost: 57

Cost Power

Born to the air, all slots Only while Operating air vehicles (Including armor) (-1/4)
24 1) +10 DEX (30 Active Points)
8 2) +1 SPD (10 Active Points)

WARIRD ARMOR, all slots OIF (-1/2), Fuel Dependent (-1/4)
17 1) Armor (10 PD/10 ED) (30 Active Points)
3 2) +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); No Figured Characteristics (-1/2)
23 3) Flight 10", Variable Advantage (+1/4 Advantages; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points)
5 4) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
3 5) IR Perception (Sight Group) (5 Active Points)
3 6) Sight Group Flash Defense (5 points) (5 Active Points)
13 7) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
11 8) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points)
5 9) +3 with Navigation, System Ops, Cryptography (9 Active Points)
2 10) Duel Weapon System: Rapid Attack (Ranged) (5 Active Points); Only with Weapon System (-1/2)

34 Weapon System: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Fuel Dependent (-1/4)
3u 1) Blasters: EB 8d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
2u 2) Gyrojet Missiles: RKA 4d6 (vs. PD) (60 Active Points); 4 Charges (-1)
2u 3) Micro Bombs: RKA 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 4 Charges (-1)
2u 4) Electroflash Microbombs: Sight and Radio Groups Flash 7d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1)
2u 5) Stealth Mode: Invisibility to Radio Group, Infrared Perception and Ultraviolet Perception , Reduced Endurance (0 END; +1/2) (30 Active Points)
1u 6) Enhanced Muscular Charging: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2)
Powers Cost: 163


Cost Skill
1 Acting 8-
1 CK: Homeland 8-
1 Climbing 8-
1 Combat Driving 8-
3 Combat Piloting 12- (14-)
1 Concealment 8-
1 Conversation 8-
1 Deduction 8-
1 Electronics 8-
4 Language: English (idiomatic)
1 Mechanics 8-
3 Navigation 12-
2 PS: Military Officer 11-
3 PS: Test Pilot (INT-based) 12-
1 Paramedics 8-
1 Persuasion 8-
1 SS: Avionic Engineering (INT-based) 8-
3 Scholar
2 1) KS: Aircraft (INT-based) (3 Active Points) 12-
2 2) KS: Common Knowledge (INT-based) (3 Active Points) 12-
1 3) KS: Criminal Law & Procedure (2 Active Points) 11-
1 4) KS: Super Villains (2 Active Points) 11-
1 Shadowing 8-
1 Stealth 8-
3 Systems Operation 12-
2 TF: Common Motorized Ground Vehicles, Aircraft
1 Teamwork 8-
Skills Cost: 44

Cost Perk
5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6 Fringe Benefit: Local Police Powers, Membership: Crusaders, Pilot's License
Perks Cost: 11


Total Character Cost: 275

Pts. Disadvantage
5 DNPC: Technician, tends to like to get "notes in the field" 8- (Normal; Useful Noncombat Position or Skills)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Psych. Lim.: Patriotic (Common, Moderate)
15 Psych. Lim.: Thrillseeker (Common, Strong)
15 Soc. Lim.: Subject to Orders (Frequently, Major)
15 Soc. Lim.Secret ID: (Frequently, Major)
10 Vulnerability: 2 x BODY Electrical Attacks while in suit (Uncommon)
10 Vulnerability: 2 x STUN Electrical Attacks while in suit (Uncommon)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

I'm thinking of playing to give the MP two more slots, one that will add CON, the other a chameleon based Invis for Sight and hearing...

Doc Shocker
Apr 21st, '08, 05:06 PM
Weapon, Aerial: Bio-Integrated Response Device....
How's that for an acronym?

Repped for reading my mind!

JmOz
Apr 21st, '08, 05:12 PM
Weapon, Aerial: Bio-Integrated Response Device....
How's that for an acronym?


Repped for reading my mind!

I like the BIRD part, not happy with the WAR, but repping you both for it

Doc Shocker
Apr 21st, '08, 05:18 PM
How about:

Weaponized Aerial Recon: (and then the BIRD part)?

JmOz
Apr 21st, '08, 07:11 PM
How about:

Weaponized Aerial Recon: (and then the BIRD part)?

GREAT

JmOz
Apr 22nd, '08, 04:27 PM
Any thoughts on the revised character sheet

Doomed Prophet
Apr 22nd, '08, 04:52 PM
I like the write-up for your WARBIRD armor, the only things I would change are:

1) If it's experimental armor and still being tested alot of the powers would have Activation Roll with either Jammed or Burn-Out (got to play with some new toys in the military that seemed to either go wonky or break for no reason)...
2) The Invisibility would mostly be Sight (Chameleon effect)/Hearing (it's quiet when staying put)/Radar (new Stealth-composites) with the Chameleon limitation and a fringe (it is experimental)... Possibly give it a few charges of limited duration...
3) Link an Invisibility: Radio Group to your HRRP to simulate encrypted transmissions, it’s fringe would be static on the frequency you’re currently transmitting on.
4) Extended Breathing instead of Self-Contained to simulate an attached air supply…
5)And a test pilot really needs Luck… Or a good HMO…

But that's just my personal preferences...
Great job by the way :thumbup:

JmOz
Apr 25th, '08, 07:19 PM
I like the write-up for your WARBIRD armor, the only things I would change are:

1) If it's experimental armor and still being tested alot of the powers would have Activation Roll with either Jammed or Burn-Out (got to play with some new toys in the military that seemed to either go wonky or break for no reason)...
2) The Invisibility would mostly be Sight (Chameleon effect)/Hearing (it's quiet when staying put)/Radar (new Stealth-composites) with the Chameleon limitation and a fringe (it is experimental)... Possibly give it a few charges of limited duration...
3) Link an Invisibility: Radio Group to your HRRP to simulate encrypted transmissions, it’s fringe would be static on the frequency you’re currently transmitting on.
4) Extended Breathing instead of Self-Contained to simulate an attached air supply…
5)And a test pilot really needs Luck… Or a good HMO…

But that's just my personal preferences...
Great job by the way :thumbup:

Thank you for the imput, let me answer with my reasonings

1) the idea of activation/burnout/jammed does make a lot of sense, but I find in play that those limitations slow things down alot, so I tend to avoid them, also for an ease of use factor

2) The invisibility represents a stealth functioning, reduction of EM emissions and such, more than anything else, but I like the chameleon effect Idea, and am working on getting it in...

3) I plan on using the cryptography skill to represent encryption, thus the +3 the suit gives

4) Thought of giving it a fuel charge, but desided easy over accurate

5) Amusing

I really do like the idea of the invisibility, playing with the points to get it and a couple of other skills I want on him

3)

JmOz
Jun 20th, '08, 10:11 AM
So getting slowly back to work on the 275 point project

I was thinking about WARBIRD here and I am wondering how Archtypical (is that a word) it is for a Power Armor Character to have multiple weapon systems. I know it is common, but that is not the same thing, rather does it seem like a PA character is lacking something for not having multiple weapons

As these are suppose to be low powered heroes, and for that matter easy to use, I am questioning wether or not it would be better to make it a single weapon system (blasters)

Also, another issue I am having right now is that to some degree these characters are suppose to be a group of characters that can cross between Dark Champions type games and more traditional Champions, as such the blasters may be a bit to much, maybe replacing them with some AF EB Rubber bullets may be better...

Thoughts please

JmOz
Nov 11th, '08, 12:34 PM
Any thoughts on blasters or some other primary attack type?

Adventus
Nov 11th, '08, 03:58 PM
I would recommend fixing the typo in the Armor list. Other than that very cool

JmOz
Mar 19th, '09, 12:30 PM
With the new guidelines, I have reworked WARBIRD, I also wanted to make the character a little easier to play for a new player, so cut some of the weapon systems and some of the more complex elements. I do still have a 3 power multipower, the idea is that each item in the MP is extra energy being channeled into the system to overcharge them. Right now the burnout only effects the system it burns out, If I understand the rules correctly this is bending it a little. As imagined if the roll fails on EB then the entire blaster (Including the 8d6) is burned out. If I understand the rules right it should burn out the entire Aux power system, but not the core systems, I consider this kind of a wash, actualy I think it is more severe, but ohh well

WARBIRD

Player:

Val Char Cost
15/30 STR 5
18 DEX 24
15 CON 10
10 BODY 0
13/28 INT 3
11 EGO 2
13 PRE 3
14 COM 2

5/15 PD 2
5/15 ED 2
4 SPD 12
6 REC 0
30 END 0
30 STUN 4

4" RUN -4
2" SWIM 0
3"/6" LEAP 0
Characteristics Cost: 65

Cost Power
WARIRD ARMOR Basic Systems, all slots OIF (-1/2)
20 1) Reinforced Shell: Armor (10 PD/10 ED) (30 Active Points)
6 2) Radio: HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
3 3) Protective Visor: Sight Group Flash Defense (5 points) (5 Active Points)
5 4) Aux Power Supply: Endurance Reserve (40 END, 4 REC) (8 Active Points)
WARBIRD ARMOR Powered Systems, all slots OIF (-1/2), Power Dependent (-1/4)
20 1) Jet Pack: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; +1/2) (35 Active Points) (uses END Reserve) [Notes: Options: Usable Underwater, Megascale Movement up to 1"=1km, 0 endurance]
34 2) Blasters: EB 8d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
10 3) Strength Augmentation: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
8 4) Onboard Computer Systems: +15 INT (15 Active Points)
13 5) Advanced Radar Unit: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
11 6) Sealed enviroment: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points)
3 Warbird Armor Aux Power Systems: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (x10 END; -4), OIF (-1/2), Activation 14-, Burnout (-1/4)
1u 1) Strength Augmentation: +20 STR (20 Active Points); No Figured Characteristics (-1/2) (uses Personal END)
1u 2) Jet Pack: +10" Flight (20 Active Points) (uses END Reserve)
1u 3) Blasters: +4d6 EB (20 Active Points) (uses Personal END)
Powers Cost: 136


Cost Skill
1 Acting 8-
3 CK: Homeland (INT-based) 12- (15-)
1 Climbing 8-
3 Combat Driving 13-
3 Combat Piloting 13-
1 Concealment 8-
1 Conversation 8-
3 CuK: Avionics World (INT-based) 12- (15-)
1 Deduction 8-
1 Electronics 8-
4 Language: English (idiomatic)
1 Mechanics 8-
3 Navigation 12- (15-)
2 PS: Military Officer 11-
3 PS: Test Pilot (INT-based) 12- (15-)
3 Paramedics 12- (15-)
1 Persuasion 8-
3 SS: Avionic Engineering (INT-based) 12- (15-)
3 Scholar
2 1) KS: Aircraft (INT-based) (3 Active Points) 12- (15-)
1 2) KS: Commando Training (2 Active Points) 11-
2 3) KS: Common Knowledge (INT-based) (3 Active Points) 12- (15-)
2 4) KS: Criminal Law & Procedure (INT-based) (3 Active Points) 12- (15-)
2 5) KS: Super Villains (INT-based) (3 Active Points) 12- (15-)
1 Shadowing 8-
3 Stealth 13-
3 Systems Operation 12- (15-)
2 TF: Air Vehicles, Parachuting, Basic, Small Motorized Ground Vehicles
1 Teamwork 8-
3 WF: Small Arms, Blades
Skills Cost: 63

Cost Perk
5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6 Fringe Benefit: Local Police Powers, Membership: Crusaders, Pilot's License
Perks Cost: 11


Total Character Cost: 275

Pts. Disadvantage
5 DNPC: Technician, tends to like to get "notes in the field" 8- (Normal; Useful Noncombat Position or Skills)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Psych. Lim.: Patriotic (Common, Moderate)
15 Psych. Lim.: Thrillseeker (Common, Strong)
15 Soc. Lim.: Subject to Orders (Frequently, Major)
15 Soc. Lim.Secret ID: (Frequently, Major)
10 Vulnerability: 2 x BODY Electrical Attacks while in suit (Uncommon)
10 Vulnerability: 2 x STUN Electrical Attacks while in suit (Uncommon)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Still want to work on the disads a little, thinking something other than the vulnerability

braincraft
Mar 19th, '09, 02:47 PM
Computer defined as +INT? Interesting...?

JmOz
Mar 19th, '09, 03:48 PM
+Per
+to Int skills

really seemed like an elegant way to do it to me

Split Decision
Mar 19th, '09, 05:11 PM
Excellent as usual. My only concern is that there RKA 4D6 slot. That's a lot of RKA. 2D6 RKA, Indirect (+1/2), No Range mod (+1/2). Nice fire-and-forget heatseeking missile, perhaps.

The Hawk God
Mar 19th, '09, 05:34 PM
First good build, very nice. [insert jealousy here]

I would reduce the attack types to two, if quick and easy was a goal. Too many choices could slow down play, or overwhelm a new player as they tried to configure the "right" attack.

JmOz
Mar 19th, '09, 05:48 PM
First good build, very nice. [insert jealousy here]

I would reduce the attack types to two, if quick and easy was a goal. Too many choices could slow down play, or overwhelm a new player as they tried to configure the "right" attack.

Basicaly what I did, Punch, or Blast, nice and simple

Droped the RKA, I like the other version, think I will upgrade to a "will play eventualy" 350 point character...But for the 275 intro player project I like the simplicity of it.

ohh the guidelines are as follows

275 Point Guidelines
Base Points: 175
Disads: 100
Max Disad: 50
Total points: 250

Char: 10-30
Spd: 3-7
CV: 5-10
DC: 6-11
AP : 40-75
Skill Points: 45-120
Skill Rolls: (8-) - (15-)
Def: 10-20
rDef: 5-10

NCM is a campeign guideling, but characters may use the "defenders exploit". Characteristics bought as powers do not require modifiers to be applied. This includes movement powers

Secret ID and Martial Arts are highly recomended

Characters do not get any everyman skills, the base points have been modified for this (Buy what you got)

Powers that will make it hard to run a mystery are not appropriate...

JmOz
Mar 19th, '09, 05:52 PM
current build adds a MA package, helps for the out of suit moments, the Side effect is the suit breaking down if the system is over taxed

Each system will basicaly have a burnout 15- when used with the extra boost ability, if it fails the system (the whole system) burns out, if the roll is an 18 it is a catastrophic failure and all of the powered systems break down

WARBIRD

Player:

Val Char Cost
15/30 STR 5
18 DEX 24
15 CON 10
11 BODY 2
13/28 INT 3
11 EGO 2
13 PRE 3
14 COM 2

5/15 PD 2
5/15 ED 2
4 SPD 12
6 REC 0
30 END 0
30 STUN 3

4" RUN -4
2" SWIM 0
3"/6" LEAP 0
Characteristics Cost: 66

Cost Power
WARIRD ARMOR Basic Systems, all slots OIF (-1/2)
20 1) Reinforced Shell: Armor (10 PD/10 ED) (30 Active Points)
6 2) Radio: HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
3 3) Protective Visor: Sight Group Flash Defense (5 points) (5 Active Points)
9 4) Aux Power Supply: Endurance Reserve (100 END, 4 REC) (14 Active Points)
WARBIRD ARMOR Powered Systems, all slots OIF (-1/2), Power Dependent (-1/4)
17 1) Jet Pack: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; +1/2) (35 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4) (uses END Reserve) [Notes: Options: Usable Underwater, Megascale Movement up to 1"=1km, 0 endurance]
20 2) Blasters: EB 8d6 (vs. ED) (40 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4) (uses Personal END)
8 3) Strength Augmentation: +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); No Figured Characteristics (-1/2), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4) (uses Personal END)
8 4) Onboard Computer Systems: +15 INT (15 Active Points)
13 5) Advanced Radar Unit: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2)
11 6) Sealed enviroment: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points)
4 Warbird Armor Aux Power Systems: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (x10 END; -4), OIF (-1/2)
1u 1) Strength Augmentation: +20 STR (20 Active Points); No Figured Characteristics (-1/2) (uses Personal END)
1u 2) Jet Pack: +10" Flight (20 Active Points) (uses END Reserve)
1u 3) Blasters: +4d6 EB (20 Active Points) (uses Personal END)
Powers Cost: 122

Cost Martial Arts Maneuver
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 8d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 6d6 +v/5, Target Falls
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 13

Cost Skill
1 Acting 8-
3 CK: Homeland (INT-based) 12- (15-)
1 Climbing 8-
3 Combat Driving 13-
3 Combat Piloting 13-
1 Concealment 8-
1 Conversation 8-
3 CuK: Avionics World (INT-based) 12- (15-)
1 Deduction 8-
1 Electronics 8-
4 Language: English (idiomatic)
1 Mechanics 8-
3 Navigation 12- (15-)
2 PS: Military Officer 11-
3 PS: Test Pilot (INT-based) 12- (15-)
3 Paramedics 12- (15-)
1 Persuasion 8-
3 SS: Avionic Engineering (INT-based) 12- (15-)
3 Scholar
2 1) KS: Aircraft (INT-based) (3 Active Points) 12- (15-)
1 2) KS: Commando Training (2 Active Points) 11-
2 3) KS: Common Knowledge (INT-based) (3 Active Points) 12- (15-)
2 4) KS: Criminal Law & Procedure (INT-based) (3 Active Points) 12- (15-)
2 5) KS: Super Villains (INT-based) (3 Active Points) 12- (15-)
1 Shadowing 8-
3 Stealth 13-
3 Systems Operation 12- (15-)
2 TF: Air Vehicles, Parachuting, Basic, Small Motorized Ground Vehicles
1 Teamwork 8-
3 WF: Small Arms, Blades
Skills Cost: 63

Cost Perk
5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6 Fringe Benefit: Local Police Powers, Membership: Crusaders, Pilot's License
Perks Cost: 11


Total Character Cost: 275

Pts. Disadvantage
5 DNPC: Technician, tends to like to get "notes in the field" 8- (Normal; Useful Noncombat Position or Skills)
15 Hunted: Military Overseers 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Phys. Lim.: Suseptible to Cyberpathic powers (Ego 15) (Infrequently, Greatly Impairing)
10 Psych. Lim.: Patriotic (Common, Moderate)
10 Psych. Lim.: Thrillseeker (Common, Moderate)
15 Soc. Lim.: Subject to Orders (Frequently, Major)
15 Soc. Lim.Secret ID: (Frequently, Major)
Disadvantage Points: 100
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Split Decision
Mar 19th, '09, 06:10 PM
Both build look great. Again, as usual. The second build looks more like 4e Defender- that is, he would be useful in or out of the suit. I like the first build better since it's simpler and more focused. But again, both are excellent and both will do. Perhaps you ought to include both in the grab bag?

The Hawk God
Mar 19th, '09, 06:21 PM
I once built a power armor as a single slot in an ENORMOUS 200pt or so Multipower.
The idea was that out of the armor he was a gadgeteer with access to toys that would help him out if he was out of armor. It was a very good build as I recall

JmOz
Mar 22nd, '09, 09:40 PM
Both build look great. Again, as usual. The second build looks more like 4e Defender- that is, he would be useful in or out of the suit. I like the first build better since it's simpler and more focused. But again, both are excellent and both will do. Perhaps you ought to include both in the grab bag?

Hey split, there are 4 versions in the thread, could you post the post numbers of the ones you are talking about? Thanks man, appreciate the imput

JmOz
Mar 22nd, '09, 09:44 PM
Thinking of giving him a disad of Hunted by Warbird...what do you think?